1 /*
2 * Copyright 2011 Google Inc.
3 *
4 * Use of this source code is governed by a BSD-style license that can be
5 * found in the LICENSE file.
6 */
7
8 #include "src/gpu/gl/GrGLRenderTarget.h"
9
10 #include "include/core/SkTraceMemoryDump.h"
11 #include "include/gpu/GrDirectContext.h"
12 #include "src/gpu/GrBackendUtils.h"
13 #include "src/gpu/GrDirectContextPriv.h"
14 #include "src/gpu/GrGpuResourcePriv.h"
15 #include "src/gpu/GrResourceProvider.h"
16 #include "src/gpu/gl/GrGLGpu.h"
17 #include "src/gpu/gl/GrGLUtil.h"
18
19 #define GPUGL static_cast<GrGLGpu*>(this->getGpu())
20 #define GL_CALL(X) GR_GL_CALL(GPUGL->glInterface(), X)
21 #define GL_CALL_RET(RET, X) GR_GL_CALL_RET(GPUGL->glInterface(), RET, X)
22
23 // Because this class is virtually derived from GrSurface we must explicitly call its constructor.
24 // Constructor for wrapped render targets.
GrGLRenderTarget(GrGLGpu * gpu,const SkISize & dimensions,GrGLFormat format,int sampleCount,const IDs & ids,sk_sp<GrGLAttachment> stencil)25 GrGLRenderTarget::GrGLRenderTarget(GrGLGpu* gpu,
26 const SkISize& dimensions,
27 GrGLFormat format,
28 int sampleCount,
29 const IDs& ids,
30 sk_sp<GrGLAttachment> stencil)
31 : GrSurface(gpu, dimensions, GrProtected::kNo)
32 , INHERITED(gpu, dimensions, sampleCount, GrProtected::kNo, std::move(stencil)) {
33 this->init(format, ids);
34 this->setFlags(gpu->glCaps(), ids);
35 this->registerWithCacheWrapped(GrWrapCacheable::kNo);
36 }
37
GrGLRenderTarget(GrGLGpu * gpu,const SkISize & dimensions,GrGLFormat format,int sampleCount,const IDs & ids)38 GrGLRenderTarget::GrGLRenderTarget(GrGLGpu* gpu,
39 const SkISize& dimensions,
40 GrGLFormat format,
41 int sampleCount,
42 const IDs& ids)
43 : GrSurface(gpu, dimensions, GrProtected::kNo)
44 , INHERITED(gpu, dimensions, sampleCount, GrProtected::kNo) {
45 this->init(format, ids);
46 this->setFlags(gpu->glCaps(), ids);
47 }
48
setFlags(const GrGLCaps & glCaps,const IDs & idDesc)49 inline void GrGLRenderTarget::setFlags(const GrGLCaps& glCaps, const IDs& idDesc) {
50 if ((fMultisampleFBOID | fSingleSampleFBOID) == 0) {
51 this->setGLRTFBOIDIs0();
52 }
53 }
54
init(GrGLFormat format,const IDs & idDesc)55 void GrGLRenderTarget::init(GrGLFormat format, const IDs& idDesc) {
56 fMultisampleFBOID = idDesc.fMultisampleFBOID;
57 fSingleSampleFBOID = idDesc.fSingleSampleFBOID;
58 fMSColorRenderbufferID = idDesc.fMSColorRenderbufferID;
59 fRTFBOOwnership = idDesc.fRTFBOOwnership;
60 fRTFormat = format;
61 fTotalMemorySamplesPerPixel = idDesc.fTotalMemorySamplesPerPixel;
62 }
63
stencil_bits_to_format(int stencilBits)64 GrGLFormat stencil_bits_to_format(int stencilBits) {
65 SkASSERT(stencilBits);
66 switch (stencilBits) {
67 case 8:
68 // We pick the packed format here so when we query total size we are at least not
69 // underestimating the total size of the stencil buffer. However, in reality this
70 // rarely matters since we usually don't care about the size of wrapped objects.
71 return GrGLFormat::kDEPTH24_STENCIL8;
72 case 16:
73 return GrGLFormat::kSTENCIL_INDEX16;
74 default:
75 SkASSERT(false);
76 return GrGLFormat::kUnknown;
77 }
78 }
79
MakeWrapped(GrGLGpu * gpu,const SkISize & dimensions,GrGLFormat format,int sampleCount,const IDs & idDesc,int stencilBits)80 sk_sp<GrGLRenderTarget> GrGLRenderTarget::MakeWrapped(GrGLGpu* gpu,
81 const SkISize& dimensions,
82 GrGLFormat format,
83 int sampleCount,
84 const IDs& idDesc,
85 int stencilBits) {
86 sk_sp<GrGLAttachment> sb;
87 if (stencilBits) {
88 // We pick a "fake" actual format that matches the number of stencil bits. When wrapping
89 // an FBO with some number of stencil bits all we care about in the future is that we have
90 // a format with the same number of stencil bits. We don't even directly use the format or
91 // any other properties. Thus it is fine for us to just assign an arbitrary format that
92 // matches the stencil bit count.
93 GrGLFormat sFmt = stencil_bits_to_format(stencilBits);
94
95 // We don't have the actual renderbufferID but we need to make an attachment for the stencil
96 // so we just set it to an invalid value of 0 to make sure we don't explicitly use it or try
97 // and delete it.
98 sb = GrGLAttachment::MakeWrappedRenderBuffer(gpu,
99 /*renderbufferID=*/0,
100 dimensions,
101 GrAttachment::UsageFlags::kStencilAttachment,
102 sampleCount,
103 sFmt);
104 }
105 return sk_sp<GrGLRenderTarget>(
106 new GrGLRenderTarget(gpu, dimensions, format, sampleCount, idDesc, std::move(sb)));
107 }
108
getBackendRenderTarget() const109 GrBackendRenderTarget GrGLRenderTarget::getBackendRenderTarget() const {
110 bool useMultisampleFBO = (this->numSamples() > 1);
111 GrGLFramebufferInfo fbi;
112 fbi.fFBOID = (useMultisampleFBO) ? fMultisampleFBOID : fSingleSampleFBOID;
113 fbi.fFormat = GrGLFormatToEnum(this->format());
114 int numStencilBits = 0;
115 if (GrAttachment* stencil = this->getStencilAttachment(useMultisampleFBO)) {
116 numStencilBits = GrBackendFormatStencilBits(stencil->backendFormat());
117 }
118
119 return GrBackendRenderTarget(
120 this->width(), this->height(), this->numSamples(), numStencilBits, fbi);
121 }
122
backendFormat() const123 GrBackendFormat GrGLRenderTarget::backendFormat() const {
124 // We should never have a GrGLRenderTarget (even a textureable one with a target that is not
125 // texture 2D.
126 return GrBackendFormat::MakeGL(GrGLFormatToEnum(fRTFormat), GR_GL_TEXTURE_2D);
127 }
128
onGpuMemorySize() const129 size_t GrGLRenderTarget::onGpuMemorySize() const {
130 return GrSurface::ComputeSize(this->backendFormat(), this->dimensions(),
131 fTotalMemorySamplesPerPixel, GrMipmapped::kNo);
132 }
133
completeStencilAttachment(GrAttachment * stencil,bool useMultisampleFBO)134 bool GrGLRenderTarget::completeStencilAttachment(GrAttachment* stencil, bool useMultisampleFBO) {
135 // We defer attaching the new stencil buffer until the next time our framebuffer is bound.
136 if (this->getStencilAttachment(useMultisampleFBO) != stencil) {
137 fNeedsStencilAttachmentBind[useMultisampleFBO] = true;
138 }
139 return true;
140 }
141
ensureDynamicMSAAAttachment()142 bool GrGLRenderTarget::ensureDynamicMSAAAttachment() {
143 SkASSERT(this->numSamples() == 1);
144 if (fMultisampleFBOID) {
145 return true;
146 }
147 SkASSERT(!fDynamicMSAAAttachment);
148
149 GrResourceProvider* resourceProvider = this->getContext()->priv().resourceProvider();
150 const GrCaps& caps = *this->getGpu()->caps();
151
152 int internalSampleCount = caps.internalMultisampleCount(this->backendFormat());
153 if (internalSampleCount <= 1) {
154 return false;
155 }
156
157 if (resourceProvider->caps()->msaaResolvesAutomatically() && this->asTexture()) {
158 // We can use EXT_multisampled_render_to_texture for MSAA. We will configure the FBO as MSAA
159 // or not during bindFBO().
160 fMultisampleFBOID = fSingleSampleFBOID;
161 return true;
162 }
163
164 GL_CALL(GenFramebuffers(1, &fMultisampleFBOID));
165 if (!fMultisampleFBOID) {
166 return false;
167 }
168
169 this->getGLGpu()->bindFramebuffer(GR_GL_FRAMEBUFFER, fMultisampleFBOID);
170
171 fDynamicMSAAAttachment.reset(
172 static_cast<GrGLAttachment*>(resourceProvider->getDiscardableMSAAAttachment(
173 this->dimensions(), this->backendFormat(), internalSampleCount,
174 GrProtected(this->isProtected()), GrMemoryless::kNo).release()));
175 if (!fDynamicMSAAAttachment) {
176 return false;
177 }
178
179 GL_CALL(FramebufferRenderbuffer(GR_GL_FRAMEBUFFER, GR_GL_COLOR_ATTACHMENT0, GR_GL_RENDERBUFFER,
180 fDynamicMSAAAttachment->renderbufferID()));
181 return true;
182 }
183
bindInternal(GrGLenum fboTarget,bool useMultisampleFBO)184 void GrGLRenderTarget::bindInternal(GrGLenum fboTarget, bool useMultisampleFBO) {
185 GrGLuint fboId = useMultisampleFBO ? fMultisampleFBOID : fSingleSampleFBOID;
186 this->getGLGpu()->bindFramebuffer(fboTarget, fboId);
187
188 if (fSingleSampleFBOID != 0 &&
189 fSingleSampleFBOID == fMultisampleFBOID &&
190 useMultisampleFBO != fDMSAARenderToTextureFBOIsMultisample) {
191 auto* glTex = static_cast<GrGLTexture*>(this->asTexture());
192 if (this->getGLGpu()->glCaps().bindTexture0WhenChangingTextureFBOMultisampleCount()) {
193 GL_CALL(FramebufferTexture2D(fboTarget,
194 GR_GL_COLOR_ATTACHMENT0,
195 GR_GL_TEXTURE_2D,
196 0 /*texture*/,
197 0 /*mipMapLevel*/));
198 }
199 if (useMultisampleFBO) {
200 int internalSampleCount =
201 this->getGpu()->caps()->internalMultisampleCount(this->backendFormat());
202 GL_CALL(FramebufferTexture2DMultisample(fboTarget,
203 GR_GL_COLOR_ATTACHMENT0,
204 glTex->target(),
205 glTex->textureID(),
206 0 /*mipMapLevel*/,
207 internalSampleCount));
208 } else {
209 GL_CALL(FramebufferTexture2D(fboTarget,
210 GR_GL_COLOR_ATTACHMENT0,
211 glTex->target(),
212 glTex->textureID(),
213 0 /*mipMapLevel*/));
214 }
215 fDMSAARenderToTextureFBOIsMultisample = useMultisampleFBO;
216 fNeedsStencilAttachmentBind[useMultisampleFBO] = true;
217 }
218
219 // Make sure the stencil attachment is valid. Even though a color buffer op doesn't use stencil,
220 // our FBO still needs to be "framebuffer complete".
221 if (fNeedsStencilAttachmentBind[useMultisampleFBO]) {
222 if (auto stencil = this->getStencilAttachment(useMultisampleFBO)) {
223 const GrGLAttachment* glStencil = static_cast<const GrGLAttachment*>(stencil);
224 GL_CALL(FramebufferRenderbuffer(fboTarget,
225 GR_GL_STENCIL_ATTACHMENT,
226 GR_GL_RENDERBUFFER,
227 glStencil->renderbufferID()));
228 if (GrGLFormatIsPackedDepthStencil(glStencil->format())) {
229 GL_CALL(FramebufferRenderbuffer(fboTarget,
230 GR_GL_DEPTH_ATTACHMENT,
231 GR_GL_RENDERBUFFER,
232 glStencil->renderbufferID()));
233 } else {
234 GL_CALL(FramebufferRenderbuffer(fboTarget,
235 GR_GL_DEPTH_ATTACHMENT,
236 GR_GL_RENDERBUFFER,
237 0));
238 }
239 } else {
240 GL_CALL(FramebufferRenderbuffer(fboTarget,
241 GR_GL_STENCIL_ATTACHMENT,
242 GR_GL_RENDERBUFFER,
243 0));
244 GL_CALL(FramebufferRenderbuffer(fboTarget,
245 GR_GL_DEPTH_ATTACHMENT,
246 GR_GL_RENDERBUFFER,
247 0));
248 }
249 #ifdef SK_DEBUG
250 if (!this->getGLGpu()->glCaps().skipErrorChecks() &&
251 !this->getGLGpu()->glCaps().rebindColorAttachmentAfterCheckFramebufferStatus()) {
252 GrGLenum status;
253 GL_CALL_RET(status, CheckFramebufferStatus(fboTarget));
254 if (status != GR_GL_FRAMEBUFFER_COMPLETE) {
255 // This can fail if the context has been asynchronously abandoned (see
256 // skbug.com/5200).
257 SkDebugf("WARNING: failed to attach stencil.\n");
258 }
259 }
260 #endif
261 fNeedsStencilAttachmentBind[useMultisampleFBO] = false;
262 }
263 }
264
bindForResolve(GrGLGpu::ResolveDirection resolveDirection)265 void GrGLRenderTarget::bindForResolve(GrGLGpu::ResolveDirection resolveDirection) {
266 // If the multisample FBO is nonzero, it means we always have something to resolve (even if the
267 // single sample buffer is FBO 0). If it's zero, then there's nothing to resolve.
268 SkASSERT(fMultisampleFBOID != 0);
269
270 // In the EXT_multisampled_render_to_texture case, we shouldn't be resolving anything.
271 SkASSERT(!this->isMultisampledRenderToTexture());
272
273 if (resolveDirection == GrGLGpu::ResolveDirection::kMSAAToSingle) {
274 this->bindInternal(GR_GL_READ_FRAMEBUFFER, true);
275 this->bindInternal(GR_GL_DRAW_FRAMEBUFFER, false);
276 } else {
277 SkASSERT(resolveDirection == GrGLGpu::ResolveDirection::kSingleToMSAA);
278 SkASSERT(this->getGLGpu()->glCaps().canResolveSingleToMSAA());
279 this->bindInternal(GR_GL_READ_FRAMEBUFFER, false);
280 this->bindInternal(GR_GL_DRAW_FRAMEBUFFER, true);
281 }
282 }
283
onRelease()284 void GrGLRenderTarget::onRelease() {
285 if (GrBackendObjectOwnership::kBorrowed != fRTFBOOwnership) {
286 GrGLGpu* gpu = this->getGLGpu();
287 if (fSingleSampleFBOID) {
288 gpu->deleteFramebuffer(fSingleSampleFBOID);
289 }
290 if (fMultisampleFBOID && fMultisampleFBOID != fSingleSampleFBOID) {
291 gpu->deleteFramebuffer(fMultisampleFBOID);
292 }
293 if (fMSColorRenderbufferID) {
294 GL_CALL(DeleteRenderbuffers(1, &fMSColorRenderbufferID));
295 }
296 }
297 fMultisampleFBOID = 0;
298 fSingleSampleFBOID = 0;
299 fMSColorRenderbufferID = 0;
300 INHERITED::onRelease();
301 }
302
onAbandon()303 void GrGLRenderTarget::onAbandon() {
304 fMultisampleFBOID = 0;
305 fSingleSampleFBOID = 0;
306 fMSColorRenderbufferID = 0;
307 INHERITED::onAbandon();
308 }
309
getGLGpu() const310 GrGLGpu* GrGLRenderTarget::getGLGpu() const {
311 SkASSERT(!this->wasDestroyed());
312 return static_cast<GrGLGpu*>(this->getGpu());
313 }
314
canAttemptStencilAttachment(bool useMultisampleFBO) const315 bool GrGLRenderTarget::canAttemptStencilAttachment(bool useMultisampleFBO) const {
316 // This cap should have been handled at a higher level.
317 SkASSERT(!this->getGpu()->getContext()->priv().caps()->avoidStencilBuffers());
318 // Only modify the FBO's attachments if we have created the FBO. Public APIs do not currently
319 // allow for borrowed FBO ownership, so we can safely assume that if an object is owned,
320 // Skia created it.
321 return this->fRTFBOOwnership == GrBackendObjectOwnership::kOwned ||
322 // The dmsaa attachment is always owned and always supports adding stencil.
323 (this->numSamples() == 1 && useMultisampleFBO);
324 }
325
dumpMemoryStatistics(SkTraceMemoryDump * traceMemoryDump) const326 void GrGLRenderTarget::dumpMemoryStatistics(SkTraceMemoryDump* traceMemoryDump) const {
327 // Don't check this->fRefsWrappedObjects, as we might be the base of a GrGLTextureRenderTarget
328 // which is multiply inherited from both ourselves and a texture. In these cases, one part
329 // (texture, rt) may be wrapped, while the other is owned by Skia.
330 bool refsWrappedRenderTargetObjects =
331 this->fRTFBOOwnership == GrBackendObjectOwnership::kBorrowed;
332 if (refsWrappedRenderTargetObjects && !traceMemoryDump->shouldDumpWrappedObjects()) {
333 return;
334 }
335
336 int numSamplesNotInTexture = fTotalMemorySamplesPerPixel;
337 if (this->asTexture()) {
338 --numSamplesNotInTexture; // GrGLTexture::dumpMemoryStatistics accounts for 1 sample.
339 }
340 if (numSamplesNotInTexture >= 1) {
341 size_t size = GrSurface::ComputeSize(this->backendFormat(), this->dimensions(),
342 numSamplesNotInTexture, GrMipmapped::kNo);
343
344 // Due to this resource having both a texture and a renderbuffer component, dump as
345 // skia/gpu_resources/resource_#/renderbuffer
346 SkString resourceName = this->getResourceName();
347 resourceName.append("/renderbuffer");
348
349 this->dumpMemoryStatisticsPriv(traceMemoryDump, resourceName, "RenderTarget", size);
350
351 SkString renderbuffer_id;
352 renderbuffer_id.appendU32(fMSColorRenderbufferID);
353 traceMemoryDump->setMemoryBacking(resourceName.c_str(), "gl_renderbuffer",
354 renderbuffer_id.c_str());
355 }
356 }
357