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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 
9 #ifndef GrGLRenderTarget_DEFINED
10 #define GrGLRenderTarget_DEFINED
11 
12 #include "GrBackendSurface.h"
13 #include "GrGLIRect.h"
14 #include "GrRenderTarget.h"
15 #include "SkScalar.h"
16 
17 class GrGLCaps;
18 class GrGLGpu;
19 class GrGLStencilAttachment;
20 
21 class GrGLRenderTarget : public GrRenderTarget {
22 public:
alwaysClearStencil()23     bool alwaysClearStencil() const override { return 0 == fRTFBOID; }
24 
25     // set fTexFBOID to this value to indicate that it is multisampled but
26     // Gr doesn't know how to resolve it.
27     enum { kUnresolvableFBOID = 0 };
28 
29     struct IDDesc {
30         GrGLuint                   fRTFBOID;
31         GrBackendObjectOwnership   fRTFBOOwnership;
32         GrGLuint                   fTexFBOID;
33         GrGLuint                   fMSColorRenderbufferID;
34         bool                       fIsMixedSampled;
35     };
36 
37     static sk_sp<GrGLRenderTarget> MakeWrapped(GrGLGpu*,
38                                                const GrSurfaceDesc&,
39                                                GrGLenum format,
40                                                const IDDesc&,
41                                                int stencilBits);
42 
setViewport(const GrGLIRect & rect)43     void setViewport(const GrGLIRect& rect) { fViewport = rect; }
getViewport()44     const GrGLIRect& getViewport() const { return fViewport; }
45 
46     // The following two functions return the same ID when a texture/render target is not
47     // multisampled, and different IDs when it is multisampled.
48     // FBO ID used to render into
renderFBOID()49     GrGLuint renderFBOID() const { return fRTFBOID; }
50     // FBO ID that has texture ID attached.
textureFBOID()51     GrGLuint textureFBOID() const { return fTexFBOID; }
52 
53     // override of GrRenderTarget
getResolveType()54     ResolveType getResolveType() const override {
55         if (GrFSAAType::kUnifiedMSAA != this->fsaaType() || fRTFBOID == fTexFBOID) {
56             // catches FBO 0 and non unified-MSAA case
57             return kAutoResolves_ResolveType;
58         } else if (kUnresolvableFBOID == fTexFBOID) {
59             return kCantResolve_ResolveType;
60         } else {
61             return kCanResolve_ResolveType;
62         }
63     }
64 
65     GrBackendRenderTarget getBackendRenderTarget() const override;
66 
67     GrBackendFormat backendFormat() const override;
68 
69     bool canAttemptStencilAttachment() const override;
70 
71     // GrGLRenderTarget overrides dumpMemoryStatistics so it can log its texture and renderbuffer
72     // components seperately.
73     void dumpMemoryStatistics(SkTraceMemoryDump* traceMemoryDump) const override;
74 
75 protected:
76     // Constructor for subclasses.
77     GrGLRenderTarget(GrGLGpu*, const GrSurfaceDesc&, GrGLenum format, const IDDesc&);
78 
79     void init(const GrSurfaceDesc&, GrGLenum format, const IDDesc&);
80 
81     void onAbandon() override;
82     void onRelease() override;
83 
numSamplesOwnedPerPixel()84     int numSamplesOwnedPerPixel() const { return fNumSamplesOwnedPerPixel; }
85 
86 private:
87     // Constructor for instances wrapping backend objects.
88     GrGLRenderTarget(GrGLGpu*, const GrSurfaceDesc&, GrGLenum format, const IDDesc&,
89                      GrGLStencilAttachment*);
90 
91     void setFlags(const GrGLCaps&, const IDDesc&);
92 
93     GrGLGpu* getGLGpu() const;
94     bool completeStencilAttachment() override;
95 
96     size_t onGpuMemorySize() const override;
97 
98     int msaaSamples() const;
99     // The number total number of samples, including both MSAA and resolve texture samples.
100     int totalSamples() const;
101 
102     GrGLuint    fRTFBOID;
103     GrGLuint    fTexFBOID;
104     GrGLuint    fMSColorRenderbufferID;
105     GrGLenum    fRTFormat;
106 
107     GrBackendObjectOwnership fRTFBOOwnership;
108 
109     // when we switch to this render target we want to set the viewport to
110     // only render to content area (as opposed to the whole allocation) and
111     // we want the rendering to be at top left (GL has origin in bottom left)
112     GrGLIRect   fViewport;
113 
114     // The RenderTarget needs to be able to report its VRAM footprint even after abandon and
115     // release have potentially zeroed out the IDs (e.g., so the cache can reset itself). Since
116     // the IDs are just required for the computation in totalSamples we cache that result here.
117     int         fNumSamplesOwnedPerPixel;
118 
119     typedef GrRenderTarget INHERITED;
120 };
121 
122 #endif
123