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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 #include "src/gpu/ganesh/gl/GrGLRenderTarget.h"
9 
10 #include "include/core/SkTraceMemoryDump.h"
11 #include "include/gpu/GrDirectContext.h"
12 #include "src/gpu/ganesh/GrBackendUtils.h"
13 #include "src/gpu/ganesh/GrDirectContextPriv.h"
14 #include "src/gpu/ganesh/GrGpuResourcePriv.h"
15 #include "src/gpu/ganesh/GrResourceProvider.h"
16 #include "src/gpu/ganesh/gl/GrGLGpu.h"
17 #include "src/gpu/ganesh/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,std::string_view label)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                                    std::string_view label)
32         : GrSurface(gpu, dimensions, GrProtected::kNo, label)
33         , INHERITED(gpu, dimensions, sampleCount, GrProtected::kNo, label, std::move(stencil)) {
34     this->init(format, ids);
35     this->setFlags(gpu->glCaps(), ids);
36     this->registerWithCacheWrapped(GrWrapCacheable::kNo);
37 }
38 
GrGLRenderTarget(GrGLGpu * gpu,const SkISize & dimensions,GrGLFormat format,int sampleCount,const IDs & ids,std::string_view label)39 GrGLRenderTarget::GrGLRenderTarget(GrGLGpu* gpu,
40                                    const SkISize& dimensions,
41                                    GrGLFormat format,
42                                    int sampleCount,
43                                    const IDs& ids,
44                                    std::string_view label)
45         : GrSurface(gpu, dimensions, GrProtected::kNo, label)
46         , INHERITED(gpu, dimensions, sampleCount, GrProtected::kNo, label) {
47     this->init(format, ids);
48     this->setFlags(gpu->glCaps(), ids);
49 }
50 
setFlags(const GrGLCaps & glCaps,const IDs & idDesc)51 inline void GrGLRenderTarget::setFlags(const GrGLCaps& glCaps, const IDs& idDesc) {
52     if ((fMultisampleFBOID | fSingleSampleFBOID) == 0) {
53         this->setGLRTFBOIDIs0();
54     }
55 }
56 
init(GrGLFormat format,const IDs & idDesc)57 void GrGLRenderTarget::init(GrGLFormat format, const IDs& idDesc) {
58     fMultisampleFBOID = idDesc.fMultisampleFBOID;
59     fSingleSampleFBOID = idDesc.fSingleSampleFBOID;
60     fMSColorRenderbufferID = idDesc.fMSColorRenderbufferID;
61     fRTFBOOwnership = idDesc.fRTFBOOwnership;
62     fRTFormat = format;
63     fTotalMemorySamplesPerPixel = idDesc.fTotalMemorySamplesPerPixel;
64 }
65 
stencil_bits_to_format(int stencilBits)66 GrGLFormat stencil_bits_to_format(int stencilBits) {
67     SkASSERT(stencilBits);
68     switch (stencilBits) {
69         case 8:
70             // We pick the packed format here so when we query total size we are at least not
71             // underestimating the total size of the stencil buffer. However, in reality this
72             // rarely matters since we usually don't care about the size of wrapped objects.
73             return GrGLFormat::kDEPTH24_STENCIL8;
74         case 16:
75             return GrGLFormat::kSTENCIL_INDEX16;
76         default:
77             SkASSERT(false);
78             return GrGLFormat::kUnknown;
79     }
80 }
81 
MakeWrapped(GrGLGpu * gpu,const SkISize & dimensions,GrGLFormat format,int sampleCount,const IDs & idDesc,int stencilBits,std::string_view label)82 sk_sp<GrGLRenderTarget> GrGLRenderTarget::MakeWrapped(GrGLGpu* gpu,
83                                                       const SkISize& dimensions,
84                                                       GrGLFormat format,
85                                                       int sampleCount,
86                                                       const IDs& idDesc,
87                                                       int stencilBits,
88                                                       std::string_view label) {
89     sk_sp<GrGLAttachment> sb;
90     if (stencilBits) {
91         // We pick a "fake" actual format that matches the number of stencil bits. When wrapping
92         // an FBO with some number of stencil bits all we care about in the future is that we have
93         // a format with the same number of stencil bits. We don't even directly use the format or
94         // any other properties. Thus it is fine for us to just assign an arbitrary format that
95         // matches the stencil bit count.
96         GrGLFormat sFmt = stencil_bits_to_format(stencilBits);
97 
98         // We don't have the actual renderbufferID but we need to make an attachment for the stencil
99         // so we just set it to an invalid value of 0 to make sure we don't explicitly use it or try
100         // and delete it.
101         sb = GrGLAttachment::MakeWrappedRenderBuffer(gpu,
102                                                      /*renderbufferID=*/0,
103                                                      dimensions,
104                                                      GrAttachment::UsageFlags::kStencilAttachment,
105                                                      sampleCount,
106                                                      sFmt);
107     }
108     return sk_sp<GrGLRenderTarget>(new GrGLRenderTarget(
109             gpu, dimensions, format, sampleCount, idDesc, std::move(sb), label));
110 }
111 
getBackendRenderTarget() const112 GrBackendRenderTarget GrGLRenderTarget::getBackendRenderTarget() const {
113     bool useMultisampleFBO = (this->numSamples() > 1);
114     GrGLFramebufferInfo fbi;
115     fbi.fFBOID = (useMultisampleFBO) ? fMultisampleFBOID : fSingleSampleFBOID;
116     fbi.fFormat = GrGLFormatToEnum(this->format());
117     int numStencilBits = 0;
118     if (GrAttachment* stencil = this->getStencilAttachment(useMultisampleFBO)) {
119         numStencilBits = GrBackendFormatStencilBits(stencil->backendFormat());
120     }
121 
122     return GrBackendRenderTarget(
123             this->width(), this->height(), this->numSamples(), numStencilBits, fbi);
124 }
125 
backendFormat() const126 GrBackendFormat GrGLRenderTarget::backendFormat() const {
127     // We should never have a GrGLRenderTarget (even a textureable one with a target that is not
128     // texture 2D.
129     return GrBackendFormat::MakeGL(GrGLFormatToEnum(fRTFormat), GR_GL_TEXTURE_2D);
130 }
131 
onGpuMemorySize() const132 size_t GrGLRenderTarget::onGpuMemorySize() const {
133     return GrSurface::ComputeSize(this->backendFormat(), this->dimensions(),
134                                   fTotalMemorySamplesPerPixel, GrMipmapped::kNo);
135 }
136 
onSetLabel()137 void GrGLRenderTarget::onSetLabel() {
138     SkASSERT(fMSColorRenderbufferID);
139     SkASSERT(fRTFBOOwnership == GrBackendObjectOwnership::kOwned);
140 }
141 
completeStencilAttachment(GrAttachment * stencil,bool useMultisampleFBO)142 bool GrGLRenderTarget::completeStencilAttachment(GrAttachment* stencil, bool useMultisampleFBO) {
143     // We defer attaching the new stencil buffer until the next time our framebuffer is bound.
144     if (this->getStencilAttachment(useMultisampleFBO) != stencil) {
145         fNeedsStencilAttachmentBind[useMultisampleFBO] = true;
146     }
147     return true;
148 }
149 
ensureDynamicMSAAAttachment()150 bool GrGLRenderTarget::ensureDynamicMSAAAttachment() {
151     SkASSERT(this->numSamples() == 1);
152     if (fMultisampleFBOID) {
153         return true;
154     }
155     SkASSERT(!fDynamicMSAAAttachment);
156 
157     GrResourceProvider* resourceProvider = this->getContext()->priv().resourceProvider();
158     const GrCaps& caps = *this->getGpu()->caps();
159 
160     int internalSampleCount = caps.internalMultisampleCount(this->backendFormat());
161     if (internalSampleCount <= 1) {
162         return false;
163     }
164 
165     if (resourceProvider->caps()->msaaResolvesAutomatically() && this->asTexture()) {
166         // We can use EXT_multisampled_render_to_texture for MSAA. We will configure the FBO as MSAA
167         // or not during bindFBO().
168         fMultisampleFBOID = fSingleSampleFBOID;
169         return true;
170     }
171 
172     GL_CALL(GenFramebuffers(1, &fMultisampleFBOID));
173     if (!fMultisampleFBOID) {
174         return false;
175     }
176 
177     this->getGLGpu()->bindFramebuffer(GR_GL_FRAMEBUFFER, fMultisampleFBOID);
178 
179     fDynamicMSAAAttachment.reset(
180             static_cast<GrGLAttachment*>(resourceProvider->getDiscardableMSAAAttachment(
181                     this->dimensions(), this->backendFormat(), internalSampleCount,
182                     GrProtected(this->isProtected()), GrMemoryless::kNo).release()));
183     if (!fDynamicMSAAAttachment) {
184         return false;
185     }
186 
187     GL_CALL(FramebufferRenderbuffer(GR_GL_FRAMEBUFFER, GR_GL_COLOR_ATTACHMENT0, GR_GL_RENDERBUFFER,
188                                     fDynamicMSAAAttachment->renderbufferID()));
189     return true;
190 }
191 
bindInternal(GrGLenum fboTarget,bool useMultisampleFBO)192 void GrGLRenderTarget::bindInternal(GrGLenum fboTarget, bool useMultisampleFBO) {
193     GrGLuint fboId = useMultisampleFBO ? fMultisampleFBOID : fSingleSampleFBOID;
194     this->getGLGpu()->bindFramebuffer(fboTarget, fboId);
195 
196     if (fSingleSampleFBOID != 0 &&
197         fSingleSampleFBOID == fMultisampleFBOID &&
198         useMultisampleFBO != fDMSAARenderToTextureFBOIsMultisample) {
199         auto* glTex = static_cast<GrGLTexture*>(this->asTexture());
200         if (this->getGLGpu()->glCaps().bindTexture0WhenChangingTextureFBOMultisampleCount()) {
201             GL_CALL(FramebufferTexture2D(fboTarget,
202                                          GR_GL_COLOR_ATTACHMENT0,
203                                          GR_GL_TEXTURE_2D,
204                                          0 /*texture*/,
205                                          0 /*mipMapLevel*/));
206         }
207         if (useMultisampleFBO) {
208             int sampleCount = this->numSamples() > 1 ?
209                     this->numSamples() :
210                     this->getGpu()->caps()->internalMultisampleCount(this->backendFormat());
211             GL_CALL(FramebufferTexture2DMultisample(fboTarget,
212                                                     GR_GL_COLOR_ATTACHMENT0,
213                                                     glTex->target(),
214                                                     glTex->textureID(),
215                                                     0 /*mipMapLevel*/,
216                                                     sampleCount));
217         } else {
218             GL_CALL(FramebufferTexture2D(fboTarget,
219                                          GR_GL_COLOR_ATTACHMENT0,
220                                          glTex->target(),
221                                          glTex->textureID(),
222                                          0 /*mipMapLevel*/));
223         }
224         fDMSAARenderToTextureFBOIsMultisample = useMultisampleFBO;
225         fNeedsStencilAttachmentBind[useMultisampleFBO] = true;
226     }
227 
228     // Make sure the stencil attachment is valid. Even though a color buffer op doesn't use stencil,
229     // our FBO still needs to be "framebuffer complete".
230     if (fNeedsStencilAttachmentBind[useMultisampleFBO]) {
231         if (auto stencil = this->getStencilAttachment(useMultisampleFBO)) {
232             const GrGLAttachment* glStencil = static_cast<const GrGLAttachment*>(stencil);
233             GL_CALL(FramebufferRenderbuffer(fboTarget,
234                                             GR_GL_STENCIL_ATTACHMENT,
235                                             GR_GL_RENDERBUFFER,
236                                             glStencil->renderbufferID()));
237             if (GrGLFormatIsPackedDepthStencil(glStencil->format())) {
238                 GL_CALL(FramebufferRenderbuffer(fboTarget,
239                                                 GR_GL_DEPTH_ATTACHMENT,
240                                                 GR_GL_RENDERBUFFER,
241                                                 glStencil->renderbufferID()));
242             } else {
243                 GL_CALL(FramebufferRenderbuffer(fboTarget,
244                                                 GR_GL_DEPTH_ATTACHMENT,
245                                                 GR_GL_RENDERBUFFER,
246                                                 0));
247             }
248         } else {
249             GL_CALL(FramebufferRenderbuffer(fboTarget,
250                                             GR_GL_STENCIL_ATTACHMENT,
251                                             GR_GL_RENDERBUFFER,
252                                             0));
253             GL_CALL(FramebufferRenderbuffer(fboTarget,
254                                             GR_GL_DEPTH_ATTACHMENT,
255                                             GR_GL_RENDERBUFFER,
256                                             0));
257         }
258 #ifdef SK_DEBUG
259         if (!this->getGLGpu()->glCaps().skipErrorChecks() &&
260             !this->getGLGpu()->glCaps().rebindColorAttachmentAfterCheckFramebufferStatus()) {
261             GrGLenum status;
262             GL_CALL_RET(status, CheckFramebufferStatus(fboTarget));
263             if (status != GR_GL_FRAMEBUFFER_COMPLETE) {
264                 // This can fail if the context has been asynchronously abandoned (see
265                 // skbug.com/5200).
266                 SkDebugf("WARNING: failed to attach stencil.\n");
267             }
268         }
269 #endif
270         fNeedsStencilAttachmentBind[useMultisampleFBO] = false;
271     }
272 }
273 
bindForResolve(GrGLGpu::ResolveDirection resolveDirection)274 void GrGLRenderTarget::bindForResolve(GrGLGpu::ResolveDirection resolveDirection) {
275     // If the multisample FBO is nonzero, it means we always have something to resolve (even if the
276     // single sample buffer is FBO 0). If it's zero, then there's nothing to resolve.
277     SkASSERT(fMultisampleFBOID != 0);
278 
279     // In the EXT_multisampled_render_to_texture case, we shouldn't be resolving anything.
280     SkASSERT(!this->isMultisampledRenderToTexture());
281 
282     if (resolveDirection == GrGLGpu::ResolveDirection::kMSAAToSingle) {
283         this->bindInternal(GR_GL_READ_FRAMEBUFFER, true);
284         this->bindInternal(GR_GL_DRAW_FRAMEBUFFER, false);
285     } else {
286         SkASSERT(resolveDirection == GrGLGpu::ResolveDirection::kSingleToMSAA);
287         SkASSERT(this->getGLGpu()->glCaps().canResolveSingleToMSAA());
288         this->bindInternal(GR_GL_READ_FRAMEBUFFER, false);
289         this->bindInternal(GR_GL_DRAW_FRAMEBUFFER, true);
290     }
291 }
292 
onRelease()293 void GrGLRenderTarget::onRelease() {
294     if (GrBackendObjectOwnership::kBorrowed != fRTFBOOwnership) {
295         GrGLGpu* gpu = this->getGLGpu();
296         if (fSingleSampleFBOID) {
297             gpu->deleteFramebuffer(fSingleSampleFBOID);
298         }
299         if (fMultisampleFBOID && fMultisampleFBOID != fSingleSampleFBOID) {
300             gpu->deleteFramebuffer(fMultisampleFBOID);
301         }
302         if (fMSColorRenderbufferID) {
303             GL_CALL(DeleteRenderbuffers(1, &fMSColorRenderbufferID));
304         }
305     }
306     fMultisampleFBOID       = 0;
307     fSingleSampleFBOID      = 0;
308     fMSColorRenderbufferID  = 0;
309     INHERITED::onRelease();
310 }
311 
onAbandon()312 void GrGLRenderTarget::onAbandon() {
313     fMultisampleFBOID       = 0;
314     fSingleSampleFBOID      = 0;
315     fMSColorRenderbufferID  = 0;
316     INHERITED::onAbandon();
317 }
318 
getGLGpu() const319 GrGLGpu* GrGLRenderTarget::getGLGpu() const {
320     SkASSERT(!this->wasDestroyed());
321     return static_cast<GrGLGpu*>(this->getGpu());
322 }
323 
canAttemptStencilAttachment(bool useMultisampleFBO) const324 bool GrGLRenderTarget::canAttemptStencilAttachment(bool useMultisampleFBO) const {
325     // This cap should have been handled at a higher level.
326     SkASSERT(!this->getGpu()->getContext()->priv().caps()->avoidStencilBuffers());
327     // Only modify the FBO's attachments if we have created the FBO. Public APIs do not currently
328     // allow for borrowed FBO ownership, so we can safely assume that if an object is owned,
329     // Skia created it.
330     return this->fRTFBOOwnership == GrBackendObjectOwnership::kOwned ||
331            // The dmsaa attachment is always owned and always supports adding stencil.
332            (this->numSamples() == 1 && useMultisampleFBO);
333 }
334 
dumpMemoryStatistics(SkTraceMemoryDump * traceMemoryDump) const335 void GrGLRenderTarget::dumpMemoryStatistics(SkTraceMemoryDump* traceMemoryDump) const {
336     // Don't check this->fRefsWrappedObjects, as we might be the base of a GrGLTextureRenderTarget
337     // which is multiply inherited from both ourselves and a texture. In these cases, one part
338     // (texture, rt) may be wrapped, while the other is owned by Skia.
339     bool refsWrappedRenderTargetObjects =
340             this->fRTFBOOwnership == GrBackendObjectOwnership::kBorrowed;
341     if (refsWrappedRenderTargetObjects && !traceMemoryDump->shouldDumpWrappedObjects()) {
342         return;
343     }
344 
345     int numSamplesNotInTexture = fTotalMemorySamplesPerPixel;
346     if (this->asTexture()) {
347         --numSamplesNotInTexture;  // GrGLTexture::dumpMemoryStatistics accounts for 1 sample.
348     }
349     if (numSamplesNotInTexture >= 1) {
350         size_t size = GrSurface::ComputeSize(this->backendFormat(), this->dimensions(),
351                                              numSamplesNotInTexture, GrMipmapped::kNo);
352 
353         // Due to this resource having both a texture and a renderbuffer component, dump as
354         // skia/gpu_resources/resource_#/renderbuffer
355         SkString resourceName = this->getResourceName();
356         resourceName.append("/renderbuffer");
357 
358         this->dumpMemoryStatisticsPriv(traceMemoryDump, resourceName, "RenderTarget", size);
359 
360         SkString renderbuffer_id;
361         renderbuffer_id.appendU32(fMSColorRenderbufferID);
362         traceMemoryDump->setMemoryBacking(resourceName.c_str(), "gl_renderbuffer",
363                                           renderbuffer_id.c_str());
364     }
365 }
366