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 "include/core/SkScalar.h" 13 #include "include/gpu/GrBackendSurface.h" 14 #include "include/gpu/gl/GrGLTypes.h" 15 #include "src/gpu/ganesh/GrRenderTarget.h" 16 #include "src/gpu/ganesh/gl/GrGLAttachment.h" 17 #include "src/gpu/ganesh/gl/GrGLDefines.h" 18 19 class GrGLCaps; 20 class GrGLGpu; 21 class GrGLAttachment; 22 23 class GrGLRenderTarget : public GrRenderTarget { 24 public: 25 using GrSurface::glRTFBOIDis0; alwaysClearStencil()26 bool alwaysClearStencil() const override { return this->glRTFBOIDis0(); } 27 28 // set fSingleSampleFBOID to this value to indicate that it is multisampled but 29 // Gr doesn't know how to resolve it. 30 enum { kUnresolvableFBOID = 0 }; 31 32 struct IDs { 33 GrGLuint fMultisampleFBOID; 34 GrBackendObjectOwnership fRTFBOOwnership; 35 GrGLuint fSingleSampleFBOID; 36 GrGLuint fMSColorRenderbufferID; 37 int fTotalMemorySamplesPerPixel; 38 }; 39 40 static sk_sp<GrGLRenderTarget> MakeWrapped(GrGLGpu*, 41 const SkISize&, 42 GrGLFormat, 43 int sampleCount, 44 const IDs&, 45 int stencilBits, 46 skgpu::Protected, 47 std::string_view label); 48 isFBO0(bool multisample)49 bool isFBO0(bool multisample) const { 50 return (multisample ? fMultisampleFBOID : fSingleSampleFBOID) == 0; 51 } 52 isMultisampledRenderToTexture()53 bool isMultisampledRenderToTexture() const { 54 return fMultisampleFBOID != 0 && fMultisampleFBOID == fSingleSampleFBOID; 55 } 56 57 GrBackendRenderTarget getBackendRenderTarget() const override; 58 59 GrBackendFormat backendFormat() const override; 60 61 bool canAttemptStencilAttachment(bool useMultisampleFBO) const override; 62 63 // GrGLRenderTarget overrides dumpMemoryStatistics so it can log its texture and renderbuffer 64 // components separately. 65 void dumpMemoryStatistics(SkTraceMemoryDump* traceMemoryDump) const override; 66 format()67 GrGLFormat format() const { return fRTFormat; } 68 hasDynamicMSAAAttachment()69 bool hasDynamicMSAAAttachment() const { return SkToBool(fDynamicMSAAAttachment); } 70 bool ensureDynamicMSAAAttachment(); 71 72 // Binds the render target to GL_FRAMEBUFFER for rendering. bind(bool useMultisampleFBO)73 void bind(bool useMultisampleFBO) { 74 this->bindInternal(GR_GL_FRAMEBUFFER, useMultisampleFBO); 75 } 76 77 // Must be rebound even if this is already the currently bound render target. mustRebind(bool useMultisampleFBO)78 bool mustRebind(bool useMultisampleFBO) const { 79 return fNeedsStencilAttachmentBind[useMultisampleFBO]; 80 } 81 82 // Binds the render target for copying, reading, or clearing pixel values. If we are an MSAA 83 // render target with a separate resolve texture, we bind the multisampled FBO. Otherwise we 84 // bind the single sample FBO. bindForPixelOps(GrGLenum fboTarget)85 void bindForPixelOps(GrGLenum fboTarget) { 86 this->bindInternal(fboTarget, 87 this->numSamples() > 1 && !this->isMultisampledRenderToTexture()); 88 } 89 90 enum class ResolveDirection : bool { 91 kSingleToMSAA, // glCaps.canResolveSingleToMSAA() must be true. 92 kMSAAToSingle 93 }; 94 95 // Binds the multisampled and single sample FBOs, one to GL_DRAW_FRAMEBUFFER and the other to 96 // GL_READ_FRAMEBUFFER, depending on ResolveDirection. 97 void bindForResolve(ResolveDirection); 98 99 protected: 100 // Constructor for subclasses. 101 GrGLRenderTarget(GrGLGpu*, 102 const SkISize&, 103 GrGLFormat, 104 int sampleCount, 105 const IDs&, 106 skgpu::Protected, 107 std::string_view label); 108 109 void init(GrGLFormat, const IDs&); 110 111 // Binds the render target to the given target and ensures its stencil attachment is valid. 112 void bindInternal(GrGLenum fboTarget, bool useMultisampleFBO); 113 114 void onAbandon() override; 115 void onRelease() override; 116 totalMemorySamplesPerPixel()117 int totalMemorySamplesPerPixel() const { return fTotalMemorySamplesPerPixel; } 118 119 private: 120 // Constructor for instances wrapping backend objects. 121 GrGLRenderTarget(GrGLGpu*, 122 const SkISize&, 123 GrGLFormat, 124 int sampleCount, 125 const IDs&, 126 sk_sp<GrGLAttachment> stencil, 127 skgpu::Protected, 128 std::string_view label); 129 130 void setFlags(const GrGLCaps&, const IDs&); 131 132 GrGLGpu* getGLGpu() const; 133 bool completeStencilAttachment(GrAttachment* stencil, bool useMultisampleFBO) override; 134 135 size_t onGpuMemorySize() const override; 136 137 void onSetLabel() override; 138 139 sk_sp<GrGLAttachment> fDynamicMSAAAttachment; 140 141 GrGLuint fMultisampleFBOID; 142 GrGLuint fSingleSampleFBOID; 143 GrGLuint fMSColorRenderbufferID; 144 GrGLFormat fRTFormat; 145 bool fNeedsStencilAttachmentBind[2] = {false, false}; 146 bool fDMSAARenderToTextureFBOIsMultisample = false; 147 148 GrBackendObjectOwnership fRTFBOOwnership; 149 150 // The RenderTarget needs to be able to report its VRAM footprint even after abandon and 151 // release have potentially zeroed out the IDs (e.g., so the cache can reset itself). Since 152 // the IDs are just required for the computation in totalSamples we cache that result here. 153 int fTotalMemorySamplesPerPixel; 154 155 using INHERITED = GrRenderTarget; 156 }; 157 158 #endif 159