/* * Copyright 2017 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "GrMtlRenderTarget.h" #include "GrMtlGpu.h" #include "GrMtlUtil.h" sk_sp<GrMtlRenderTarget> GrMtlRenderTarget::CreateNewRenderTarget(GrMtlGpu* gpu, const GrSurfaceDesc& desc, SkBudgeted budgeted) { MTLPixelFormat format; if (!GrPixelConfigToMTLFormat(desc.fConfig, &format)) { return nullptr; } if (desc.fSampleCnt) { return nullptr; } MTLTextureDescriptor* descriptor = [[MTLTextureDescriptor alloc] init]; descriptor.textureType = MTLTextureType2D; descriptor.pixelFormat = format; descriptor.width = desc.fWidth; descriptor.height = desc.fHeight; descriptor.depth = 1; descriptor.mipmapLevelCount = 1; descriptor.sampleCount = 1; descriptor.arrayLength = 1; // descriptor.resourceOptions This looks to be set by setting cpuCacheMode and storageModes descriptor.cpuCacheMode = MTLCPUCacheModeWriteCombined; // RenderTargets never need to be mapped so their storage mode is set to private descriptor.storageMode = MTLStorageModePrivate; descriptor.usage = MTLTextureUsageRenderTarget; id<MTLTexture> texture = [gpu->device() newTextureWithDescriptor:descriptor]; return sk_sp<GrMtlRenderTarget>(new GrMtlRenderTarget(gpu, desc, budgeted, texture)); } GrMtlRenderTarget::GrMtlRenderTarget(GrMtlGpu* gpu, const GrSurfaceDesc& desc, SkBudgeted budgeted, id<MTLTexture> renderTexture) : GrSurface(gpu, desc) , GrRenderTarget(gpu, desc) , fRenderTexture(renderTexture) , fResolveTexture(nil) { } GrMtlRenderTarget::~GrMtlRenderTarget() { SkASSERT(nil == fRenderTexture); SkASSERT(nil == fResolveTexture); } GrMtlGpu* GrMtlRenderTarget::getMtlGpu() const { SkASSERT(!this->wasDestroyed()); return static_cast<GrMtlGpu*>(this->getGpu()); } GrBackendObject GrMtlRenderTarget::getRenderTargetHandle() const { void* voidRT = (__bridge_retained void*)fRenderTexture; return (GrBackendObject)voidRT; } void GrMtlRenderTarget::onAbandon() { fRenderTexture = nil; fResolveTexture = nil; } void GrMtlRenderTarget::onRelease() { fRenderTexture = nil; fResolveTexture = nil; } bool completeStencilAttachment() { // TODO: fill this out return true; }