/* * Copyright 2011 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef GrGLRenderTarget_DEFINED #define GrGLRenderTarget_DEFINED #include "GrBackendSurface.h" #include "GrGLIRect.h" #include "GrRenderTarget.h" #include "SkScalar.h" class GrGLCaps; class GrGLGpu; class GrGLStencilAttachment; class GrGLRenderTarget : public GrRenderTarget { public: bool alwaysClearStencil() const override { return 0 == fRTFBOID; } // set fTexFBOID to this value to indicate that it is multisampled but // Gr doesn't know how to resolve it. enum { kUnresolvableFBOID = 0 }; struct IDDesc { GrGLuint fRTFBOID; GrBackendObjectOwnership fRTFBOOwnership; GrGLuint fTexFBOID; GrGLuint fMSColorRenderbufferID; bool fIsMixedSampled; }; static sk_sp<GrGLRenderTarget> MakeWrapped(GrGLGpu*, const GrSurfaceDesc&, const IDDesc&, int stencilBits); void setViewport(const GrGLIRect& rect) { fViewport = rect; } const GrGLIRect& getViewport() const { return fViewport; } // The following two functions return the same ID when a texture/render target is not // multisampled, and different IDs when it is multisampled. // FBO ID used to render into GrGLuint renderFBOID() const { return fRTFBOID; } // FBO ID that has texture ID attached. GrGLuint textureFBOID() const { return fTexFBOID; } // override of GrRenderTarget ResolveType getResolveType() const override { if (GrFSAAType::kUnifiedMSAA != this->fsaaType() || fRTFBOID == fTexFBOID) { // catches FBO 0 and non unified-MSAA case return kAutoResolves_ResolveType; } else if (kUnresolvableFBOID == fTexFBOID) { return kCantResolve_ResolveType; } else { return kCanResolve_ResolveType; } } GrBackendObject getRenderTargetHandle() const override { return fRTFBOID; } GrBackendRenderTarget getBackendRenderTarget() const override; bool canAttemptStencilAttachment() const override; // GrGLRenderTarget overrides dumpMemoryStatistics so it can log its texture and renderbuffer // components seperately. void dumpMemoryStatistics(SkTraceMemoryDump* traceMemoryDump) const override; protected: // Constructor for subclasses. GrGLRenderTarget(GrGLGpu*, const GrSurfaceDesc&, const IDDesc&); void init(const GrSurfaceDesc&, const IDDesc&); void onAbandon() override; void onRelease() override; int numSamplesOwnedPerPixel() const { return fNumSamplesOwnedPerPixel; } private: // Constructor for instances wrapping backend objects. GrGLRenderTarget(GrGLGpu*, const GrSurfaceDesc&, const IDDesc&, GrGLStencilAttachment*); static GrRenderTargetFlags ComputeFlags(const GrGLCaps&, const IDDesc&); GrGLGpu* getGLGpu() const; bool completeStencilAttachment() override; size_t onGpuMemorySize() const override; int msaaSamples() const; // The number total number of samples, including both MSAA and resolve texture samples. int totalSamples() const; GrGLuint fRTFBOID; GrGLuint fTexFBOID; GrGLuint fMSColorRenderbufferID; GrBackendObjectOwnership fRTFBOOwnership; // when we switch to this render target we want to set the viewport to // only render to content area (as opposed to the whole allocation) and // we want the rendering to be at top left (GL has origin in bottom left) GrGLIRect fViewport; // The RenderTarget needs to be able to report its VRAM footprint even after abandon and // release have potentially zeroed out the IDs (e.g., so the cache can reset itself). Since // the IDs are just required for the computation in totalSamples we cache that result here. int fNumSamplesOwnedPerPixel; typedef GrRenderTarget INHERITED; }; #endif