/* * Copyright 2015 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef GrVkRenderTarget_DEFINED #define GrVkRenderTarget_DEFINED #include "GrVkImage.h" #include "GrRenderTarget.h" #include "GrVkRenderPass.h" #include "GrVkResourceProvider.h" class GrVkCommandBuffer; class GrVkFramebuffer; class GrVkGpu; class GrVkImageView; class GrVkStencilAttachment; struct GrVkImageInfo; #ifdef SK_BUILD_FOR_WIN // Windows gives bogus warnings about inheriting asTexture/asRenderTarget via dominance. #pragma warning(push) #pragma warning(disable: 4250) #endif class GrVkRenderTarget: public GrRenderTarget, public virtual GrVkImage { public: static GrVkRenderTarget* CreateNewRenderTarget(GrVkGpu*, SkBudgeted, const GrSurfaceDesc&, const GrVkImage::ImageDesc&); static sk_sp<GrVkRenderTarget> MakeWrappedRenderTarget(GrVkGpu*, const GrSurfaceDesc&, const GrVkImageInfo*); ~GrVkRenderTarget() override; const GrVkFramebuffer* framebuffer() const { return fFramebuffer; } const GrVkImageView* colorAttachmentView() const { return fColorAttachmentView; } const GrVkResource* msaaImageResource() const { if (fMSAAImage) { return fMSAAImage->fResource; } return nullptr; } GrVkImage* msaaImage() { return fMSAAImage.get(); } const GrVkImageView* resolveAttachmentView() const { return fResolveAttachmentView; } const GrVkResource* stencilImageResource() const; const GrVkImageView* stencilAttachmentView() const; const GrVkRenderPass* simpleRenderPass() const { return fCachedSimpleRenderPass; } GrVkResourceProvider::CompatibleRPHandle compatibleRenderPassHandle() const { return fCompatibleRPHandle; } // override of GrRenderTarget ResolveType getResolveType() const override { if (this->numColorSamples() > 1) { return kCanResolve_ResolveType; } return kAutoResolves_ResolveType; } bool canAttemptStencilAttachment() const override { return true; } GrBackendObject getRenderTargetHandle() const override; GrBackendRenderTarget getBackendRenderTarget() const override; void getAttachmentsDescriptor(GrVkRenderPass::AttachmentsDescriptor* desc, GrVkRenderPass::AttachmentFlags* flags) const; void addResources(GrVkCommandBuffer& commandBuffer) const; protected: GrVkRenderTarget(GrVkGpu* gpu, const GrSurfaceDesc& desc, const GrVkImageInfo& info, const GrVkImageInfo& msaaInfo, const GrVkImageView* colorAttachmentView, const GrVkImageView* resolveAttachmentView, GrBackendObjectOwnership); GrVkRenderTarget(GrVkGpu* gpu, const GrSurfaceDesc& desc, const GrVkImageInfo& info, const GrVkImageView* colorAttachmentView, GrBackendObjectOwnership); GrVkGpu* getVkGpu() const; void onAbandon() override; void onRelease() override; // This accounts for the texture's memory and any MSAA renderbuffer's memory. size_t onGpuMemorySize() const override { int numColorSamples = this->numColorSamples(); if (numColorSamples > 1) { // Add one to account for the resolved VkImage. numColorSamples += 1; } return GrSurface::ComputeSize(this->config(), this->width(), this->height(), numColorSamples, GrMipMapped::kNo); } void createFramebuffer(GrVkGpu* gpu); const GrVkImageView* fColorAttachmentView; std::unique_ptr<GrVkImage> fMSAAImage; const GrVkImageView* fResolveAttachmentView; private: GrVkRenderTarget(GrVkGpu* gpu, SkBudgeted, const GrSurfaceDesc& desc, const GrVkImageInfo& info, const GrVkImageInfo& msaaInfo, const GrVkImageView* colorAttachmentView, const GrVkImageView* resolveAttachmentView, GrBackendObjectOwnership); GrVkRenderTarget(GrVkGpu* gpu, SkBudgeted, const GrSurfaceDesc& desc, const GrVkImageInfo& info, const GrVkImageView* colorAttachmentView, GrBackendObjectOwnership); static GrVkRenderTarget* Create(GrVkGpu*, SkBudgeted, const GrSurfaceDesc&, const GrVkImageInfo&, GrBackendObjectOwnership); bool completeStencilAttachment() override; void releaseInternalObjects(); void abandonInternalObjects(); const GrVkFramebuffer* fFramebuffer; // This is a cached pointer to a simple render pass. The render target should unref it // once it is done with it. const GrVkRenderPass* fCachedSimpleRenderPass; // This is a handle to be used to quickly get compatible GrVkRenderPasses for this render target GrVkResourceProvider::CompatibleRPHandle fCompatibleRPHandle; }; #endif