| /* | |
| * Copyright 2023 Google LLC | |
| * | |
| * Use of this source code is governed by a BSD-style license that can be | |
| * found in the LICENSE file. | |
| */ | |
| #ifndef skgpu_graphite_VulkanFramebuffer_DEFINED | |
| #define skgpu_graphite_VulkanFramebuffer_DEFINED | |
| #include "include/gpu/vk/VulkanTypes.h" | |
| #include "src/gpu/graphite/Resource.h" | |
| namespace skgpu::graphite { | |
| class VulkanSharedContext; | |
| class VulkanTexture; | |
| struct RenderPassDesc; | |
| /** | |
| * Resource wrapper for VkFramebuffer | |
| */ | |
| class VulkanFramebuffer : public Resource { | |
| public: | |
| static sk_sp<VulkanFramebuffer> Make(const VulkanSharedContext*, | |
| const VkFramebufferCreateInfo&, | |
| const RenderPassDesc& renderPassDesc, | |
| sk_sp<VulkanTexture> msaaTexture, | |
| sk_sp<VulkanTexture> depthStencilTexture); | |
| VkFramebuffer framebuffer() { | |
| return fFramebuffer; | |
| } | |
| // We only check compatibility with the msaa and depthStencil textures. We assume the caller | |
| // has already made sure that the single sample color or resolve attachments match the | |
| // framebuffer. We currently also assume that we will always use the same attachment view of | |
| // the textures each time. | |
| bool compatible(const RenderPassDesc& renderPassDesc, | |
| const VulkanTexture* msaaTexture, | |
| const VulkanTexture* depthStencilTexture); | |
| const char* getResourceType() const override { return "Vulkan Framebuffer"; } | |
| private: | |
| VulkanFramebuffer(const VulkanSharedContext*, | |
| VkFramebuffer, | |
| sk_sp<VulkanTexture> msaaTexture, | |
| sk_sp<VulkanTexture> depthStencilTexture, | |
| bool loadMSAAFromResolve); | |
| void freeGpuData() override; | |
| const VulkanSharedContext* fSharedContext; | |
| VkFramebuffer fFramebuffer; | |
| sk_sp<VulkanTexture> fMsaaTexture; | |
| sk_sp<VulkanTexture> fDepthStencilTexture; | |
| bool fLoadMSAAFromResolve; | |
| }; | |
| } // namespace skgpu::graphite | |
| #endif // skgpu_graphite_VulkanFramebuffer_DEFINED |