blob: 8d0a23cfad57bc62c159bd766fd5bd334c1a6f39 [file] [log] [blame]
/*
* Copyright 2011 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "src/gpu/GrRenderTarget.h"
#include "src/core/SkRectPriv.h"
#include "src/gpu/GrAttachment.h"
#include "src/gpu/GrBackendUtils.h"
#include "src/gpu/GrGpu.h"
#include "src/gpu/GrRenderTargetContext.h"
#include "src/gpu/GrSamplePatternDictionary.h"
#include "src/gpu/GrStencilSettings.h"
GrRenderTarget::GrRenderTarget(GrGpu* gpu,
const SkISize& dimensions,
int sampleCount,
GrProtected isProtected,
GrAttachment* stencil)
: INHERITED(gpu, dimensions, isProtected)
, fStencilAttachment(stencil)
, fSampleCnt(sampleCount)
, fSamplePatternKey(GrSamplePatternDictionary::kInvalidSamplePatternKey) {}
GrRenderTarget::~GrRenderTarget() = default;
void GrRenderTarget::onRelease() {
fStencilAttachment = nullptr;
INHERITED::onRelease();
}
void GrRenderTarget::onAbandon() {
fStencilAttachment = nullptr;
INHERITED::onAbandon();
}
void GrRenderTarget::attachStencilAttachment(sk_sp<GrAttachment> stencil) {
#ifdef SK_DEBUG
if (fSampleCnt == 1) {
// TODO: We don't expect a mixed sampled render target to ever change its stencil buffer
// right now. But if it does swap in a stencil buffer with a different number of samples,
// and if we have a valid fSamplePatternKey, we will need to invalidate fSamplePatternKey
// here and add tests to make sure we it properly.
SkASSERT(GrSamplePatternDictionary::kInvalidSamplePatternKey == fSamplePatternKey);
} else {
// Render targets with >1 color sample should never use mixed samples. (This would lead to
// different sample patterns, depending on stencil state.)
SkASSERT(!stencil || stencil->numSamples() == fSampleCnt);
}
#endif
if (!stencil && !fStencilAttachment) {
// No need to do any work since we currently don't have a stencil attachment and
// we're not actually adding one.
return;
}
fStencilAttachment = std::move(stencil);
if (!this->completeStencilAttachment()) {
fStencilAttachment = nullptr;
}
}
int GrRenderTarget::numStencilBits() const {
SkASSERT(this->getStencilAttachment());
return GrBackendFormatStencilBits(this->getStencilAttachment()->backendFormat());
}
int GrRenderTarget::getSamplePatternKey() {
#ifdef SK_DEBUG
if (fSampleCnt <= 1) {
// If the color buffer is not multisampled, the sample pattern better come from the stencil
// buffer (mixed samples).
SkASSERT(fStencilAttachment && fStencilAttachment->numSamples() > 1);
} else {
// The color sample count and stencil count cannot both be unequal and both greater than
// one. If this were the case, there would be more than one sample pattern associated with
// the render target.
SkASSERT(!fStencilAttachment || fStencilAttachment->numSamples() == fSampleCnt);
}
#endif
if (GrSamplePatternDictionary::kInvalidSamplePatternKey == fSamplePatternKey) {
fSamplePatternKey = this->getGpu()->findOrAssignSamplePatternKey(this);
}
SkASSERT(fSamplePatternKey != GrSamplePatternDictionary::kInvalidSamplePatternKey);
return fSamplePatternKey;
}
const SkTArray<SkPoint>& GrRenderTarget::getSampleLocations() {
int samplePatternKey = this->getSamplePatternKey();
return this->getGpu()->retrieveSampleLocations(samplePatternKey);
}