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/*
* 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 "include/core/SkScalar.h"
#include "include/gpu/GrBackendSurface.h"
#include "include/gpu/GrRenderTarget.h"
#include "src/gpu/gl/GrGLIRect.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;
};
static sk_sp<GrGLRenderTarget> MakeWrapped(GrGLGpu*,
const GrSurfaceDesc&,
GrGLenum format,
const IDDesc&,
int stencilBits);
// 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 (this->numSamples() <= 1 || fRTFBOID == fTexFBOID) { // Also catches FBO 0.
return kAutoResolves_ResolveType;
} else if (kUnresolvableFBOID == fTexFBOID) {
return kCantResolve_ResolveType;
} else {
return kCanResolve_ResolveType;
}
}
GrBackendRenderTarget getBackendRenderTarget() const override;
GrBackendFormat backendFormat() 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&, GrGLenum format, const IDDesc&);
void init(const GrSurfaceDesc&, GrGLenum format, const IDDesc&);
void onAbandon() override;
void onRelease() override;
int numSamplesOwnedPerPixel() const { return fNumSamplesOwnedPerPixel; }
private:
// Constructor for instances wrapping backend objects.
GrGLRenderTarget(GrGLGpu*, const GrSurfaceDesc&, GrGLenum format, const IDDesc&,
GrGLStencilAttachment*);
void setFlags(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;
GrGLenum fRTFormat;
GrBackendObjectOwnership fRTFBOOwnership;
// 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