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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 "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;
}
}
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*);
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;
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