| /* |
| * 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 |