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/*
* 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