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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.
*/
#include "GrRenderTarget.h"
#include "GrContext.h"
#include "GrDrawContext.h"
#include "GrDrawTarget.h"
#include "GrGpu.h"
#include "GrRenderTargetPriv.h"
#include "GrStencilAttachment.h"
void GrRenderTarget::discard() {
// go through context so that all necessary flushing occurs
GrContext* context = this->getContext();
if (!context) {
return;
}
SkAutoTUnref<GrDrawContext> drawContext(context->drawContext(this));
if (!drawContext) {
return;
}
drawContext->discard();
}
void GrRenderTarget::flagAsNeedingResolve(const SkIRect* rect) {
if (kCanResolve_ResolveType == getResolveType()) {
if (rect) {
fResolveRect.join(*rect);
if (!fResolveRect.intersect(0, 0, this->width(), this->height())) {
fResolveRect.setEmpty();
}
} else {
fResolveRect.setLTRB(0, 0, this->width(), this->height());
}
}
}
void GrRenderTarget::overrideResolveRect(const SkIRect rect) {
fResolveRect = rect;
if (fResolveRect.isEmpty()) {
fResolveRect.setLargestInverted();
} else {
if (!fResolveRect.intersect(0, 0, this->width(), this->height())) {
fResolveRect.setLargestInverted();
}
}
}
void GrRenderTarget::onRelease() {
SkSafeSetNull(fStencilAttachment);
fLastDrawTarget = nullptr;
INHERITED::onRelease();
}
void GrRenderTarget::onAbandon() {
SkSafeSetNull(fStencilAttachment);
fLastDrawTarget = nullptr;
INHERITED::onAbandon();
}
void GrRenderTarget::setLastDrawTarget(GrDrawTarget* dt) {
if (fLastDrawTarget) {
// The non-MDB world never closes so we can't check this condition
#ifdef ENABLE_MDB
SkASSERT(fLastDrawTarget->isClosed());
#endif
}
fLastDrawTarget = dt;
}
///////////////////////////////////////////////////////////////////////////////
bool GrRenderTargetPriv::attachStencilAttachment(GrStencilAttachment* stencil) {
if (!stencil && !fRenderTarget->fStencilAttachment) {
// No need to do any work since we currently don't have a stencil attachment and
// we're not acctually adding one.
return true;
}
fRenderTarget->fStencilAttachment = stencil;
if (!fRenderTarget->completeStencilAttachment()) {
SkSafeSetNull(fRenderTarget->fStencilAttachment);
return false;
}
return true;
}
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