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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 "GrGLRenderTarget.h"
#include "GrRenderTargetPriv.h"
#include "GrGLGpu.h"
#include "GrGLUtil.h"
#include "SkTraceMemoryDump.h"
#define GPUGL static_cast<GrGLGpu*>(this->getGpu())
#define GL_CALL(X) GR_GL_CALL(GPUGL->glInterface(), X)
// Because this class is virtually derived from GrSurface we must explicitly call its constructor.
GrGLRenderTarget::GrGLRenderTarget(GrGLGpu* gpu,
const GrSurfaceDesc& desc,
const IDDesc& idDesc,
GrGLStencilAttachment* stencil)
: GrSurface(gpu, idDesc.fLifeCycle, desc)
, INHERITED(gpu, idDesc.fLifeCycle, desc, idDesc.fSampleConfig, stencil) {
this->init(desc, idDesc);
this->registerWithCache();
}
GrGLRenderTarget::GrGLRenderTarget(GrGLGpu* gpu, const GrSurfaceDesc& desc, const IDDesc& idDesc,
Derived)
: GrSurface(gpu, idDesc.fLifeCycle, desc)
, INHERITED(gpu, idDesc.fLifeCycle, desc, idDesc.fSampleConfig) {
this->init(desc, idDesc);
}
void GrGLRenderTarget::init(const GrSurfaceDesc& desc, const IDDesc& idDesc) {
fRTFBOID = idDesc.fRTFBOID;
fTexFBOID = idDesc.fTexFBOID;
fMSColorRenderbufferID = idDesc.fMSColorRenderbufferID;
fRTLifecycle = idDesc.fLifeCycle;
fViewport.fLeft = 0;
fViewport.fBottom = 0;
fViewport.fWidth = desc.fWidth;
fViewport.fHeight = desc.fHeight;
fGpuMemorySize = this->totalSamples() * this->totalBytesPerSample();
SkASSERT(fGpuMemorySize <= WorseCaseSize(desc));
}
GrGLRenderTarget* GrGLRenderTarget::CreateWrapped(GrGLGpu* gpu,
const GrSurfaceDesc& desc,
const IDDesc& idDesc,
int stencilBits) {
GrGLStencilAttachment* sb = nullptr;
if (stencilBits) {
GrGLStencilAttachment::IDDesc sbDesc;
GrGLStencilAttachment::Format format;
format.fInternalFormat = GrGLStencilAttachment::kUnknownInternalFormat;
format.fPacked = false;
format.fStencilBits = stencilBits;
format.fTotalBits = stencilBits;
// Owndership of sb is passed to the GrRenderTarget so doesn't need to be deleted
sb = new GrGLStencilAttachment(gpu, sbDesc, desc.fWidth, desc.fHeight,
desc.fSampleCnt, format);
}
return (new GrGLRenderTarget(gpu, desc, idDesc, sb));
}
size_t GrGLRenderTarget::onGpuMemorySize() const {
return fGpuMemorySize;
}
bool GrGLRenderTarget::completeStencilAttachment() {
GrGLGpu* gpu = this->getGLGpu();
const GrGLInterface* interface = gpu->glInterface();
GrStencilAttachment* stencil = this->renderTargetPriv().getStencilAttachment();
if (nullptr == stencil) {
GR_GL_CALL(interface, FramebufferRenderbuffer(GR_GL_FRAMEBUFFER,
GR_GL_STENCIL_ATTACHMENT,
GR_GL_RENDERBUFFER, 0));
GR_GL_CALL(interface, FramebufferRenderbuffer(GR_GL_FRAMEBUFFER,
GR_GL_DEPTH_ATTACHMENT,
GR_GL_RENDERBUFFER, 0));
#ifdef SK_DEBUG
GrGLenum status;
GR_GL_CALL_RET(interface, status, CheckFramebufferStatus(GR_GL_FRAMEBUFFER));
SkASSERT(GR_GL_FRAMEBUFFER_COMPLETE == status);
#endif
return true;
} else {
const GrGLStencilAttachment* glStencil = static_cast<const GrGLStencilAttachment*>(stencil);
GrGLuint rb = glStencil->renderbufferID();
gpu->invalidateBoundRenderTarget();
gpu->stats()->incRenderTargetBinds();
GR_GL_CALL(interface, BindFramebuffer(GR_GL_FRAMEBUFFER, this->renderFBOID()));
GR_GL_CALL(interface, FramebufferRenderbuffer(GR_GL_FRAMEBUFFER,
GR_GL_STENCIL_ATTACHMENT,
GR_GL_RENDERBUFFER, rb));
if (glStencil->format().fPacked) {
GR_GL_CALL(interface, FramebufferRenderbuffer(GR_GL_FRAMEBUFFER,
GR_GL_DEPTH_ATTACHMENT,
GR_GL_RENDERBUFFER, rb));
} else {
GR_GL_CALL(interface, FramebufferRenderbuffer(GR_GL_FRAMEBUFFER,
GR_GL_DEPTH_ATTACHMENT,
GR_GL_RENDERBUFFER, 0));
}
#ifdef SK_DEBUG
GrGLenum status;
GR_GL_CALL_RET(interface, status, CheckFramebufferStatus(GR_GL_FRAMEBUFFER));
SkASSERT(GR_GL_FRAMEBUFFER_COMPLETE == status);
#endif
return true;
}
}
void GrGLRenderTarget::onRelease() {
if (kBorrowed_LifeCycle != fRTLifecycle) {
if (fTexFBOID) {
GL_CALL(DeleteFramebuffers(1, &fTexFBOID));
}
if (fRTFBOID && fRTFBOID != fTexFBOID) {
GL_CALL(DeleteFramebuffers(1, &fRTFBOID));
}
if (fMSColorRenderbufferID) {
GL_CALL(DeleteRenderbuffers(1, &fMSColorRenderbufferID));
}
}
fRTFBOID = 0;
fTexFBOID = 0;
fMSColorRenderbufferID = 0;
INHERITED::onRelease();
}
void GrGLRenderTarget::onAbandon() {
fRTFBOID = 0;
fTexFBOID = 0;
fMSColorRenderbufferID = 0;
INHERITED::onAbandon();
}
GrGLGpu* GrGLRenderTarget::getGLGpu() const {
SkASSERT(!this->wasDestroyed());
return static_cast<GrGLGpu*>(this->getGpu());
}
void GrGLRenderTarget::dumpMemoryStatistics(SkTraceMemoryDump* traceMemoryDump) const {
// Don't log the backing texture's contribution to the memory size. This will be handled by the
// texture object.
// Log any renderbuffer's contribution to memory. We only do this if we own the renderbuffer
// (have a fMSColorRenderbufferID).
if (fMSColorRenderbufferID) {
size_t size = this->msaaSamples() * this->totalBytesPerSample();
// Due to this resource having both a texture and a renderbuffer component, dump as
// skia/gpu_resources/resource_#/renderbuffer
SkString dumpName("skia/gpu_resources/resource_");
dumpName.appendS32(this->getUniqueID());
dumpName.append("/renderbuffer");
traceMemoryDump->dumpNumericValue(dumpName.c_str(), "size", "bytes", size);
if (this->isPurgeable()) {
traceMemoryDump->dumpNumericValue(dumpName.c_str(), "purgeable_size", "bytes", size);
}
SkString renderbuffer_id;
renderbuffer_id.appendU32(fMSColorRenderbufferID);
traceMemoryDump->setMemoryBacking(dumpName.c_str(), "gl_renderbuffer",
renderbuffer_id.c_str());
}
}
size_t GrGLRenderTarget::totalBytesPerSample() const {
SkASSERT(kUnknown_GrPixelConfig != fDesc.fConfig);
SkASSERT(!GrPixelConfigIsCompressed(fDesc.fConfig));
size_t colorBytes = GrBytesPerPixel(fDesc.fConfig);
SkASSERT(colorBytes > 0);
return fDesc.fWidth * fDesc.fHeight * colorBytes;
}
int GrGLRenderTarget::msaaSamples() const {
if (fTexFBOID == kUnresolvableFBOID || fTexFBOID != fRTFBOID) {
// If the render target's FBO is external (fTexFBOID == kUnresolvableFBOID), or if we own
// the render target's FBO (fTexFBOID == fRTFBOID) then we use the provided sample count.
return SkTMax(1, fDesc.fSampleCnt);
}
// When fTexFBOID == fRTFBOID, we either are not using MSAA, or MSAA is auto resolving, so use
// 0 for the sample count.
return 0;
}
int GrGLRenderTarget::totalSamples() const {
int total_samples = this->msaaSamples();
if (fTexFBOID != kUnresolvableFBOID) {
// If we own the resolve buffer then that is one more sample per pixel.
total_samples += 1;
}
return total_samples;
}
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