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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 "GrGLIRect.h"
#include "GrRenderTarget.h"
#include "SkScalar.h"
class GrGpuGL;
class GrGLTexture;
class GrGLTexID;
class GrGLRenderTarget : public GrRenderTarget {
public:
// 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;
GrGLuint fTexFBOID;
GrGLuint fMSColorRenderbufferID;
bool fIsWrapped;
};
// creates a GrGLRenderTarget associated with a texture
GrGLRenderTarget(GrGpuGL*, const IDDesc&, const GrGLIRect& viewport,
GrGLTexID*, GrGLTexture*);
// creates an independent GrGLRenderTarget
GrGLRenderTarget(GrGpuGL*, const GrSurfaceDesc&, const IDDesc&, const GrGLIRect& viewport);
virtual ~GrGLRenderTarget() { this->release(); }
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 multisampled, and different IDs when
// it is.
// 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
virtual GrBackendObject getRenderTargetHandle() const {
return this->renderFBOID();
}
virtual GrBackendObject getRenderTargetResolvedHandle() const {
return this->textureFBOID();
}
virtual ResolveType getResolveType() const {
if (!this->isMultisampled() ||
fRTFBOID == fTexFBOID) {
// catches FBO 0 and non MSAA case
return kAutoResolves_ResolveType;
} else if (kUnresolvableFBOID == fTexFBOID) {
return kCantResolve_ResolveType;
} else {
return kCanResolve_ResolveType;
}
}
protected:
// override of GrResource
virtual void onAbandon() SK_OVERRIDE;
virtual void onRelease() SK_OVERRIDE;
private:
GrGLuint fRTFBOID;
GrGLuint fTexFBOID;
GrGLuint fMSColorRenderbufferID;
// when we switch to this render target we want to set the viewport to
// only render to 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;
// non-NULL if this RT was created by Gr with an associated GrGLTexture.
SkAutoTUnref<GrGLTexID> fTexIDObj;
void init(const GrSurfaceDesc&, const IDDesc&, const GrGLIRect& viewport, GrGLTexID*);
typedef GrRenderTarget INHERITED;
};
#endif
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