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/*
* Copyright 2017 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "GrMtlRenderTarget.h"
#include "GrMtlGpu.h"
#include "GrMtlUtil.h"
sk_sp<GrMtlRenderTarget> GrMtlRenderTarget::CreateNewRenderTarget(GrMtlGpu* gpu,
const GrSurfaceDesc& desc,
SkBudgeted budgeted) {
MTLPixelFormat format;
if (!GrPixelConfigToMTLFormat(desc.fConfig, &format)) {
return nullptr;
}
if (desc.fSampleCnt) {
return nullptr;
}
MTLTextureDescriptor* descriptor = [[MTLTextureDescriptor alloc] init];
descriptor.textureType = MTLTextureType2D;
descriptor.pixelFormat = format;
descriptor.width = desc.fWidth;
descriptor.height = desc.fHeight;
descriptor.depth = 1;
descriptor.mipmapLevelCount = 1;
descriptor.sampleCount = 1;
descriptor.arrayLength = 1;
// descriptor.resourceOptions This looks to be set by setting cpuCacheMode and storageModes
descriptor.cpuCacheMode = MTLCPUCacheModeWriteCombined;
// RenderTargets never need to be mapped so their storage mode is set to private
descriptor.storageMode = MTLStorageModePrivate;
descriptor.usage = MTLTextureUsageRenderTarget;
id<MTLTexture> texture = [gpu->device() newTextureWithDescriptor:descriptor];
return sk_sp<GrMtlRenderTarget>(new GrMtlRenderTarget(gpu, desc, budgeted, texture));
}
GrMtlRenderTarget::GrMtlRenderTarget(GrMtlGpu* gpu,
const GrSurfaceDesc& desc,
SkBudgeted budgeted,
id<MTLTexture> renderTexture)
: GrSurface(gpu, desc)
, GrRenderTarget(gpu, desc)
, fRenderTexture(renderTexture)
, fResolveTexture(nil) {
}
GrMtlRenderTarget::~GrMtlRenderTarget() {
SkASSERT(nil == fRenderTexture);
SkASSERT(nil == fResolveTexture);
}
GrMtlGpu* GrMtlRenderTarget::getMtlGpu() const {
SkASSERT(!this->wasDestroyed());
return static_cast<GrMtlGpu*>(this->getGpu());
}
GrBackendObject GrMtlRenderTarget::getRenderTargetHandle() const {
void* voidRT = (__bridge_retained void*)fRenderTexture;
return (GrBackendObject)voidRT;
}
void GrMtlRenderTarget::onAbandon() {
fRenderTexture = nil;
fResolveTexture = nil;
}
void GrMtlRenderTarget::onRelease() {
fRenderTexture = nil;
fResolveTexture = nil;
}
bool completeStencilAttachment() {
// TODO: fill this out
return true;
}
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