/* * 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 "include/gpu/GrRenderTarget.h" #include "include/gpu/GrContext.h" #include "src/core/SkRectPriv.h" #include "src/gpu/GrContextPriv.h" #include "src/gpu/GrGpu.h" #include "src/gpu/GrRenderTargetContext.h" #include "src/gpu/GrRenderTargetOpList.h" #include "src/gpu/GrRenderTargetPriv.h" #include "src/gpu/GrSamplePatternDictionary.h" #include "src/gpu/GrStencilAttachment.h" #include "src/gpu/GrStencilSettings.h" GrRenderTarget::GrRenderTarget(GrGpu* gpu, const GrSurfaceDesc& desc, int sampleCount, GrProtected isProtected, GrStencilAttachment* stencil) : INHERITED(gpu, desc, isProtected) , fSampleCnt(sampleCount) , fSamplePatternKey(GrSamplePatternDictionary::kInvalidSamplePatternKey) , fStencilAttachment(stencil) { fResolveRect = SkRectPriv::MakeILargestInverted(); } GrRenderTarget::~GrRenderTarget() = default; 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::flagAsResolved() { fResolveRect = SkRectPriv::MakeILargestInverted(); } void GrRenderTarget::onRelease() { fStencilAttachment = nullptr; INHERITED::onRelease(); } void GrRenderTarget::onAbandon() { fStencilAttachment = nullptr; INHERITED::onAbandon(); } /////////////////////////////////////////////////////////////////////////////// void GrRenderTargetPriv::attachStencilAttachment(sk_sp stencil) { #ifdef SK_DEBUG if (1 == fRenderTarget->fSampleCnt) { // TODO: We don't expect a mixed sampled render target to ever change its stencil buffer // right now. But if it does swap in a stencil buffer with a different number of samples, // and if we have a valid fSamplePatternKey, we will need to invalidate fSamplePatternKey // here and add tests to make sure we it properly. SkASSERT(GrSamplePatternDictionary::kInvalidSamplePatternKey == fRenderTarget->fSamplePatternKey); } else { // Render targets with >1 color sample should never use mixed samples. (This would lead to // different sample patterns, depending on stencil state.) SkASSERT(!stencil || stencil->numSamples() == fRenderTarget->fSampleCnt); } #endif if (!stencil && !fRenderTarget->fStencilAttachment) { // No need to do any work since we currently don't have a stencil attachment and // we're not actually adding one. return; } fRenderTarget->fStencilAttachment = std::move(stencil); if (!fRenderTarget->completeStencilAttachment()) { fRenderTarget->fStencilAttachment = nullptr; } } int GrRenderTargetPriv::numStencilBits() const { SkASSERT(this->getStencilAttachment()); return this->getStencilAttachment()->bits(); } int GrRenderTargetPriv::getSamplePatternKey() const { #ifdef SK_DEBUG GrStencilAttachment* stencil = fRenderTarget->fStencilAttachment.get(); if (fRenderTarget->fSampleCnt <= 1) { // If the color buffer is not multisampled, the sample pattern better come from the stencil // buffer (mixed samples). SkASSERT(stencil && stencil->numSamples() > 1); } else { // The color sample count and stencil count cannot both be unequal and both greater than // one. If this were the case, there would be more than one sample pattern associated with // the render target. SkASSERT(!stencil || stencil->numSamples() == fRenderTarget->fSampleCnt); } #endif if (GrSamplePatternDictionary::kInvalidSamplePatternKey == fRenderTarget->fSamplePatternKey) { fRenderTarget->fSamplePatternKey = fRenderTarget->getGpu()->findOrAssignSamplePatternKey(fRenderTarget); } SkASSERT(GrSamplePatternDictionary::kInvalidSamplePatternKey != fRenderTarget->fSamplePatternKey); return fRenderTarget->fSamplePatternKey; }