xref: /aosp_15_r20/external/skia/src/gpu/ganesh/gl/GrGLRenderTarget.cpp (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1 /*
2  * Copyright 2011 Google Inc.
3  *
4  * Use of this source code is governed by a BSD-style license that can be
5  * found in the LICENSE file.
6  */
7 
8 #include "src/gpu/ganesh/gl/GrGLRenderTarget.h"
9 
10 #include "include/core/SkString.h"
11 #include "include/core/SkTraceMemoryDump.h"
12 #include "include/gpu/GpuTypes.h"
13 #include "include/gpu/ganesh/GrDirectContext.h"
14 #include "include/gpu/ganesh/GrTypes.h"
15 #include "include/gpu/ganesh/gl/GrGLBackendSurface.h"
16 #include "include/gpu/ganesh/gl/GrGLFunctions.h"
17 #include "include/gpu/ganesh/gl/GrGLInterface.h"
18 #include "include/private/base/SkAssert.h"
19 #include "include/private/base/SkDebug.h"
20 #include "include/private/gpu/ganesh/GrTypesPriv.h"
21 #include "src/gpu/ganesh/GrAttachment.h"
22 #include "src/gpu/ganesh/GrBackendUtils.h"
23 #include "src/gpu/ganesh/GrCaps.h"
24 #include "src/gpu/ganesh/GrDirectContextPriv.h"
25 #include "src/gpu/ganesh/GrGpu.h"
26 #include "src/gpu/ganesh/GrResourceProvider.h"
27 #include "src/gpu/ganesh/gl/GrGLCaps.h"
28 #include "src/gpu/ganesh/gl/GrGLGpu.h"
29 #include "src/gpu/ganesh/gl/GrGLTexture.h"
30 #include "src/gpu/ganesh/gl/GrGLUtil.h"
31 
32 #include <utility>
33 
34 #define GPUGL static_cast<GrGLGpu*>(this->getGpu())
35 #define GL_CALL(X) GR_GL_CALL(GPUGL->glInterface(), X)
36 #define GL_CALL_RET(RET, X) GR_GL_CALL_RET(GPUGL->glInterface(), RET, X)
37 
38 // Because this class is virtually derived from GrSurface we must explicitly call its constructor.
39 // Constructor for wrapped render targets.
GrGLRenderTarget(GrGLGpu * gpu,const SkISize & dimensions,GrGLFormat format,int sampleCount,const IDs & ids,sk_sp<GrGLAttachment> stencil,skgpu::Protected isProtected,std::string_view label)40 GrGLRenderTarget::GrGLRenderTarget(GrGLGpu* gpu,
41                                    const SkISize& dimensions,
42                                    GrGLFormat format,
43                                    int sampleCount,
44                                    const IDs& ids,
45                                    sk_sp<GrGLAttachment> stencil,
46                                    skgpu::Protected isProtected,
47                                    std::string_view label)
48         : GrSurface(gpu, dimensions, isProtected, label)
49         , GrRenderTarget(gpu, dimensions, sampleCount, isProtected, label, std::move(stencil)) {
50     this->init(format, ids);
51     this->setFlags(gpu->glCaps(), ids);
52     this->registerWithCacheWrapped(GrWrapCacheable::kNo);
53 }
54 
GrGLRenderTarget(GrGLGpu * gpu,const SkISize & dimensions,GrGLFormat format,int sampleCount,const IDs & ids,skgpu::Protected isProtected,std::string_view label)55 GrGLRenderTarget::GrGLRenderTarget(GrGLGpu* gpu,
56                                    const SkISize& dimensions,
57                                    GrGLFormat format,
58                                    int sampleCount,
59                                    const IDs& ids,
60                                    skgpu::Protected isProtected,
61                                    std::string_view label)
62         : GrSurface(gpu, dimensions, isProtected, label)
63         , GrRenderTarget(gpu, dimensions, sampleCount, isProtected, label) {
64     this->init(format, ids);
65     this->setFlags(gpu->glCaps(), ids);
66 }
67 
setFlags(const GrGLCaps & glCaps,const IDs & idDesc)68 inline void GrGLRenderTarget::setFlags(const GrGLCaps& glCaps, const IDs& idDesc) {
69     if ((fMultisampleFBOID | fSingleSampleFBOID) == 0) {
70         this->setGLRTFBOIDIs0();
71     }
72 }
73 
init(GrGLFormat format,const IDs & idDesc)74 void GrGLRenderTarget::init(GrGLFormat format, const IDs& idDesc) {
75     fMultisampleFBOID = idDesc.fMultisampleFBOID;
76     fSingleSampleFBOID = idDesc.fSingleSampleFBOID;
77     fMSColorRenderbufferID = idDesc.fMSColorRenderbufferID;
78     fRTFBOOwnership = idDesc.fRTFBOOwnership;
79     fRTFormat = format;
80     fTotalMemorySamplesPerPixel = idDesc.fTotalMemorySamplesPerPixel;
81 }
82 
stencil_bits_to_format(int stencilBits)83 GrGLFormat stencil_bits_to_format(int stencilBits) {
84     SkASSERT(stencilBits);
85     switch (stencilBits) {
86         case 8:
87             // We pick the packed format here so when we query total size we are at least not
88             // underestimating the total size of the stencil buffer. However, in reality this
89             // rarely matters since we usually don't care about the size of wrapped objects.
90             return GrGLFormat::kDEPTH24_STENCIL8;
91         case 16:
92             return GrGLFormat::kSTENCIL_INDEX16;
93         default:
94             SkASSERT(false);
95             return GrGLFormat::kUnknown;
96     }
97 }
98 
MakeWrapped(GrGLGpu * gpu,const SkISize & dimensions,GrGLFormat format,int sampleCount,const IDs & idDesc,int stencilBits,skgpu::Protected isProtected,std::string_view label)99 sk_sp<GrGLRenderTarget> GrGLRenderTarget::MakeWrapped(GrGLGpu* gpu,
100                                                       const SkISize& dimensions,
101                                                       GrGLFormat format,
102                                                       int sampleCount,
103                                                       const IDs& idDesc,
104                                                       int stencilBits,
105                                                       skgpu::Protected isProtected,
106                                                       std::string_view label) {
107     sk_sp<GrGLAttachment> sb;
108     if (stencilBits) {
109         // We pick a "fake" actual format that matches the number of stencil bits. When wrapping
110         // an FBO with some number of stencil bits all we care about in the future is that we have
111         // a format with the same number of stencil bits. We don't even directly use the format or
112         // any other properties. Thus it is fine for us to just assign an arbitrary format that
113         // matches the stencil bit count.
114         GrGLFormat sFmt = stencil_bits_to_format(stencilBits);
115 
116         // We don't have the actual renderbufferID but we need to make an attachment for the stencil
117         // so we just set it to an invalid value of 0 to make sure we don't explicitly use it or try
118         // and delete it.
119         sb = GrGLAttachment::MakeWrappedRenderBuffer(gpu,
120                                                      /*renderbufferID=*/0,
121                                                      dimensions,
122                                                      GrAttachment::UsageFlags::kStencilAttachment,
123                                                      sampleCount,
124                                                      sFmt);
125     }
126     return sk_sp<GrGLRenderTarget>(new GrGLRenderTarget(
127             gpu, dimensions, format, sampleCount, idDesc, std::move(sb), isProtected, label));
128 }
129 
getBackendRenderTarget() const130 GrBackendRenderTarget GrGLRenderTarget::getBackendRenderTarget() const {
131     bool useMultisampleFBO = (this->numSamples() > 1);
132     GrGLFramebufferInfo fbi;
133     fbi.fFBOID = (useMultisampleFBO) ? fMultisampleFBOID : fSingleSampleFBOID;
134     fbi.fFormat = GrGLFormatToEnum(this->format());
135     fbi.fProtected = skgpu::Protected(this->isProtected());
136     int numStencilBits = 0;
137     if (GrAttachment* stencil = this->getStencilAttachment(useMultisampleFBO)) {
138         numStencilBits = GrBackendFormatStencilBits(stencil->backendFormat());
139     }
140 
141     return GrBackendRenderTargets::MakeGL(
142             this->width(), this->height(), this->numSamples(), numStencilBits, fbi);
143 }
144 
backendFormat() const145 GrBackendFormat GrGLRenderTarget::backendFormat() const {
146     // We should never have a GrGLRenderTarget (even a textureable one with a target that is not
147     // texture 2D.
148     return GrBackendFormats::MakeGL(GrGLFormatToEnum(fRTFormat), GR_GL_TEXTURE_2D);
149 }
150 
onGpuMemorySize() const151 size_t GrGLRenderTarget::onGpuMemorySize() const {
152     return GrSurface::ComputeSize(this->backendFormat(),
153                                   this->dimensions(),
154                                   fTotalMemorySamplesPerPixel,
155                                   skgpu::Mipmapped::kNo);
156 }
157 
onSetLabel()158 void GrGLRenderTarget::onSetLabel() {
159     SkASSERT(fMSColorRenderbufferID);
160     SkASSERT(fRTFBOOwnership == GrBackendObjectOwnership::kOwned);
161 }
162 
completeStencilAttachment(GrAttachment * stencil,bool useMultisampleFBO)163 bool GrGLRenderTarget::completeStencilAttachment(GrAttachment* stencil, bool useMultisampleFBO) {
164     // We defer attaching the new stencil buffer until the next time our framebuffer is bound.
165     if (this->getStencilAttachment(useMultisampleFBO) != stencil) {
166         fNeedsStencilAttachmentBind[useMultisampleFBO] = true;
167     }
168     return true;
169 }
170 
ensureDynamicMSAAAttachment()171 bool GrGLRenderTarget::ensureDynamicMSAAAttachment() {
172     SkASSERT(this->numSamples() == 1);
173     if (fMultisampleFBOID) {
174         return true;
175     }
176     SkASSERT(!fDynamicMSAAAttachment);
177 
178     GrResourceProvider* resourceProvider = this->getContext()->priv().resourceProvider();
179     const GrCaps& caps = *this->getGpu()->caps();
180 
181     int internalSampleCount = caps.internalMultisampleCount(this->backendFormat());
182     if (internalSampleCount <= 1) {
183         return false;
184     }
185 
186     if (resourceProvider->caps()->msaaResolvesAutomatically() && this->asTexture()) {
187         // We can use EXT_multisampled_render_to_texture for MSAA. We will configure the FBO as MSAA
188         // or not during bindFBO().
189         fMultisampleFBOID = fSingleSampleFBOID;
190         return true;
191     }
192 
193     GL_CALL(GenFramebuffers(1, &fMultisampleFBOID));
194     if (!fMultisampleFBOID) {
195         return false;
196     }
197 
198     this->getGLGpu()->bindFramebuffer(GR_GL_FRAMEBUFFER, fMultisampleFBOID);
199 
200     fDynamicMSAAAttachment.reset(
201             static_cast<GrGLAttachment*>(resourceProvider->getDiscardableMSAAAttachment(
202                     this->dimensions(), this->backendFormat(), internalSampleCount,
203                     GrProtected(this->isProtected()), GrMemoryless::kNo).release()));
204     if (!fDynamicMSAAAttachment) {
205         return false;
206     }
207 
208     GL_CALL(FramebufferRenderbuffer(GR_GL_FRAMEBUFFER, GR_GL_COLOR_ATTACHMENT0, GR_GL_RENDERBUFFER,
209                                     fDynamicMSAAAttachment->renderbufferID()));
210     return true;
211 }
212 
bindInternal(GrGLenum fboTarget,bool useMultisampleFBO)213 void GrGLRenderTarget::bindInternal(GrGLenum fboTarget, bool useMultisampleFBO) {
214     GrGLuint fboId = useMultisampleFBO ? fMultisampleFBOID : fSingleSampleFBOID;
215     this->getGLGpu()->bindFramebuffer(fboTarget, fboId);
216 
217     if (fSingleSampleFBOID != 0 &&
218         fSingleSampleFBOID == fMultisampleFBOID &&
219         useMultisampleFBO != fDMSAARenderToTextureFBOIsMultisample) {
220         auto* glTex = static_cast<GrGLTexture*>(this->asTexture());
221         if (this->getGLGpu()->glCaps().bindTexture0WhenChangingTextureFBOMultisampleCount()) {
222             GL_CALL(FramebufferTexture2D(fboTarget,
223                                          GR_GL_COLOR_ATTACHMENT0,
224                                          GR_GL_TEXTURE_2D,
225                                          0 /*texture*/,
226                                          0 /*mipMapLevel*/));
227         }
228         if (useMultisampleFBO) {
229             int sampleCount = this->numSamples() > 1 ?
230                     this->numSamples() :
231                     this->getGpu()->caps()->internalMultisampleCount(this->backendFormat());
232             GL_CALL(FramebufferTexture2DMultisample(fboTarget,
233                                                     GR_GL_COLOR_ATTACHMENT0,
234                                                     glTex->target(),
235                                                     glTex->textureID(),
236                                                     0 /*mipMapLevel*/,
237                                                     sampleCount));
238         } else {
239             GL_CALL(FramebufferTexture2D(fboTarget,
240                                          GR_GL_COLOR_ATTACHMENT0,
241                                          glTex->target(),
242                                          glTex->textureID(),
243                                          0 /*mipMapLevel*/));
244         }
245         fDMSAARenderToTextureFBOIsMultisample = useMultisampleFBO;
246         fNeedsStencilAttachmentBind[useMultisampleFBO] = true;
247     }
248 
249     // Make sure the stencil attachment is valid. Even though a color buffer op doesn't use stencil,
250     // our FBO still needs to be "framebuffer complete".
251     if (fNeedsStencilAttachmentBind[useMultisampleFBO]) {
252         if (auto stencil = this->getStencilAttachment(useMultisampleFBO)) {
253             const GrGLAttachment* glStencil = static_cast<const GrGLAttachment*>(stencil);
254             GL_CALL(FramebufferRenderbuffer(fboTarget,
255                                             GR_GL_STENCIL_ATTACHMENT,
256                                             GR_GL_RENDERBUFFER,
257                                             glStencil->renderbufferID()));
258             if (GrGLFormatIsPackedDepthStencil(glStencil->format())) {
259                 GL_CALL(FramebufferRenderbuffer(fboTarget,
260                                                 GR_GL_DEPTH_ATTACHMENT,
261                                                 GR_GL_RENDERBUFFER,
262                                                 glStencil->renderbufferID()));
263             } else {
264                 GL_CALL(FramebufferRenderbuffer(fboTarget,
265                                                 GR_GL_DEPTH_ATTACHMENT,
266                                                 GR_GL_RENDERBUFFER,
267                                                 0));
268             }
269         } else {
270             GL_CALL(FramebufferRenderbuffer(fboTarget,
271                                             GR_GL_STENCIL_ATTACHMENT,
272                                             GR_GL_RENDERBUFFER,
273                                             0));
274             GL_CALL(FramebufferRenderbuffer(fboTarget,
275                                             GR_GL_DEPTH_ATTACHMENT,
276                                             GR_GL_RENDERBUFFER,
277                                             0));
278         }
279 #ifdef SK_DEBUG
280         if (!this->getGLGpu()->glCaps().skipErrorChecks() &&
281             !this->getGLGpu()->glCaps().rebindColorAttachmentAfterCheckFramebufferStatus()) {
282             GrGLenum status;
283             GL_CALL_RET(status, CheckFramebufferStatus(fboTarget));
284             if (status != GR_GL_FRAMEBUFFER_COMPLETE) {
285                 // This can fail if the context has been asynchronously abandoned (see
286                 // skbug.com/5200).
287                 SkDebugf("WARNING: failed to attach stencil.\n");
288             }
289         }
290 #endif
291         fNeedsStencilAttachmentBind[useMultisampleFBO] = false;
292     }
293 }
294 
bindForResolve(GrGLGpu::ResolveDirection resolveDirection)295 void GrGLRenderTarget::bindForResolve(GrGLGpu::ResolveDirection resolveDirection) {
296     // If the multisample FBO is nonzero, it means we always have something to resolve (even if the
297     // single sample buffer is FBO 0). If it's zero, then there's nothing to resolve.
298     SkASSERT(fMultisampleFBOID != 0);
299 
300     // In the EXT_multisampled_render_to_texture case, we shouldn't be resolving anything.
301     SkASSERT(!this->isMultisampledRenderToTexture());
302 
303     if (resolveDirection == GrGLGpu::ResolveDirection::kMSAAToSingle) {
304         this->bindInternal(GR_GL_READ_FRAMEBUFFER, true);
305         this->bindInternal(GR_GL_DRAW_FRAMEBUFFER, false);
306     } else {
307         SkASSERT(resolveDirection == GrGLGpu::ResolveDirection::kSingleToMSAA);
308         SkASSERT(this->getGLGpu()->glCaps().canResolveSingleToMSAA());
309         this->bindInternal(GR_GL_READ_FRAMEBUFFER, false);
310         this->bindInternal(GR_GL_DRAW_FRAMEBUFFER, true);
311     }
312 }
313 
onRelease()314 void GrGLRenderTarget::onRelease() {
315     if (GrBackendObjectOwnership::kBorrowed != fRTFBOOwnership) {
316         GrGLGpu* gpu = this->getGLGpu();
317         if (fSingleSampleFBOID) {
318             gpu->deleteFramebuffer(fSingleSampleFBOID);
319         }
320         if (fMultisampleFBOID && fMultisampleFBOID != fSingleSampleFBOID) {
321             gpu->deleteFramebuffer(fMultisampleFBOID);
322         }
323         if (fMSColorRenderbufferID) {
324             GL_CALL(DeleteRenderbuffers(1, &fMSColorRenderbufferID));
325         }
326     }
327     fMultisampleFBOID       = kUnresolvableFBOID;
328     fSingleSampleFBOID      = kUnresolvableFBOID;
329     fMSColorRenderbufferID  = 0;
330     INHERITED::onRelease();
331 }
332 
onAbandon()333 void GrGLRenderTarget::onAbandon() {
334     fMultisampleFBOID       = kUnresolvableFBOID;
335     fSingleSampleFBOID      = kUnresolvableFBOID;
336     fMSColorRenderbufferID  = 0;
337     INHERITED::onAbandon();
338 }
339 
getGLGpu() const340 GrGLGpu* GrGLRenderTarget::getGLGpu() const {
341     SkASSERT(!this->wasDestroyed());
342     return static_cast<GrGLGpu*>(this->getGpu());
343 }
344 
canAttemptStencilAttachment(bool useMultisampleFBO) const345 bool GrGLRenderTarget::canAttemptStencilAttachment(bool useMultisampleFBO) const {
346     // This cap should have been handled at a higher level.
347     SkASSERT(!this->getGpu()->getContext()->priv().caps()->avoidStencilBuffers());
348     // Only modify the FBO's attachments if we have created the FBO. Public APIs do not currently
349     // allow for borrowed FBO ownership, so we can safely assume that if an object is owned,
350     // Skia created it.
351     return this->fRTFBOOwnership == GrBackendObjectOwnership::kOwned ||
352            // The dmsaa attachment is always owned and always supports adding stencil.
353            (this->numSamples() == 1 && useMultisampleFBO);
354 }
355 
dumpMemoryStatistics(SkTraceMemoryDump * traceMemoryDump) const356 void GrGLRenderTarget::dumpMemoryStatistics(SkTraceMemoryDump* traceMemoryDump) const {
357     // Don't check this->fRefsWrappedObjects, as we might be the base of a GrGLTextureRenderTarget
358     // which is multiply inherited from both ourselves and a texture. In these cases, one part
359     // (texture, rt) may be wrapped, while the other is owned by Skia.
360     bool refsWrappedRenderTargetObjects =
361             this->fRTFBOOwnership == GrBackendObjectOwnership::kBorrowed;
362     if (refsWrappedRenderTargetObjects && !traceMemoryDump->shouldDumpWrappedObjects()) {
363         return;
364     }
365 
366     int numSamplesNotInTexture = fTotalMemorySamplesPerPixel;
367     if (this->asTexture()) {
368         --numSamplesNotInTexture;  // GrGLTexture::dumpMemoryStatistics accounts for 1 sample.
369     }
370     if (numSamplesNotInTexture >= 1) {
371         size_t size = GrSurface::ComputeSize(this->backendFormat(),
372                                              this->dimensions(),
373                                              numSamplesNotInTexture,
374                                              skgpu::Mipmapped::kNo);
375 
376         // Due to this resource having both a texture and a renderbuffer component, dump as
377         // skia/gpu_resources/resource_#/renderbuffer
378         SkString resourceName = this->getResourceName();
379         resourceName.append("/renderbuffer");
380 
381         this->dumpMemoryStatisticsPriv(traceMemoryDump, resourceName, "RenderTarget", size);
382 
383         SkString renderbuffer_id;
384         renderbuffer_id.appendU32(fMSColorRenderbufferID);
385         traceMemoryDump->setMemoryBacking(resourceName.c_str(), "gl_renderbuffer",
386                                           renderbuffer_id.c_str());
387     }
388 }
389