xref: /aosp_15_r20/external/skia/src/gpu/ganesh/gl/GrGLRenderTarget.cpp (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker  * Copyright 2011 Google Inc.
3*c8dee2aaSAndroid Build Coastguard Worker  *
4*c8dee2aaSAndroid Build Coastguard Worker  * Use of this source code is governed by a BSD-style license that can be
5*c8dee2aaSAndroid Build Coastguard Worker  * found in the LICENSE file.
6*c8dee2aaSAndroid Build Coastguard Worker  */
7*c8dee2aaSAndroid Build Coastguard Worker 
8*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/gl/GrGLRenderTarget.h"
9*c8dee2aaSAndroid Build Coastguard Worker 
10*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkString.h"
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkTraceMemoryDump.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/GpuTypes.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/GrDirectContext.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/GrTypes.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/gl/GrGLBackendSurface.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/gl/GrGLFunctions.h"
17*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/gl/GrGLInterface.h"
18*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkAssert.h"
19*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkDebug.h"
20*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/gpu/ganesh/GrTypesPriv.h"
21*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrAttachment.h"
22*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrBackendUtils.h"
23*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrCaps.h"
24*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrDirectContextPriv.h"
25*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrGpu.h"
26*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrResourceProvider.h"
27*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/gl/GrGLCaps.h"
28*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/gl/GrGLGpu.h"
29*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/gl/GrGLTexture.h"
30*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/gl/GrGLUtil.h"
31*c8dee2aaSAndroid Build Coastguard Worker 
32*c8dee2aaSAndroid Build Coastguard Worker #include <utility>
33*c8dee2aaSAndroid Build Coastguard Worker 
34*c8dee2aaSAndroid Build Coastguard Worker #define GPUGL static_cast<GrGLGpu*>(this->getGpu())
35*c8dee2aaSAndroid Build Coastguard Worker #define GL_CALL(X) GR_GL_CALL(GPUGL->glInterface(), X)
36*c8dee2aaSAndroid Build Coastguard Worker #define GL_CALL_RET(RET, X) GR_GL_CALL_RET(GPUGL->glInterface(), RET, X)
37*c8dee2aaSAndroid Build Coastguard Worker 
38*c8dee2aaSAndroid Build Coastguard Worker // Because this class is virtually derived from GrSurface we must explicitly call its constructor.
39*c8dee2aaSAndroid Build Coastguard Worker // 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*c8dee2aaSAndroid Build Coastguard Worker GrGLRenderTarget::GrGLRenderTarget(GrGLGpu* gpu,
41*c8dee2aaSAndroid Build Coastguard Worker                                    const SkISize& dimensions,
42*c8dee2aaSAndroid Build Coastguard Worker                                    GrGLFormat format,
43*c8dee2aaSAndroid Build Coastguard Worker                                    int sampleCount,
44*c8dee2aaSAndroid Build Coastguard Worker                                    const IDs& ids,
45*c8dee2aaSAndroid Build Coastguard Worker                                    sk_sp<GrGLAttachment> stencil,
46*c8dee2aaSAndroid Build Coastguard Worker                                    skgpu::Protected isProtected,
47*c8dee2aaSAndroid Build Coastguard Worker                                    std::string_view label)
48*c8dee2aaSAndroid Build Coastguard Worker         : GrSurface(gpu, dimensions, isProtected, label)
49*c8dee2aaSAndroid Build Coastguard Worker         , GrRenderTarget(gpu, dimensions, sampleCount, isProtected, label, std::move(stencil)) {
50*c8dee2aaSAndroid Build Coastguard Worker     this->init(format, ids);
51*c8dee2aaSAndroid Build Coastguard Worker     this->setFlags(gpu->glCaps(), ids);
52*c8dee2aaSAndroid Build Coastguard Worker     this->registerWithCacheWrapped(GrWrapCacheable::kNo);
53*c8dee2aaSAndroid Build Coastguard Worker }
54*c8dee2aaSAndroid Build Coastguard Worker 
GrGLRenderTarget(GrGLGpu * gpu,const SkISize & dimensions,GrGLFormat format,int sampleCount,const IDs & ids,skgpu::Protected isProtected,std::string_view label)55*c8dee2aaSAndroid Build Coastguard Worker GrGLRenderTarget::GrGLRenderTarget(GrGLGpu* gpu,
56*c8dee2aaSAndroid Build Coastguard Worker                                    const SkISize& dimensions,
57*c8dee2aaSAndroid Build Coastguard Worker                                    GrGLFormat format,
58*c8dee2aaSAndroid Build Coastguard Worker                                    int sampleCount,
59*c8dee2aaSAndroid Build Coastguard Worker                                    const IDs& ids,
60*c8dee2aaSAndroid Build Coastguard Worker                                    skgpu::Protected isProtected,
61*c8dee2aaSAndroid Build Coastguard Worker                                    std::string_view label)
62*c8dee2aaSAndroid Build Coastguard Worker         : GrSurface(gpu, dimensions, isProtected, label)
63*c8dee2aaSAndroid Build Coastguard Worker         , GrRenderTarget(gpu, dimensions, sampleCount, isProtected, label) {
64*c8dee2aaSAndroid Build Coastguard Worker     this->init(format, ids);
65*c8dee2aaSAndroid Build Coastguard Worker     this->setFlags(gpu->glCaps(), ids);
66*c8dee2aaSAndroid Build Coastguard Worker }
67*c8dee2aaSAndroid Build Coastguard Worker 
setFlags(const GrGLCaps & glCaps,const IDs & idDesc)68*c8dee2aaSAndroid Build Coastguard Worker inline void GrGLRenderTarget::setFlags(const GrGLCaps& glCaps, const IDs& idDesc) {
69*c8dee2aaSAndroid Build Coastguard Worker     if ((fMultisampleFBOID | fSingleSampleFBOID) == 0) {
70*c8dee2aaSAndroid Build Coastguard Worker         this->setGLRTFBOIDIs0();
71*c8dee2aaSAndroid Build Coastguard Worker     }
72*c8dee2aaSAndroid Build Coastguard Worker }
73*c8dee2aaSAndroid Build Coastguard Worker 
init(GrGLFormat format,const IDs & idDesc)74*c8dee2aaSAndroid Build Coastguard Worker void GrGLRenderTarget::init(GrGLFormat format, const IDs& idDesc) {
75*c8dee2aaSAndroid Build Coastguard Worker     fMultisampleFBOID = idDesc.fMultisampleFBOID;
76*c8dee2aaSAndroid Build Coastguard Worker     fSingleSampleFBOID = idDesc.fSingleSampleFBOID;
77*c8dee2aaSAndroid Build Coastguard Worker     fMSColorRenderbufferID = idDesc.fMSColorRenderbufferID;
78*c8dee2aaSAndroid Build Coastguard Worker     fRTFBOOwnership = idDesc.fRTFBOOwnership;
79*c8dee2aaSAndroid Build Coastguard Worker     fRTFormat = format;
80*c8dee2aaSAndroid Build Coastguard Worker     fTotalMemorySamplesPerPixel = idDesc.fTotalMemorySamplesPerPixel;
81*c8dee2aaSAndroid Build Coastguard Worker }
82*c8dee2aaSAndroid Build Coastguard Worker 
stencil_bits_to_format(int stencilBits)83*c8dee2aaSAndroid Build Coastguard Worker GrGLFormat stencil_bits_to_format(int stencilBits) {
84*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(stencilBits);
85*c8dee2aaSAndroid Build Coastguard Worker     switch (stencilBits) {
86*c8dee2aaSAndroid Build Coastguard Worker         case 8:
87*c8dee2aaSAndroid Build Coastguard Worker             // We pick the packed format here so when we query total size we are at least not
88*c8dee2aaSAndroid Build Coastguard Worker             // underestimating the total size of the stencil buffer. However, in reality this
89*c8dee2aaSAndroid Build Coastguard Worker             // rarely matters since we usually don't care about the size of wrapped objects.
90*c8dee2aaSAndroid Build Coastguard Worker             return GrGLFormat::kDEPTH24_STENCIL8;
91*c8dee2aaSAndroid Build Coastguard Worker         case 16:
92*c8dee2aaSAndroid Build Coastguard Worker             return GrGLFormat::kSTENCIL_INDEX16;
93*c8dee2aaSAndroid Build Coastguard Worker         default:
94*c8dee2aaSAndroid Build Coastguard Worker             SkASSERT(false);
95*c8dee2aaSAndroid Build Coastguard Worker             return GrGLFormat::kUnknown;
96*c8dee2aaSAndroid Build Coastguard Worker     }
97*c8dee2aaSAndroid Build Coastguard Worker }
98*c8dee2aaSAndroid Build Coastguard Worker 
MakeWrapped(GrGLGpu * gpu,const SkISize & dimensions,GrGLFormat format,int sampleCount,const IDs & idDesc,int stencilBits,skgpu::Protected isProtected,std::string_view label)99*c8dee2aaSAndroid Build Coastguard Worker sk_sp<GrGLRenderTarget> GrGLRenderTarget::MakeWrapped(GrGLGpu* gpu,
100*c8dee2aaSAndroid Build Coastguard Worker                                                       const SkISize& dimensions,
101*c8dee2aaSAndroid Build Coastguard Worker                                                       GrGLFormat format,
102*c8dee2aaSAndroid Build Coastguard Worker                                                       int sampleCount,
103*c8dee2aaSAndroid Build Coastguard Worker                                                       const IDs& idDesc,
104*c8dee2aaSAndroid Build Coastguard Worker                                                       int stencilBits,
105*c8dee2aaSAndroid Build Coastguard Worker                                                       skgpu::Protected isProtected,
106*c8dee2aaSAndroid Build Coastguard Worker                                                       std::string_view label) {
107*c8dee2aaSAndroid Build Coastguard Worker     sk_sp<GrGLAttachment> sb;
108*c8dee2aaSAndroid Build Coastguard Worker     if (stencilBits) {
109*c8dee2aaSAndroid Build Coastguard Worker         // We pick a "fake" actual format that matches the number of stencil bits. When wrapping
110*c8dee2aaSAndroid Build Coastguard Worker         // an FBO with some number of stencil bits all we care about in the future is that we have
111*c8dee2aaSAndroid Build Coastguard Worker         // a format with the same number of stencil bits. We don't even directly use the format or
112*c8dee2aaSAndroid Build Coastguard Worker         // any other properties. Thus it is fine for us to just assign an arbitrary format that
113*c8dee2aaSAndroid Build Coastguard Worker         // matches the stencil bit count.
114*c8dee2aaSAndroid Build Coastguard Worker         GrGLFormat sFmt = stencil_bits_to_format(stencilBits);
115*c8dee2aaSAndroid Build Coastguard Worker 
116*c8dee2aaSAndroid Build Coastguard Worker         // We don't have the actual renderbufferID but we need to make an attachment for the stencil
117*c8dee2aaSAndroid Build Coastguard Worker         // so we just set it to an invalid value of 0 to make sure we don't explicitly use it or try
118*c8dee2aaSAndroid Build Coastguard Worker         // and delete it.
119*c8dee2aaSAndroid Build Coastguard Worker         sb = GrGLAttachment::MakeWrappedRenderBuffer(gpu,
120*c8dee2aaSAndroid Build Coastguard Worker                                                      /*renderbufferID=*/0,
121*c8dee2aaSAndroid Build Coastguard Worker                                                      dimensions,
122*c8dee2aaSAndroid Build Coastguard Worker                                                      GrAttachment::UsageFlags::kStencilAttachment,
123*c8dee2aaSAndroid Build Coastguard Worker                                                      sampleCount,
124*c8dee2aaSAndroid Build Coastguard Worker                                                      sFmt);
125*c8dee2aaSAndroid Build Coastguard Worker     }
126*c8dee2aaSAndroid Build Coastguard Worker     return sk_sp<GrGLRenderTarget>(new GrGLRenderTarget(
127*c8dee2aaSAndroid Build Coastguard Worker             gpu, dimensions, format, sampleCount, idDesc, std::move(sb), isProtected, label));
128*c8dee2aaSAndroid Build Coastguard Worker }
129*c8dee2aaSAndroid Build Coastguard Worker 
getBackendRenderTarget() const130*c8dee2aaSAndroid Build Coastguard Worker GrBackendRenderTarget GrGLRenderTarget::getBackendRenderTarget() const {
131*c8dee2aaSAndroid Build Coastguard Worker     bool useMultisampleFBO = (this->numSamples() > 1);
132*c8dee2aaSAndroid Build Coastguard Worker     GrGLFramebufferInfo fbi;
133*c8dee2aaSAndroid Build Coastguard Worker     fbi.fFBOID = (useMultisampleFBO) ? fMultisampleFBOID : fSingleSampleFBOID;
134*c8dee2aaSAndroid Build Coastguard Worker     fbi.fFormat = GrGLFormatToEnum(this->format());
135*c8dee2aaSAndroid Build Coastguard Worker     fbi.fProtected = skgpu::Protected(this->isProtected());
136*c8dee2aaSAndroid Build Coastguard Worker     int numStencilBits = 0;
137*c8dee2aaSAndroid Build Coastguard Worker     if (GrAttachment* stencil = this->getStencilAttachment(useMultisampleFBO)) {
138*c8dee2aaSAndroid Build Coastguard Worker         numStencilBits = GrBackendFormatStencilBits(stencil->backendFormat());
139*c8dee2aaSAndroid Build Coastguard Worker     }
140*c8dee2aaSAndroid Build Coastguard Worker 
141*c8dee2aaSAndroid Build Coastguard Worker     return GrBackendRenderTargets::MakeGL(
142*c8dee2aaSAndroid Build Coastguard Worker             this->width(), this->height(), this->numSamples(), numStencilBits, fbi);
143*c8dee2aaSAndroid Build Coastguard Worker }
144*c8dee2aaSAndroid Build Coastguard Worker 
backendFormat() const145*c8dee2aaSAndroid Build Coastguard Worker GrBackendFormat GrGLRenderTarget::backendFormat() const {
146*c8dee2aaSAndroid Build Coastguard Worker     // We should never have a GrGLRenderTarget (even a textureable one with a target that is not
147*c8dee2aaSAndroid Build Coastguard Worker     // texture 2D.
148*c8dee2aaSAndroid Build Coastguard Worker     return GrBackendFormats::MakeGL(GrGLFormatToEnum(fRTFormat), GR_GL_TEXTURE_2D);
149*c8dee2aaSAndroid Build Coastguard Worker }
150*c8dee2aaSAndroid Build Coastguard Worker 
onGpuMemorySize() const151*c8dee2aaSAndroid Build Coastguard Worker size_t GrGLRenderTarget::onGpuMemorySize() const {
152*c8dee2aaSAndroid Build Coastguard Worker     return GrSurface::ComputeSize(this->backendFormat(),
153*c8dee2aaSAndroid Build Coastguard Worker                                   this->dimensions(),
154*c8dee2aaSAndroid Build Coastguard Worker                                   fTotalMemorySamplesPerPixel,
155*c8dee2aaSAndroid Build Coastguard Worker                                   skgpu::Mipmapped::kNo);
156*c8dee2aaSAndroid Build Coastguard Worker }
157*c8dee2aaSAndroid Build Coastguard Worker 
onSetLabel()158*c8dee2aaSAndroid Build Coastguard Worker void GrGLRenderTarget::onSetLabel() {
159*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(fMSColorRenderbufferID);
160*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(fRTFBOOwnership == GrBackendObjectOwnership::kOwned);
161*c8dee2aaSAndroid Build Coastguard Worker }
162*c8dee2aaSAndroid Build Coastguard Worker 
completeStencilAttachment(GrAttachment * stencil,bool useMultisampleFBO)163*c8dee2aaSAndroid Build Coastguard Worker bool GrGLRenderTarget::completeStencilAttachment(GrAttachment* stencil, bool useMultisampleFBO) {
164*c8dee2aaSAndroid Build Coastguard Worker     // We defer attaching the new stencil buffer until the next time our framebuffer is bound.
165*c8dee2aaSAndroid Build Coastguard Worker     if (this->getStencilAttachment(useMultisampleFBO) != stencil) {
166*c8dee2aaSAndroid Build Coastguard Worker         fNeedsStencilAttachmentBind[useMultisampleFBO] = true;
167*c8dee2aaSAndroid Build Coastguard Worker     }
168*c8dee2aaSAndroid Build Coastguard Worker     return true;
169*c8dee2aaSAndroid Build Coastguard Worker }
170*c8dee2aaSAndroid Build Coastguard Worker 
ensureDynamicMSAAAttachment()171*c8dee2aaSAndroid Build Coastguard Worker bool GrGLRenderTarget::ensureDynamicMSAAAttachment() {
172*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(this->numSamples() == 1);
173*c8dee2aaSAndroid Build Coastguard Worker     if (fMultisampleFBOID) {
174*c8dee2aaSAndroid Build Coastguard Worker         return true;
175*c8dee2aaSAndroid Build Coastguard Worker     }
176*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(!fDynamicMSAAAttachment);
177*c8dee2aaSAndroid Build Coastguard Worker 
178*c8dee2aaSAndroid Build Coastguard Worker     GrResourceProvider* resourceProvider = this->getContext()->priv().resourceProvider();
179*c8dee2aaSAndroid Build Coastguard Worker     const GrCaps& caps = *this->getGpu()->caps();
180*c8dee2aaSAndroid Build Coastguard Worker 
181*c8dee2aaSAndroid Build Coastguard Worker     int internalSampleCount = caps.internalMultisampleCount(this->backendFormat());
182*c8dee2aaSAndroid Build Coastguard Worker     if (internalSampleCount <= 1) {
183*c8dee2aaSAndroid Build Coastguard Worker         return false;
184*c8dee2aaSAndroid Build Coastguard Worker     }
185*c8dee2aaSAndroid Build Coastguard Worker 
186*c8dee2aaSAndroid Build Coastguard Worker     if (resourceProvider->caps()->msaaResolvesAutomatically() && this->asTexture()) {
187*c8dee2aaSAndroid Build Coastguard Worker         // We can use EXT_multisampled_render_to_texture for MSAA. We will configure the FBO as MSAA
188*c8dee2aaSAndroid Build Coastguard Worker         // or not during bindFBO().
189*c8dee2aaSAndroid Build Coastguard Worker         fMultisampleFBOID = fSingleSampleFBOID;
190*c8dee2aaSAndroid Build Coastguard Worker         return true;
191*c8dee2aaSAndroid Build Coastguard Worker     }
192*c8dee2aaSAndroid Build Coastguard Worker 
193*c8dee2aaSAndroid Build Coastguard Worker     GL_CALL(GenFramebuffers(1, &fMultisampleFBOID));
194*c8dee2aaSAndroid Build Coastguard Worker     if (!fMultisampleFBOID) {
195*c8dee2aaSAndroid Build Coastguard Worker         return false;
196*c8dee2aaSAndroid Build Coastguard Worker     }
197*c8dee2aaSAndroid Build Coastguard Worker 
198*c8dee2aaSAndroid Build Coastguard Worker     this->getGLGpu()->bindFramebuffer(GR_GL_FRAMEBUFFER, fMultisampleFBOID);
199*c8dee2aaSAndroid Build Coastguard Worker 
200*c8dee2aaSAndroid Build Coastguard Worker     fDynamicMSAAAttachment.reset(
201*c8dee2aaSAndroid Build Coastguard Worker             static_cast<GrGLAttachment*>(resourceProvider->getDiscardableMSAAAttachment(
202*c8dee2aaSAndroid Build Coastguard Worker                     this->dimensions(), this->backendFormat(), internalSampleCount,
203*c8dee2aaSAndroid Build Coastguard Worker                     GrProtected(this->isProtected()), GrMemoryless::kNo).release()));
204*c8dee2aaSAndroid Build Coastguard Worker     if (!fDynamicMSAAAttachment) {
205*c8dee2aaSAndroid Build Coastguard Worker         return false;
206*c8dee2aaSAndroid Build Coastguard Worker     }
207*c8dee2aaSAndroid Build Coastguard Worker 
208*c8dee2aaSAndroid Build Coastguard Worker     GL_CALL(FramebufferRenderbuffer(GR_GL_FRAMEBUFFER, GR_GL_COLOR_ATTACHMENT0, GR_GL_RENDERBUFFER,
209*c8dee2aaSAndroid Build Coastguard Worker                                     fDynamicMSAAAttachment->renderbufferID()));
210*c8dee2aaSAndroid Build Coastguard Worker     return true;
211*c8dee2aaSAndroid Build Coastguard Worker }
212*c8dee2aaSAndroid Build Coastguard Worker 
bindInternal(GrGLenum fboTarget,bool useMultisampleFBO)213*c8dee2aaSAndroid Build Coastguard Worker void GrGLRenderTarget::bindInternal(GrGLenum fboTarget, bool useMultisampleFBO) {
214*c8dee2aaSAndroid Build Coastguard Worker     GrGLuint fboId = useMultisampleFBO ? fMultisampleFBOID : fSingleSampleFBOID;
215*c8dee2aaSAndroid Build Coastguard Worker     this->getGLGpu()->bindFramebuffer(fboTarget, fboId);
216*c8dee2aaSAndroid Build Coastguard Worker 
217*c8dee2aaSAndroid Build Coastguard Worker     if (fSingleSampleFBOID != 0 &&
218*c8dee2aaSAndroid Build Coastguard Worker         fSingleSampleFBOID == fMultisampleFBOID &&
219*c8dee2aaSAndroid Build Coastguard Worker         useMultisampleFBO != fDMSAARenderToTextureFBOIsMultisample) {
220*c8dee2aaSAndroid Build Coastguard Worker         auto* glTex = static_cast<GrGLTexture*>(this->asTexture());
221*c8dee2aaSAndroid Build Coastguard Worker         if (this->getGLGpu()->glCaps().bindTexture0WhenChangingTextureFBOMultisampleCount()) {
222*c8dee2aaSAndroid Build Coastguard Worker             GL_CALL(FramebufferTexture2D(fboTarget,
223*c8dee2aaSAndroid Build Coastguard Worker                                          GR_GL_COLOR_ATTACHMENT0,
224*c8dee2aaSAndroid Build Coastguard Worker                                          GR_GL_TEXTURE_2D,
225*c8dee2aaSAndroid Build Coastguard Worker                                          0 /*texture*/,
226*c8dee2aaSAndroid Build Coastguard Worker                                          0 /*mipMapLevel*/));
227*c8dee2aaSAndroid Build Coastguard Worker         }
228*c8dee2aaSAndroid Build Coastguard Worker         if (useMultisampleFBO) {
229*c8dee2aaSAndroid Build Coastguard Worker             int sampleCount = this->numSamples() > 1 ?
230*c8dee2aaSAndroid Build Coastguard Worker                     this->numSamples() :
231*c8dee2aaSAndroid Build Coastguard Worker                     this->getGpu()->caps()->internalMultisampleCount(this->backendFormat());
232*c8dee2aaSAndroid Build Coastguard Worker             GL_CALL(FramebufferTexture2DMultisample(fboTarget,
233*c8dee2aaSAndroid Build Coastguard Worker                                                     GR_GL_COLOR_ATTACHMENT0,
234*c8dee2aaSAndroid Build Coastguard Worker                                                     glTex->target(),
235*c8dee2aaSAndroid Build Coastguard Worker                                                     glTex->textureID(),
236*c8dee2aaSAndroid Build Coastguard Worker                                                     0 /*mipMapLevel*/,
237*c8dee2aaSAndroid Build Coastguard Worker                                                     sampleCount));
238*c8dee2aaSAndroid Build Coastguard Worker         } else {
239*c8dee2aaSAndroid Build Coastguard Worker             GL_CALL(FramebufferTexture2D(fboTarget,
240*c8dee2aaSAndroid Build Coastguard Worker                                          GR_GL_COLOR_ATTACHMENT0,
241*c8dee2aaSAndroid Build Coastguard Worker                                          glTex->target(),
242*c8dee2aaSAndroid Build Coastguard Worker                                          glTex->textureID(),
243*c8dee2aaSAndroid Build Coastguard Worker                                          0 /*mipMapLevel*/));
244*c8dee2aaSAndroid Build Coastguard Worker         }
245*c8dee2aaSAndroid Build Coastguard Worker         fDMSAARenderToTextureFBOIsMultisample = useMultisampleFBO;
246*c8dee2aaSAndroid Build Coastguard Worker         fNeedsStencilAttachmentBind[useMultisampleFBO] = true;
247*c8dee2aaSAndroid Build Coastguard Worker     }
248*c8dee2aaSAndroid Build Coastguard Worker 
249*c8dee2aaSAndroid Build Coastguard Worker     // Make sure the stencil attachment is valid. Even though a color buffer op doesn't use stencil,
250*c8dee2aaSAndroid Build Coastguard Worker     // our FBO still needs to be "framebuffer complete".
251*c8dee2aaSAndroid Build Coastguard Worker     if (fNeedsStencilAttachmentBind[useMultisampleFBO]) {
252*c8dee2aaSAndroid Build Coastguard Worker         if (auto stencil = this->getStencilAttachment(useMultisampleFBO)) {
253*c8dee2aaSAndroid Build Coastguard Worker             const GrGLAttachment* glStencil = static_cast<const GrGLAttachment*>(stencil);
254*c8dee2aaSAndroid Build Coastguard Worker             GL_CALL(FramebufferRenderbuffer(fboTarget,
255*c8dee2aaSAndroid Build Coastguard Worker                                             GR_GL_STENCIL_ATTACHMENT,
256*c8dee2aaSAndroid Build Coastguard Worker                                             GR_GL_RENDERBUFFER,
257*c8dee2aaSAndroid Build Coastguard Worker                                             glStencil->renderbufferID()));
258*c8dee2aaSAndroid Build Coastguard Worker             if (GrGLFormatIsPackedDepthStencil(glStencil->format())) {
259*c8dee2aaSAndroid Build Coastguard Worker                 GL_CALL(FramebufferRenderbuffer(fboTarget,
260*c8dee2aaSAndroid Build Coastguard Worker                                                 GR_GL_DEPTH_ATTACHMENT,
261*c8dee2aaSAndroid Build Coastguard Worker                                                 GR_GL_RENDERBUFFER,
262*c8dee2aaSAndroid Build Coastguard Worker                                                 glStencil->renderbufferID()));
263*c8dee2aaSAndroid Build Coastguard Worker             } else {
264*c8dee2aaSAndroid Build Coastguard Worker                 GL_CALL(FramebufferRenderbuffer(fboTarget,
265*c8dee2aaSAndroid Build Coastguard Worker                                                 GR_GL_DEPTH_ATTACHMENT,
266*c8dee2aaSAndroid Build Coastguard Worker                                                 GR_GL_RENDERBUFFER,
267*c8dee2aaSAndroid Build Coastguard Worker                                                 0));
268*c8dee2aaSAndroid Build Coastguard Worker             }
269*c8dee2aaSAndroid Build Coastguard Worker         } else {
270*c8dee2aaSAndroid Build Coastguard Worker             GL_CALL(FramebufferRenderbuffer(fboTarget,
271*c8dee2aaSAndroid Build Coastguard Worker                                             GR_GL_STENCIL_ATTACHMENT,
272*c8dee2aaSAndroid Build Coastguard Worker                                             GR_GL_RENDERBUFFER,
273*c8dee2aaSAndroid Build Coastguard Worker                                             0));
274*c8dee2aaSAndroid Build Coastguard Worker             GL_CALL(FramebufferRenderbuffer(fboTarget,
275*c8dee2aaSAndroid Build Coastguard Worker                                             GR_GL_DEPTH_ATTACHMENT,
276*c8dee2aaSAndroid Build Coastguard Worker                                             GR_GL_RENDERBUFFER,
277*c8dee2aaSAndroid Build Coastguard Worker                                             0));
278*c8dee2aaSAndroid Build Coastguard Worker         }
279*c8dee2aaSAndroid Build Coastguard Worker #ifdef SK_DEBUG
280*c8dee2aaSAndroid Build Coastguard Worker         if (!this->getGLGpu()->glCaps().skipErrorChecks() &&
281*c8dee2aaSAndroid Build Coastguard Worker             !this->getGLGpu()->glCaps().rebindColorAttachmentAfterCheckFramebufferStatus()) {
282*c8dee2aaSAndroid Build Coastguard Worker             GrGLenum status;
283*c8dee2aaSAndroid Build Coastguard Worker             GL_CALL_RET(status, CheckFramebufferStatus(fboTarget));
284*c8dee2aaSAndroid Build Coastguard Worker             if (status != GR_GL_FRAMEBUFFER_COMPLETE) {
285*c8dee2aaSAndroid Build Coastguard Worker                 // This can fail if the context has been asynchronously abandoned (see
286*c8dee2aaSAndroid Build Coastguard Worker                 // skbug.com/5200).
287*c8dee2aaSAndroid Build Coastguard Worker                 SkDebugf("WARNING: failed to attach stencil.\n");
288*c8dee2aaSAndroid Build Coastguard Worker             }
289*c8dee2aaSAndroid Build Coastguard Worker         }
290*c8dee2aaSAndroid Build Coastguard Worker #endif
291*c8dee2aaSAndroid Build Coastguard Worker         fNeedsStencilAttachmentBind[useMultisampleFBO] = false;
292*c8dee2aaSAndroid Build Coastguard Worker     }
293*c8dee2aaSAndroid Build Coastguard Worker }
294*c8dee2aaSAndroid Build Coastguard Worker 
bindForResolve(GrGLGpu::ResolveDirection resolveDirection)295*c8dee2aaSAndroid Build Coastguard Worker void GrGLRenderTarget::bindForResolve(GrGLGpu::ResolveDirection resolveDirection) {
296*c8dee2aaSAndroid Build Coastguard Worker     // If the multisample FBO is nonzero, it means we always have something to resolve (even if the
297*c8dee2aaSAndroid Build Coastguard Worker     // single sample buffer is FBO 0). If it's zero, then there's nothing to resolve.
298*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(fMultisampleFBOID != 0);
299*c8dee2aaSAndroid Build Coastguard Worker 
300*c8dee2aaSAndroid Build Coastguard Worker     // In the EXT_multisampled_render_to_texture case, we shouldn't be resolving anything.
301*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(!this->isMultisampledRenderToTexture());
302*c8dee2aaSAndroid Build Coastguard Worker 
303*c8dee2aaSAndroid Build Coastguard Worker     if (resolveDirection == GrGLGpu::ResolveDirection::kMSAAToSingle) {
304*c8dee2aaSAndroid Build Coastguard Worker         this->bindInternal(GR_GL_READ_FRAMEBUFFER, true);
305*c8dee2aaSAndroid Build Coastguard Worker         this->bindInternal(GR_GL_DRAW_FRAMEBUFFER, false);
306*c8dee2aaSAndroid Build Coastguard Worker     } else {
307*c8dee2aaSAndroid Build Coastguard Worker         SkASSERT(resolveDirection == GrGLGpu::ResolveDirection::kSingleToMSAA);
308*c8dee2aaSAndroid Build Coastguard Worker         SkASSERT(this->getGLGpu()->glCaps().canResolveSingleToMSAA());
309*c8dee2aaSAndroid Build Coastguard Worker         this->bindInternal(GR_GL_READ_FRAMEBUFFER, false);
310*c8dee2aaSAndroid Build Coastguard Worker         this->bindInternal(GR_GL_DRAW_FRAMEBUFFER, true);
311*c8dee2aaSAndroid Build Coastguard Worker     }
312*c8dee2aaSAndroid Build Coastguard Worker }
313*c8dee2aaSAndroid Build Coastguard Worker 
onRelease()314*c8dee2aaSAndroid Build Coastguard Worker void GrGLRenderTarget::onRelease() {
315*c8dee2aaSAndroid Build Coastguard Worker     if (GrBackendObjectOwnership::kBorrowed != fRTFBOOwnership) {
316*c8dee2aaSAndroid Build Coastguard Worker         GrGLGpu* gpu = this->getGLGpu();
317*c8dee2aaSAndroid Build Coastguard Worker         if (fSingleSampleFBOID) {
318*c8dee2aaSAndroid Build Coastguard Worker             gpu->deleteFramebuffer(fSingleSampleFBOID);
319*c8dee2aaSAndroid Build Coastguard Worker         }
320*c8dee2aaSAndroid Build Coastguard Worker         if (fMultisampleFBOID && fMultisampleFBOID != fSingleSampleFBOID) {
321*c8dee2aaSAndroid Build Coastguard Worker             gpu->deleteFramebuffer(fMultisampleFBOID);
322*c8dee2aaSAndroid Build Coastguard Worker         }
323*c8dee2aaSAndroid Build Coastguard Worker         if (fMSColorRenderbufferID) {
324*c8dee2aaSAndroid Build Coastguard Worker             GL_CALL(DeleteRenderbuffers(1, &fMSColorRenderbufferID));
325*c8dee2aaSAndroid Build Coastguard Worker         }
326*c8dee2aaSAndroid Build Coastguard Worker     }
327*c8dee2aaSAndroid Build Coastguard Worker     fMultisampleFBOID       = kUnresolvableFBOID;
328*c8dee2aaSAndroid Build Coastguard Worker     fSingleSampleFBOID      = kUnresolvableFBOID;
329*c8dee2aaSAndroid Build Coastguard Worker     fMSColorRenderbufferID  = 0;
330*c8dee2aaSAndroid Build Coastguard Worker     INHERITED::onRelease();
331*c8dee2aaSAndroid Build Coastguard Worker }
332*c8dee2aaSAndroid Build Coastguard Worker 
onAbandon()333*c8dee2aaSAndroid Build Coastguard Worker void GrGLRenderTarget::onAbandon() {
334*c8dee2aaSAndroid Build Coastguard Worker     fMultisampleFBOID       = kUnresolvableFBOID;
335*c8dee2aaSAndroid Build Coastguard Worker     fSingleSampleFBOID      = kUnresolvableFBOID;
336*c8dee2aaSAndroid Build Coastguard Worker     fMSColorRenderbufferID  = 0;
337*c8dee2aaSAndroid Build Coastguard Worker     INHERITED::onAbandon();
338*c8dee2aaSAndroid Build Coastguard Worker }
339*c8dee2aaSAndroid Build Coastguard Worker 
getGLGpu() const340*c8dee2aaSAndroid Build Coastguard Worker GrGLGpu* GrGLRenderTarget::getGLGpu() const {
341*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(!this->wasDestroyed());
342*c8dee2aaSAndroid Build Coastguard Worker     return static_cast<GrGLGpu*>(this->getGpu());
343*c8dee2aaSAndroid Build Coastguard Worker }
344*c8dee2aaSAndroid Build Coastguard Worker 
canAttemptStencilAttachment(bool useMultisampleFBO) const345*c8dee2aaSAndroid Build Coastguard Worker bool GrGLRenderTarget::canAttemptStencilAttachment(bool useMultisampleFBO) const {
346*c8dee2aaSAndroid Build Coastguard Worker     // This cap should have been handled at a higher level.
347*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(!this->getGpu()->getContext()->priv().caps()->avoidStencilBuffers());
348*c8dee2aaSAndroid Build Coastguard Worker     // Only modify the FBO's attachments if we have created the FBO. Public APIs do not currently
349*c8dee2aaSAndroid Build Coastguard Worker     // allow for borrowed FBO ownership, so we can safely assume that if an object is owned,
350*c8dee2aaSAndroid Build Coastguard Worker     // Skia created it.
351*c8dee2aaSAndroid Build Coastguard Worker     return this->fRTFBOOwnership == GrBackendObjectOwnership::kOwned ||
352*c8dee2aaSAndroid Build Coastguard Worker            // The dmsaa attachment is always owned and always supports adding stencil.
353*c8dee2aaSAndroid Build Coastguard Worker            (this->numSamples() == 1 && useMultisampleFBO);
354*c8dee2aaSAndroid Build Coastguard Worker }
355*c8dee2aaSAndroid Build Coastguard Worker 
dumpMemoryStatistics(SkTraceMemoryDump * traceMemoryDump) const356*c8dee2aaSAndroid Build Coastguard Worker void GrGLRenderTarget::dumpMemoryStatistics(SkTraceMemoryDump* traceMemoryDump) const {
357*c8dee2aaSAndroid Build Coastguard Worker     // Don't check this->fRefsWrappedObjects, as we might be the base of a GrGLTextureRenderTarget
358*c8dee2aaSAndroid Build Coastguard Worker     // which is multiply inherited from both ourselves and a texture. In these cases, one part
359*c8dee2aaSAndroid Build Coastguard Worker     // (texture, rt) may be wrapped, while the other is owned by Skia.
360*c8dee2aaSAndroid Build Coastguard Worker     bool refsWrappedRenderTargetObjects =
361*c8dee2aaSAndroid Build Coastguard Worker             this->fRTFBOOwnership == GrBackendObjectOwnership::kBorrowed;
362*c8dee2aaSAndroid Build Coastguard Worker     if (refsWrappedRenderTargetObjects && !traceMemoryDump->shouldDumpWrappedObjects()) {
363*c8dee2aaSAndroid Build Coastguard Worker         return;
364*c8dee2aaSAndroid Build Coastguard Worker     }
365*c8dee2aaSAndroid Build Coastguard Worker 
366*c8dee2aaSAndroid Build Coastguard Worker     int numSamplesNotInTexture = fTotalMemorySamplesPerPixel;
367*c8dee2aaSAndroid Build Coastguard Worker     if (this->asTexture()) {
368*c8dee2aaSAndroid Build Coastguard Worker         --numSamplesNotInTexture;  // GrGLTexture::dumpMemoryStatistics accounts for 1 sample.
369*c8dee2aaSAndroid Build Coastguard Worker     }
370*c8dee2aaSAndroid Build Coastguard Worker     if (numSamplesNotInTexture >= 1) {
371*c8dee2aaSAndroid Build Coastguard Worker         size_t size = GrSurface::ComputeSize(this->backendFormat(),
372*c8dee2aaSAndroid Build Coastguard Worker                                              this->dimensions(),
373*c8dee2aaSAndroid Build Coastguard Worker                                              numSamplesNotInTexture,
374*c8dee2aaSAndroid Build Coastguard Worker                                              skgpu::Mipmapped::kNo);
375*c8dee2aaSAndroid Build Coastguard Worker 
376*c8dee2aaSAndroid Build Coastguard Worker         // Due to this resource having both a texture and a renderbuffer component, dump as
377*c8dee2aaSAndroid Build Coastguard Worker         // skia/gpu_resources/resource_#/renderbuffer
378*c8dee2aaSAndroid Build Coastguard Worker         SkString resourceName = this->getResourceName();
379*c8dee2aaSAndroid Build Coastguard Worker         resourceName.append("/renderbuffer");
380*c8dee2aaSAndroid Build Coastguard Worker 
381*c8dee2aaSAndroid Build Coastguard Worker         this->dumpMemoryStatisticsPriv(traceMemoryDump, resourceName, "RenderTarget", size);
382*c8dee2aaSAndroid Build Coastguard Worker 
383*c8dee2aaSAndroid Build Coastguard Worker         SkString renderbuffer_id;
384*c8dee2aaSAndroid Build Coastguard Worker         renderbuffer_id.appendU32(fMSColorRenderbufferID);
385*c8dee2aaSAndroid Build Coastguard Worker         traceMemoryDump->setMemoryBacking(resourceName.c_str(), "gl_renderbuffer",
386*c8dee2aaSAndroid Build Coastguard Worker                                           renderbuffer_id.c_str());
387*c8dee2aaSAndroid Build Coastguard Worker     }
388*c8dee2aaSAndroid Build Coastguard Worker }
389