Revert r2026 due to bot failures
git-svn-id: http://skia.googlecode.com/svn/trunk@2027 2bbb7eff-a529-9590-31e7-b0007b416f81
diff --git a/gpu/src/GrGpuGL.cpp b/gpu/src/GrGpuGL.cpp
index 3ced743..2498972 100644
--- a/gpu/src/GrGpuGL.cpp
+++ b/gpu/src/GrGpuGL.cpp
@@ -8,7 +8,6 @@
#include "GrGpuGL.h"
-#include "GrGLStencilBuffer.h"
#include "GrTypes.h"
#include "SkTemplates.h"
@@ -516,14 +515,9 @@
}
fLastSuccessfulStencilFmtIdx = 0;
-
- fStencilClearFBO = 0;
}
GrGpuGL::~GrGpuGL() {
- if (fStencilClearFBO) {
- GR_GL(DeleteFramebuffers(1, &fStencilClearFBO));
- }
}
void GrGpuGL::resetContext() {
@@ -595,21 +589,6 @@
fHWDrawState.fRenderTarget = NULL;
}
-void GrGpuGL::abandonResources() {
- INHERITED::abandonResources();
-
- fStencilClearFBO = 0;
-}
-
-void GrGpuGL::releaseResources() {
- INHERITED::releaseResources();
-
- if (fStencilClearFBO) {
- GR_GL(DeleteFramebuffers(1, &fStencilClearFBO));
- fStencilClearFBO = 0;
- }
-}
-
GrResource* GrGpuGL::onCreatePlatformSurface(const GrPlatformSurfaceDesc& desc) {
bool isTexture = kTexture_GrPlatformSurfaceType == desc.fSurfaceType ||
@@ -618,8 +597,6 @@
kTextureRenderTarget_GrPlatformSurfaceType == desc.fSurfaceType;
GrGLRenderTarget::Desc rtDesc;
- GrGLStencilBuffer* sb = NULL;
-
if (isRenderTarget) {
rtDesc.fRTFBOID = desc.fPlatformRenderTarget;
#if GR_USE_PLATFORM_CREATE_SAMPLE_COUNT
@@ -638,6 +615,7 @@
}
// we don't know what the RB ids are without glGets and we don't care
// since we aren't responsible for deleting them.
+ rtDesc.fStencilRenderbufferID = 0;
rtDesc.fMSColorRenderbufferID = 0;
#if GR_USE_PLATFORM_CREATE_SAMPLE_COUNT
rtDesc.fSampleCnt = desc.fSampleCnt;
@@ -651,15 +629,7 @@
rtDesc.fSampleCnt = 0;
}
#endif
- if (desc.fStencilBits) {
- GrGLStencilBuffer::Format format;
- format.fInternalFormat = GrGLStencilBuffer::kUnknownInternalFormat;
- format.fPacked = false;
- format.fStencilBits = desc.fStencilBits;
- format.fTotalBits = desc.fStencilBits;
- sb = new GrGLStencilBuffer(this, 0, desc.fWidth,
- desc.fHeight, format);
- }
+ rtDesc.fStencilBits = desc.fStencilBits;
rtDesc.fOwnIDs = false;
}
@@ -685,9 +655,7 @@
params.invalidate(); // rather than do glGets.
if (isRenderTarget) {
- GrTexture* tex = new GrGLTexture(this, texDesc, rtDesc, params);
- tex->asRenderTarget()->setStencilBuffer(sb);
- return tex;
+ return new GrGLTexture(this, texDesc, rtDesc, params);
} else {
return new GrGLTexture(this, texDesc, params);
}
@@ -698,9 +666,7 @@
viewport.fWidth = desc.fWidth;
viewport.fHeight = desc.fHeight;
- GrGLRenderTarget* rt = new GrGLRenderTarget(this, rtDesc, viewport);
- rt->setStencilBuffer(sb);
- return rt;
+ return new GrGLRenderTarget(this, rtDesc, viewport);
}
}
@@ -849,25 +815,14 @@
GR_GL_GetIntegerv(GR_GL_FRAMEBUFFER_BINDING, (GrGLint*)&rtDesc.fRTFBOID);
rtDesc.fTexFBOID = rtDesc.fRTFBOID;
rtDesc.fMSColorRenderbufferID = 0;
+ rtDesc.fStencilRenderbufferID = 0;
bool arbFBO = (GR_GL_SUPPORT_DESKTOP && (fGLVersion > 3.0 ||
this->hasExtension("GL_ARB_framebuffer_object")));
GrGLIRect viewport;
viewport.setFromGLViewport();
- int stencilBits = get_fbo_stencil_bits(arbFBO);
-
- GrGLStencilBuffer* sb = NULL;
- if (stencilBits) {
- GrGLStencilBuffer::Format format;
- // we could query this but we don't really need it
- format.fInternalFormat = GrGLStencilBuffer::kUnknownInternalFormat;
- format.fPacked = false;
- format.fStencilBits = stencilBits;
- format.fTotalBits = stencilBits;
- sb = new GrGLStencilBuffer(this, 0, viewport.fWidth,
- viewport.fHeight, format);
- }
+ rtDesc.fStencilBits = get_fbo_stencil_bits(arbFBO);
GR_GL_GetIntegerv(GR_GL_SAMPLES, &rtDesc.fSampleCnt);
GrGLenum fmat = get_fbo_color_format();
@@ -882,13 +837,10 @@
rtDesc.fOwnIDs = false;
- GrGLRenderTarget* target = new GrGLRenderTarget(this, rtDesc, viewport);
- target->setStencilBuffer(sb);
- return target;
+ return new GrGLRenderTarget(this, rtDesc, viewport);
}
///////////////////////////////////////////////////////////////////////////////
-static const GrGLuint kUnknownBitCount = ~0;
void GrGpuGL::setupStencilFormats() {
@@ -897,14 +849,12 @@
// these consts are in order of most preferred to least preferred
// we don't bother with GL_STENCIL_INDEX1 or GL_DEPTH32F_STENCIL8
- static const GrGLStencilBuffer::Format
- // internal Format stencil bits total bits packed?
- gS8 = {GR_GL_STENCIL_INDEX8, 8, 8, false},
- gS16 = {GR_GL_STENCIL_INDEX16, 16, 16, false},
- gD24S8 = {GR_GL_DEPTH24_STENCIL8, 8, 32, true },
- gS4 = {GR_GL_STENCIL_INDEX4, 4, 4, false},
- gS = {GR_GL_STENCIL_INDEX, kUnknownBitCount, kUnknownBitCount, false},
- gDS = {GR_GL_DEPTH_STENCIL, kUnknownBitCount, kUnknownBitCount, true };
+ static const StencilFormat gS8 = {GR_GL_STENCIL_INDEX8, 8, false};
+ static const StencilFormat gS16 = {GR_GL_STENCIL_INDEX16, 16, false};
+ static const StencilFormat gD24S8 = {GR_GL_DEPTH24_STENCIL8, 8, true };
+ static const StencilFormat gS4 = {GR_GL_STENCIL_INDEX4, 4, false};
+ static const StencilFormat gS = {GR_GL_STENCIL_INDEX, gUNKNOWN_BITCOUNT, false};
+ static const StencilFormat gDS = {GR_GL_DEPTH_STENCIL, gUNKNOWN_BITCOUNT, true };
if (GR_GL_SUPPORT_DESKTOP) {
bool supportsPackedDS = fGLVersion >= 3.0f ||
@@ -1086,86 +1036,6 @@
}
}
-bool GrGpuGL::createRenderTargetObjects(int width, int height,
- GrGLuint texID,
- GrGLRenderTarget::Desc* desc) {
- desc->fMSColorRenderbufferID = 0;
- desc->fRTFBOID = 0;
- desc->fTexFBOID = 0;
- desc->fOwnIDs = true;
-
- GrGLenum status;
- GrGLint err;
-
- GR_GL(GenFramebuffers(1, &desc->fTexFBOID));
- if (!desc->fTexFBOID) {
- goto FAILED;
- }
-
- GrGLenum msColorFormat;
-
- // If we are using multisampling we will create two FBOs. We render
- // to one and then resolve to the texture bound to the other.
- if (desc->fSampleCnt > 1 && kNone_MSFBO != fMSFBOType) {
- GR_GL(GenFramebuffers(1, &desc->fRTFBOID));
- GR_GL(GenRenderbuffers(1, &desc->fMSColorRenderbufferID));
- if (!desc->fRTFBOID ||
- !desc->fMSColorRenderbufferID ||
- !this->fboInternalFormat(desc->fConfig, &msColorFormat)) {
- goto FAILED;
- }
- } else {
- desc->fRTFBOID = desc->fTexFBOID;
- }
-
- if (desc->fRTFBOID != desc->fTexFBOID) {
- GrAssert(desc->fSampleCnt > 1);
- GR_GL(BindRenderbuffer(GR_GL_RENDERBUFFER,
- desc->fMSColorRenderbufferID));
- GR_GL_NO_ERR(RenderbufferStorageMultisample(GR_GL_RENDERBUFFER,
- desc->fSampleCnt,
- msColorFormat,
- width, height));
- err = GrGLGetGLInterface()->fGetError();
- if (err != GR_GL_NO_ERROR) {
- goto FAILED;
- }
- GR_GL(BindFramebuffer(GR_GL_FRAMEBUFFER, desc->fRTFBOID));
- GR_GL(FramebufferRenderbuffer(GR_GL_FRAMEBUFFER,
- GR_GL_COLOR_ATTACHMENT0,
- GR_GL_RENDERBUFFER,
- desc->fMSColorRenderbufferID));
- GrGLenum status = GR_GL(CheckFramebufferStatus(GR_GL_FRAMEBUFFER));
- if (status != GR_GL_FRAMEBUFFER_COMPLETE) {
- goto FAILED;
- }
- }
- GR_GL(BindFramebuffer(GR_GL_FRAMEBUFFER, desc->fTexFBOID));
-
- GR_GL(FramebufferTexture2D(GR_GL_FRAMEBUFFER,
- GR_GL_COLOR_ATTACHMENT0,
- GR_GL_TEXTURE_2D,
- texID, 0));
- status = GR_GL(CheckFramebufferStatus(GR_GL_FRAMEBUFFER));
- if (status != GR_GL_FRAMEBUFFER_COMPLETE) {
- goto FAILED;
- }
-
- return true;
-
-FAILED:
- if (desc->fMSColorRenderbufferID) {
- GR_GL(DeleteRenderbuffers(1, &desc->fMSColorRenderbufferID));
- }
- if (desc->fRTFBOID != desc->fTexFBOID) {
- GR_GL(DeleteFramebuffers(1, &desc->fRTFBOID));
- }
- if (desc->fTexFBOID) {
- GR_GL(DeleteFramebuffers(1, &desc->fTexFBOID));
- }
- return false;
-}
-
// good to set a break-point here to know when createTexture fails
static GrTexture* return_null_texture() {
// GrAssert(!"null texture");
@@ -1203,6 +1073,7 @@
glTexDesc.fFormat = desc.fFormat;
glTexDesc.fOwnsID = true;
+ glRTDesc.fStencilRenderbufferID = 0;
glRTDesc.fMSColorRenderbufferID = 0;
glRTDesc.fRTFBOID = 0;
glRTDesc.fTexFBOID = 0;
@@ -1221,7 +1092,7 @@
// can be drawn to by the outside world without the client having
// to render upside down.
glTexDesc.fOrientation = renderTarget ? GrGLTexture::kBottomUp_Orientation :
- GrGLTexture::kTopDown_Orientation;
+ GrGLTexture::kTopDown_Orientation;
GrAssert(as_size_t(desc.fAALevel) < GR_ARRAY_COUNT(fAASamples));
glRTDesc.fSampleCnt = fAASamples[desc.fAALevel];
@@ -1238,9 +1109,9 @@
}
glTexDesc.fAllocWidth = GrMax(fMinRenderTargetWidth,
- glTexDesc.fAllocWidth);
+ glTexDesc.fAllocWidth);
glTexDesc.fAllocHeight = GrMax(fMinRenderTargetHeight,
- glTexDesc.fAllocHeight);
+ glTexDesc.fAllocHeight);
if (glTexDesc.fAllocWidth > fMaxRenderTargetSize ||
glTexDesc.fAllocHeight > fMaxRenderTargetSize) {
return return_null_texture();
@@ -1276,203 +1147,198 @@
this->allocateAndUploadTexData(glTexDesc, internalFormat,srcData, rowBytes);
- GrGLTexture* tex;
if (renderTarget) {
GrGLenum msColorRenderbufferFormat = -1;
#if GR_COLLECT_STATS
++fStats.fRenderTargetCreateCnt;
#endif
- if (!this->createRenderTargetObjects(glTexDesc.fAllocWidth,
- glTexDesc.fAllocHeight,
- glTexDesc.fTextureID,
- &glRTDesc)) {
+ bool failed = true;
+ GrGLenum status;
+ GrGLint err;
+
+ GR_GL(GenFramebuffers(1, &glRTDesc.fTexFBOID));
+ GrAssert(glRTDesc.fTexFBOID);
+
+ // If we are using multisampling and we will create two FBOS We render
+ // to one and then resolve to the texture bound to the other.
+ if (glRTDesc.fSampleCnt > 0 && kNone_MSFBO != fMSFBOType) {
+ GR_GL(GenFramebuffers(1, &glRTDesc.fRTFBOID));
+ GrAssert(0 != glRTDesc.fRTFBOID);
+ GR_GL(GenRenderbuffers(1, &glRTDesc.fMSColorRenderbufferID));
+ GrAssert(0 != glRTDesc.fMSColorRenderbufferID);
+ if (!fboInternalFormat(desc.fFormat, &msColorRenderbufferFormat)) {
+ GR_GL(DeleteRenderbuffers(1, &glRTDesc.fMSColorRenderbufferID));
+ GR_GL(DeleteTextures(1, &glTexDesc.fTextureID));
+ GR_GL(DeleteFramebuffers(1, &glRTDesc.fTexFBOID));
+ GR_GL(DeleteFramebuffers(1, &glRTDesc.fRTFBOID));
+ return return_null_texture();
+ }
+ } else {
+ glRTDesc.fRTFBOID = glRTDesc.fTexFBOID;
+ }
+ if (!(kNoStencil_GrTextureFlagBit & desc.fFlags)) {
+ GR_GL(GenRenderbuffers(1, &glRTDesc.fStencilRenderbufferID));
+ GrAssert(0 != glRTDesc.fStencilRenderbufferID);
+ }
+
+ // someone suggested that some systems might require
+ // unbinding the texture before we call FramebufferTexture2D
+ // (seems unlikely)
+ GR_GL(BindTexture(GR_GL_TEXTURE_2D, 0));
+
+ err = ~GR_GL_NO_ERROR;
+
+ int stencilFmtCnt;
+ if (glRTDesc.fStencilRenderbufferID) {
+ stencilFmtCnt = fStencilFormats.count();
+ } else {
+ stencilFmtCnt = 1; // only 1 attempt when we don't need a stencil
+ }
+
+ for (int i = 0; i < stencilFmtCnt; ++i) {
+ // we start with the last stencil format that succeeded in hopes
+ // that we won't go through this loop more than once after the
+ // first (painful) stencil creation.
+ int sIdx = (i + fLastSuccessfulStencilFmtIdx) % stencilFmtCnt;
+
+ if (glRTDesc.fStencilRenderbufferID) {
+ GR_GL(BindRenderbuffer(GR_GL_RENDERBUFFER,
+ glRTDesc.fStencilRenderbufferID));
+ if (glRTDesc.fSampleCnt > 0) {
+ GR_GL_NO_ERR(RenderbufferStorageMultisample(
+ GR_GL_RENDERBUFFER,
+ glRTDesc.fSampleCnt,
+ fStencilFormats[sIdx].fEnum,
+ glTexDesc.fAllocWidth,
+ glTexDesc.fAllocHeight));
+ } else {
+ GR_GL_NO_ERR(RenderbufferStorage(GR_GL_RENDERBUFFER,
+ fStencilFormats[sIdx].fEnum,
+ glTexDesc.fAllocWidth,
+ glTexDesc.fAllocHeight));
+ }
+ err = GrGLGetGLInterface()->fGetError();
+ if (err != GR_GL_NO_ERROR) {
+ continue;
+ }
+ }
+ if (glRTDesc.fRTFBOID != glRTDesc.fTexFBOID) {
+ GrAssert(glRTDesc.fSampleCnt > 0);
+ GR_GL(BindRenderbuffer(GR_GL_RENDERBUFFER,
+ glRTDesc.fMSColorRenderbufferID));
+ GR_GL_NO_ERR(RenderbufferStorageMultisample(
+ GR_GL_RENDERBUFFER,
+ glRTDesc.fSampleCnt,
+ msColorRenderbufferFormat,
+ glTexDesc.fAllocWidth,
+ glTexDesc.fAllocHeight));
+ err = GrGLGetGLInterface()->fGetError();
+ if (err != GR_GL_NO_ERROR) {
+ continue;
+ }
+ }
+ GR_GL(BindFramebuffer(GR_GL_FRAMEBUFFER, glRTDesc.fTexFBOID));
+
+#if GR_COLLECT_STATS
+ ++fStats.fRenderTargetChngCnt;
+#endif
+ GR_GL(FramebufferTexture2D(GR_GL_FRAMEBUFFER,
+ GR_GL_COLOR_ATTACHMENT0,
+ GR_GL_TEXTURE_2D,
+ glTexDesc.fTextureID, 0));
+ if (glRTDesc.fRTFBOID != glRTDesc.fTexFBOID) {
+ GrGLenum status = GR_GL(CheckFramebufferStatus(GR_GL_FRAMEBUFFER));
+ if (status != GR_GL_FRAMEBUFFER_COMPLETE) {
+ continue;
+ }
+ GR_GL(BindFramebuffer(GR_GL_FRAMEBUFFER, glRTDesc.fRTFBOID));
+ #if GR_COLLECT_STATS
+ ++fStats.fRenderTargetChngCnt;
+ #endif
+ GR_GL(FramebufferRenderbuffer(GR_GL_FRAMEBUFFER,
+ GR_GL_COLOR_ATTACHMENT0,
+ GR_GL_RENDERBUFFER,
+ glRTDesc.fMSColorRenderbufferID));
+
+ }
+ if (glRTDesc.fStencilRenderbufferID) {
+ // bind the stencil to rt fbo if present, othewise the tex fbo
+ GR_GL(FramebufferRenderbuffer(GR_GL_FRAMEBUFFER,
+ GR_GL_STENCIL_ATTACHMENT,
+ GR_GL_RENDERBUFFER,
+ glRTDesc.fStencilRenderbufferID));
+ // if it is a packed format bind to depth also, otherwise
+ // we may get an unsupported fbo completeness result
+ if (fStencilFormats[sIdx].fPacked) {
+ GR_GL(FramebufferRenderbuffer(GR_GL_FRAMEBUFFER,
+ GR_GL_DEPTH_ATTACHMENT,
+ GR_GL_RENDERBUFFER,
+ glRTDesc.fStencilRenderbufferID));
+ }
+ }
+ status = GR_GL(CheckFramebufferStatus(GR_GL_FRAMEBUFFER));
+
+ if (status != GR_GL_FRAMEBUFFER_COMPLETE) {
+ // undo the depth bind
+ if (glRTDesc.fStencilRenderbufferID &&
+ fStencilFormats[sIdx].fPacked) {
+ GR_GL(FramebufferRenderbuffer(GR_GL_FRAMEBUFFER,
+ GR_GL_DEPTH_ATTACHMENT,
+ GR_GL_RENDERBUFFER, 0));
+ }
+ continue;
+ }
+ // we're successful!
+ failed = false;
+ if (glRTDesc.fStencilRenderbufferID) {
+ fLastSuccessfulStencilFmtIdx = sIdx;
+ if (gUNKNOWN_BITCOUNT == fStencilFormats[sIdx].fBits) {
+ GR_GL_GetIntegerv(GR_GL_STENCIL_BITS, (GrGLint*)&glRTDesc.fStencilBits);
+ } else {
+ glRTDesc.fStencilBits = fStencilFormats[sIdx].fBits;
+ }
+ }
+ break;
+ }
+ if (failed) {
+ if (glRTDesc.fStencilRenderbufferID) {
+ GR_GL(DeleteRenderbuffers(1, &glRTDesc.fStencilRenderbufferID));
+ }
+ if (glRTDesc.fMSColorRenderbufferID) {
+ GR_GL(DeleteRenderbuffers(1, &glRTDesc.fMSColorRenderbufferID));
+ }
+ if (glRTDesc.fRTFBOID != glRTDesc.fTexFBOID) {
+ GR_GL(DeleteFramebuffers(1, &glRTDesc.fRTFBOID));
+ }
+ if (glRTDesc.fTexFBOID) {
+ GR_GL(DeleteFramebuffers(1, &glRTDesc.fTexFBOID));
+ }
GR_GL(DeleteTextures(1, &glTexDesc.fTextureID));
return return_null_texture();
}
- tex = new GrGLTexture(this, glTexDesc, glRTDesc, DEFAULT_PARAMS);
- } else {
- tex = new GrGLTexture(this, glTexDesc, DEFAULT_PARAMS);
}
#ifdef TRACE_TEXTURE_CREATION
GrPrintf("--- new texture [%d] size=(%d %d) bpp=%d\n",
tex->fTextureID, width, height, tex->fUploadByteCount);
#endif
- return tex;
-}
-
-namespace {
-void inline get_stencil_rb_sizes(GrGLuint rb, GrGLStencilBuffer::Format* format) {
- // we shouldn't ever know one size and not the other
- GrAssert((kUnknownBitCount == format->fStencilBits) ==
- (kUnknownBitCount == format->fTotalBits));
- if (kUnknownBitCount == format->fStencilBits) {
- GR_GL_GetRenderbufferParameteriv(GR_GL_RENDERBUFFER,
- GR_GL_RENDERBUFFER_STENCIL_SIZE,
- (GrGLint*)&format->fStencilBits);
- if (format->fPacked) {
- GR_GL_GetRenderbufferParameteriv(GR_GL_RENDERBUFFER,
- GR_GL_RENDERBUFFER_DEPTH_SIZE,
- (GrGLint*)&format->fTotalBits);
- format->fTotalBits += format->fStencilBits;
- } else {
- format->fTotalBits = format->fStencilBits;
- }
- }
-}
-}
-
-bool GrGpuGL::createStencilBufferForRenderTarget(GrRenderTarget* rt,
- int width, int height) {
-
- // All internally created RTs are also textures. We don't create
- // SBs for a client's standalone RT (that is RT that isnt also a texture).
- GrAssert(rt->asTexture());
- // if this thing is bloated for NPOT reasons we'll have to bloat the SB
- // as well.
- GrGLTexture* tex = (GrGLTexture*) rt->asTexture();
- width = GrMax(width, tex->allocWidth());
- height = GrMax(height, tex->allocWidth());
-
- int samples = rt->numSamples();
- GrGLuint sbID;
- GR_GL(GenRenderbuffers(1, &sbID));
- if (!sbID) {
- return false;
- }
-
- GrGLStencilBuffer* sb = NULL;
-
- int stencilFmtCnt = fStencilFormats.count();
- for (int i = 0; i < stencilFmtCnt; ++i) {
- GR_GL(BindRenderbuffer(GR_GL_RENDERBUFFER, sbID));
- // we start with the last stencil format that succeeded in hopes
- // that we won't go through this loop more than once after the
- // first (painful) stencil creation.
- int sIdx = (i + fLastSuccessfulStencilFmtIdx) % stencilFmtCnt;
- // we do this if so that we don't call the multisample
- // version on a GL that doesn't have an MSAA extension.
- if (samples > 1) {
- GR_GL_NO_ERR(RenderbufferStorageMultisample(
- GR_GL_RENDERBUFFER,
- samples,
- fStencilFormats[sIdx].fInternalFormat,
- width,
- height));
- } else {
- GR_GL_NO_ERR(RenderbufferStorage(GR_GL_RENDERBUFFER,
- fStencilFormats[sIdx].fInternalFormat,
- width, height));
- }
-
- GrGLenum err = GrGLGetGLInterface()->fGetError();
- if (err == GR_GL_NO_ERROR) {
- // After sized formats we attempt an unsized format and take whatever
- // sizes GL gives us. In that case we query for the size.
- GrGLStencilBuffer::Format format = fStencilFormats[sIdx];
- get_stencil_rb_sizes(sbID, &format);
- sb = new GrGLStencilBuffer(this, sbID, width, height, format);
- if (this->attachStencilBufferToRenderTarget(sb, rt)) {
- fLastSuccessfulStencilFmtIdx = sIdx;
- sb->unref();
- // initial clear zeros the entire sb by attaching it alone
- // to an fbo (that we create here on demand).
- if (!fStencilClearFBO) {
- GR_GL(GenFramebuffers(1, &fStencilClearFBO));
- if (0 == fStencilClearFBO) {
- rt->setStencilBuffer(NULL);
- return false;
- }
- }
- fHWDrawState.fRenderTarget = NULL;
-
- GR_GL(BindFramebuffer(GR_GL_FRAMEBUFFER, fStencilClearFBO));
- GR_GL(FramebufferRenderbuffer(GR_GL_FRAMEBUFFER,
- GR_GL_STENCIL_ATTACHMENT,
- GR_GL_RENDERBUFFER, sbID));
- if (fStencilFormats[sIdx].fPacked) {
- GR_GL(FramebufferRenderbuffer(GR_GL_FRAMEBUFFER,
- GR_GL_DEPTH_ATTACHMENT,
- GR_GL_RENDERBUFFER, sbID));
- } else {
- GR_GL(FramebufferRenderbuffer(GR_GL_FRAMEBUFFER,
- GR_GL_DEPTH_ATTACHMENT,
- GR_GL_RENDERBUFFER, 0));
- }
-#if GR_DEBUG
- GrGLenum status =
- GR_GL(CheckFramebufferStatus(GR_GL_FRAMEBUFFER));
- GrAssert(GR_GL_FRAMEBUFFER_COMPLETE == status);
-#endif
-
- this->flushScissor(NULL);
- GR_GL(ClearStencil(0));
- GR_GL(Clear(GR_GL_STENCIL_BUFFER_BIT));
- return true;
- }
- sb->abandon(); // otherwise we lose sbID
- sb->unref();
- }
- }
- GR_GL(DeleteRenderbuffers(1, &sbID));
- return NULL;
-}
-
-bool GrGpuGL::attachStencilBufferToRenderTarget(GrStencilBuffer* sb,
- GrRenderTarget* rt) {
- GrGLRenderTarget* glrt = (GrGLRenderTarget*) rt;
-
- GrGLuint fbo = glrt->renderFBOID();
-
- if (NULL == sb) {
- if (NULL != rt->getStencilBuffer()) {
- GR_GL(FramebufferRenderbuffer(GR_GL_FRAMEBUFFER,
- GR_GL_STENCIL_ATTACHMENT,
- GR_GL_RENDERBUFFER, 0));
- GR_GL(FramebufferRenderbuffer(GR_GL_FRAMEBUFFER,
- GR_GL_DEPTH_ATTACHMENT,
- GR_GL_RENDERBUFFER, 0));
-#if GR_DEBUG
- GrGLenum status =
- GR_GL(CheckFramebufferStatus(GR_GL_FRAMEBUFFER));
- GrAssert(GR_GL_FRAMEBUFFER_COMPLETE == status);
-#endif
- }
- return true;
- } else {
- GrGLStencilBuffer* glsb = (GrGLStencilBuffer*) sb;
- GrGLuint rb = glsb->renderbufferID();
-
+ if (renderTarget) {
+ GrGLTexture* tex = new GrGLTexture(this, glTexDesc,
+ glRTDesc, DEFAULT_PARAMS);
+ GrRenderTarget* rt = tex->asRenderTarget();
+ // We've messed with FBO state but may not have set the correct viewport
+ // so just dirty the rendertarget state to force a resend.
fHWDrawState.fRenderTarget = NULL;
- GR_GL(BindFramebuffer(GR_GL_FRAMEBUFFER, fbo));
- GR_GL(FramebufferRenderbuffer(GR_GL_FRAMEBUFFER,
- GR_GL_STENCIL_ATTACHMENT,
- GR_GL_RENDERBUFFER, rb));
- if (glsb->format().fPacked) {
- GR_GL(FramebufferRenderbuffer(GR_GL_FRAMEBUFFER,
- GR_GL_DEPTH_ATTACHMENT,
- GR_GL_RENDERBUFFER, rb));
- } else {
- GR_GL(FramebufferRenderbuffer(GR_GL_FRAMEBUFFER,
- GR_GL_DEPTH_ATTACHMENT,
- GR_GL_RENDERBUFFER, 0));
+ // clear the new stencil buffer if we have one
+ if (!(desc.fFlags & kNoStencil_GrTextureFlagBit)) {
+ GrRenderTarget* rtSave = fCurrDrawState.fRenderTarget;
+ fCurrDrawState.fRenderTarget = rt;
+ this->clearStencil(0, ~0);
+ fCurrDrawState.fRenderTarget = rtSave;
}
-
- GrGLenum status = GR_GL(CheckFramebufferStatus(GR_GL_FRAMEBUFFER));
- if (status != GR_GL_FRAMEBUFFER_COMPLETE) {
- GR_GL(FramebufferRenderbuffer(GR_GL_FRAMEBUFFER,
- GR_GL_STENCIL_ATTACHMENT,
- GR_GL_RENDERBUFFER, 0));
- if (glsb->format().fPacked) {
- GR_GL(FramebufferRenderbuffer(GR_GL_FRAMEBUFFER,
- GR_GL_DEPTH_ATTACHMENT,
- GR_GL_RENDERBUFFER, 0));
- }
- return false;
- } else {
- rt->setStencilBuffer(sb);
- return true;
- }
+ return tex;
+ } else {
+ return new GrGLTexture(this, glTexDesc, DEFAULT_PARAMS);
}
}
@@ -1602,25 +1468,20 @@
void GrGpuGL::clearStencilClip(const GrIRect& rect) {
GrAssert(NULL != fCurrDrawState.fRenderTarget);
-
- // this should only be called internally when we know we have a
- // stencil buffer.
- GrAssert(NULL != fCurrDrawState.fRenderTarget->getStencilBuffer());
#if 0
- GrGLint stencilBitCount =
- fCurrDrawState.fRenderTarget->getStencilBuffer()->bits();
+ GrGLint stencilBitCount = fCurrDrawState.fRenderTarget->stencilBits();
GrAssert(stencilBitCount > 0);
GrGLint clipStencilMask = (1 << (stencilBitCount - 1));
#else
// we could just clear the clip bit but when we go through
- // ANGLE a partial stencil mask will cause clears to be
+ // angle a partial stencil mask will cause clears to be
// turned into draws. Our contract on GrDrawTarget says that
// changing the clip between stencil passes may or may not
// zero the client's clip bits. So we just clear the whole thing.
static const GrGLint clipStencilMask = ~0;
#endif
this->flushRenderTarget(&GrIRect::EmptyIRect());
- this->flushScissor(&rect);
+ flushScissor(&rect);
GR_GL(StencilMask(clipStencilMask));
GR_GL(ClearStencil(0));
GR_GL(Clear(GR_GL_STENCIL_BUFFER_BIT));
@@ -1933,13 +1794,7 @@
GrAssert(settings->fFrontFailOp != kDecWrap_StencilOp);
}
#endif
- int stencilBits = 0;
- GrStencilBuffer* stencilBuffer =
- fCurrDrawState.fRenderTarget->getStencilBuffer();
- if (NULL != stencilBuffer) {
- stencilBits = stencilBuffer->bits();
- }
- // TODO: dynamically attach a stencil buffer
+ int stencilBits = fCurrDrawState.fRenderTarget->stencilBits();
GrAssert(stencilBits ||
(GrStencilSettings::gDisabled ==
fCurrDrawState.fStencilSettings));