blob: e3ebefba5ada53ca98b3bd6641b3ed838f44e42c [file] [log] [blame]
/*
* Copyright 2015 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef GrVkRenderTarget_DEFINED
#define GrVkRenderTarget_DEFINED
#include "GrVkImage.h"
#include "GrRenderTarget.h"
#include "GrVkRenderPass.h"
#include "GrVkResourceProvider.h"
class GrVkCommandBuffer;
class GrVkFramebuffer;
class GrVkGpu;
class GrVkImageView;
class GrVkStencilAttachment;
struct GrVkImageInfo;
#ifdef SK_BUILD_FOR_WIN
// Windows gives bogus warnings about inheriting asTexture/asRenderTarget via dominance.
#pragma warning(push)
#pragma warning(disable: 4250)
#endif
class GrVkRenderTarget: public GrRenderTarget, public virtual GrVkImage {
public:
static GrVkRenderTarget* CreateNewRenderTarget(GrVkGpu*, SkBudgeted, const GrSurfaceDesc&,
const GrVkImage::ImageDesc&);
static GrVkRenderTarget* CreateWrappedRenderTarget(GrVkGpu*, const GrSurfaceDesc&,
GrWrapOwnership,
const GrVkImageInfo*);
~GrVkRenderTarget() override;
const GrVkFramebuffer* framebuffer() const { return fFramebuffer; }
const GrVkImageView* colorAttachmentView() const { return fColorAttachmentView; }
const GrVkResource* msaaImageResource() const {
if (fMSAAImage) {
return fMSAAImage->fResource;
}
return nullptr;
}
GrVkImage* msaaImage() { return fMSAAImage; }
const GrVkImageView* resolveAttachmentView() const { return fResolveAttachmentView; }
const GrVkResource* stencilImageResource() const;
const GrVkImageView* stencilAttachmentView() const;
const GrVkRenderPass* simpleRenderPass() const { return fCachedSimpleRenderPass; }
GrVkResourceProvider::CompatibleRPHandle compatibleRenderPassHandle() const {
return fCompatibleRPHandle;
}
// override of GrRenderTarget
ResolveType getResolveType() const override {
if (this->numColorSamples() > 1) {
return kCanResolve_ResolveType;
}
return kAutoResolves_ResolveType;
}
bool canAttemptStencilAttachment() const override {
return true;
}
GrBackendObject getRenderTargetHandle() const override;
void getAttachmentsDescriptor(GrVkRenderPass::AttachmentsDescriptor* desc,
GrVkRenderPass::AttachmentFlags* flags) const;
void addResources(GrVkCommandBuffer& commandBuffer) const;
protected:
GrVkRenderTarget(GrVkGpu* gpu,
const GrSurfaceDesc& desc,
const GrVkImageInfo& info,
const GrVkImageInfo& msaaInfo,
const GrVkImageView* colorAttachmentView,
const GrVkImageView* resolveAttachmentView,
GrVkImage::Wrapped wrapped);
GrVkRenderTarget(GrVkGpu* gpu,
const GrSurfaceDesc& desc,
const GrVkImageInfo& info,
const GrVkImageView* colorAttachmentView,
GrVkImage::Wrapped wrapped);
GrVkGpu* getVkGpu() const;
void onAbandon() override;
void onRelease() override;
// This accounts for the texture's memory and any MSAA renderbuffer's memory.
size_t onGpuMemorySize() const override {
SkASSERT(kUnknown_GrPixelConfig != fDesc.fConfig);
SkASSERT(!GrPixelConfigIsCompressed(fDesc.fConfig));
size_t colorBytes = GrBytesPerPixel(fDesc.fConfig);
SkASSERT(colorBytes > 0);
return fColorValuesPerPixel * fDesc.fWidth * fDesc.fHeight * colorBytes;
}
void createFramebuffer(GrVkGpu* gpu);
const GrVkImageView* fColorAttachmentView;
GrVkImage* fMSAAImage;
const GrVkImageView* fResolveAttachmentView;
private:
GrVkRenderTarget(GrVkGpu* gpu,
SkBudgeted,
const GrSurfaceDesc& desc,
const GrVkImageInfo& info,
const GrVkImageInfo& msaaInfo,
const GrVkImageView* colorAttachmentView,
const GrVkImageView* resolveAttachmentView,
GrVkImage::Wrapped wrapped);
GrVkRenderTarget(GrVkGpu* gpu,
SkBudgeted,
const GrSurfaceDesc& desc,
const GrVkImageInfo& info,
const GrVkImageView* colorAttachmentView,
GrVkImage::Wrapped wrapped);
static GrVkRenderTarget* Create(GrVkGpu*, SkBudgeted, const GrSurfaceDesc&,
const GrVkImageInfo&, GrVkImage::Wrapped wrapped);
bool completeStencilAttachment() override;
void releaseInternalObjects();
void abandonInternalObjects();
const GrVkFramebuffer* fFramebuffer;
int fColorValuesPerPixel;
// This is a cached pointer to a simple render pass. The render target should unref it
// once it is done with it.
const GrVkRenderPass* fCachedSimpleRenderPass;
// This is a handle to be used to quickly get compatible GrVkRenderPasses for this render target
GrVkResourceProvider::CompatibleRPHandle fCompatibleRPHandle;
};
#endif