Add GrStencilBuffer as a separate resource type from render target

This is a resubmission of the changes in r2026 with fixes for FBO completeness issues.

Review URL: http://codereview.appspot.com/4837046/


git-svn-id: http://skia.googlecode.com/svn/trunk@2035 2bbb7eff-a529-9590-31e7-b0007b416f81
This commit is contained in:
bsalomon@google.com 2011-08-03 15:18:33 +00:00
parent c49d66b04e
commit 81c3f8de1c
11 changed files with 597 additions and 253 deletions

View File

@ -19,6 +19,7 @@
class GrContext;
class GrIndexBufferAllocPool;
class GrResource;
class GrStencilBuffer;
class GrVertexBufferAllocPool;
/**
@ -313,12 +314,13 @@ public:
/**
* Called to tell Gpu object that all GrResources have been lost and should
* be abandoned.
* be abandoned. Overrides must call INHERITED::abandonResources().
*/
virtual void abandonResources();
/**
* Called to tell Gpu object to release all GrResources.
* Called to tell Gpu object to release all GrResources. Overrides must call
* INHERITED::releaseResources().
*/
void releaseResources();
@ -469,6 +471,16 @@ protected:
int vertexCount,
int indexCount) = 0;
// width and height may be larger than rt (if underlying API allows it).
// Should attach the SB to the RT. Returns false if compatible sb could
// not be created.
virtual bool createStencilBufferForRenderTarget(GrRenderTarget* rt,
int width,
int height) = 0;
// attaches an existing SB to an existing RT.
virtual bool attachStencilBufferToRenderTarget(GrStencilBuffer* sb,
GrRenderTarget* rt) = 0;
// The GrGpu typically records the clients requested state and then flushes
// deltas from previous state at draw time. This function does the
@ -513,6 +525,9 @@ private:
GrResource* fResourceHead;
// Given a rt, find or create a stencil buffer and attach it
bool attachStencilBufferToRenderTarget(GrRenderTarget* target);
// GrDrawTarget overrides
virtual void onDrawIndexed(GrPrimitiveType type,
int startVertex,

View File

@ -18,10 +18,10 @@
#ifndef GrRenderTarget_DEFINED
#define GrRenderTarget_DEFINED
#include "GrClip.h"
#include "GrRect.h"
#include "GrResource.h"
class GrStencilBuffer;
class GrTexture;
/**
@ -50,11 +50,6 @@ public:
*/
int config() const { return fConfig; }
/**
* @return the number of stencil bits in the rendertarget
*/
int stencilBits() const { return fStencilBits; }
/**
* @return the texture associated with the rendertarget, may be NULL.
*/
@ -145,20 +140,25 @@ public:
};
virtual ResolveType getResolveType() const = 0;
/**
* GrStencilBuffer is not part of the public API.
*/
GrStencilBuffer* getStencilBuffer() const { return fStencilBuffer; }
void setStencilBuffer(GrStencilBuffer* stencilBuffer);
protected:
GrRenderTarget(GrGpu* gpu,
GrTexture* texture,
int width,
int height,
GrPixelConfig config,
int stencilBits,
int sampleCnt)
: INHERITED(gpu)
, fStencilBuffer(NULL)
, fTexture(texture)
, fWidth(width)
, fHeight(height)
, fConfig(config)
, fStencilBits(stencilBits)
, fSampleCnt(sampleCnt)
{
fResolveRect.setLargestInverted();
@ -175,20 +175,16 @@ protected:
fTexture = NULL;
}
GrStencilBuffer* fStencilBuffer;
private:
GrTexture* fTexture; // not ref'ed
GrTexture* fTexture; // not ref'ed
int fWidth;
int fHeight;
GrPixelConfig fConfig;
int fStencilBits;
int fSampleCnt;
GrIRect fResolveRect;
// GrGpu keeps a cached clip in the render target to avoid redundantly
// rendering the clip into the same stencil buffer.
friend class GrGpu;
GrClip fLastStencilClip;
typedef GrResource INHERITED;
};

View File

@ -19,7 +19,6 @@ void GrGLRenderTarget::init(const Desc& desc,
fRTFBOID = desc.fRTFBOID;
fTexFBOID = desc.fTexFBOID;
fMSColorRenderbufferID = desc.fMSColorRenderbufferID;
fStencilRenderbufferID = desc.fStencilRenderbufferID;
fViewport = viewport;
fOwnIDs = desc.fOwnIDs;
fTexIDObj = texID;
@ -32,8 +31,7 @@ GrGLRenderTarget::GrGLRenderTarget(GrGpuGL* gpu,
GrGLTexID* texID,
GrGLTexture* texture)
: INHERITED(gpu, texture, viewport.fWidth,
viewport.fHeight, desc.fConfig,
desc.fStencilBits, desc.fSampleCnt) {
viewport.fHeight, desc.fConfig, desc.fSampleCnt) {
GrAssert(NULL != texID);
GrAssert(NULL != texture);
// FBO 0 can't also be a texture, right?
@ -46,8 +44,7 @@ GrGLRenderTarget::GrGLRenderTarget(GrGpuGL* gpu,
const Desc& desc,
const GrGLIRect& viewport)
: INHERITED(gpu, NULL, viewport.fWidth,
viewport.fHeight, desc.fConfig,
desc.fStencilBits, desc.fSampleCnt) {
viewport.fHeight, desc.fConfig, desc.fSampleCnt) {
this->init(desc, viewport, NULL);
}
@ -60,29 +57,26 @@ void GrGLRenderTarget::onRelease() {
if (fRTFBOID && fRTFBOID != fTexFBOID) {
GR_GL(DeleteFramebuffers(1, &fRTFBOID));
}
if (fStencilRenderbufferID) {
GR_GL(DeleteRenderbuffers(1, &fStencilRenderbufferID));
}
if (fMSColorRenderbufferID) {
GR_GL(DeleteRenderbuffers(1, &fMSColorRenderbufferID));
}
}
fRTFBOID = 0;
fTexFBOID = 0;
fStencilRenderbufferID = 0;
fMSColorRenderbufferID = 0;
GrSafeUnref(fTexIDObj);
fTexIDObj = NULL;
GrSafeSetNull(fStencilBuffer);
}
void GrGLRenderTarget::onAbandon() {
fRTFBOID = 0;
fTexFBOID = 0;
fStencilRenderbufferID = 0;
fMSColorRenderbufferID = 0;
if (NULL != fTexIDObj) {
fTexIDObj->abandon();
fTexIDObj = NULL;
}
GrSafeSetNull(fStencilBuffer);
}

View File

@ -28,11 +28,9 @@ public:
struct Desc {
GrGLuint fRTFBOID;
GrGLuint fTexFBOID;
GrGLuint fStencilRenderbufferID;
GrGLuint fMSColorRenderbufferID;
bool fOwnIDs;
GrPixelConfig fConfig;
int fStencilBits;
int fSampleCnt;
};
@ -87,7 +85,7 @@ protected:
private:
GrGLuint fRTFBOID;
GrGLuint fTexFBOID;
GrGLuint fStencilRenderbufferID;
GrGLuint fMSColorRenderbufferID;
// Should this object delete IDs when it is destroyed or does someone

View File

@ -0,0 +1,72 @@
/*
* Copyright 2011 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef GrGLStencilBuffer_DEFINED
#define GrGLStencilBuffer_DEFINED
#include "GrGLInterface.h"
#include "GrStencilBuffer.h"
class GrGLStencilBuffer : public GrStencilBuffer {
public:
static const GrGLenum kUnknownInternalFormat = ~0;
struct Format {
GrGLenum fInternalFormat;
GrGLuint fStencilBits;
GrGLuint fTotalBits;
bool fPacked;
};
GrGLStencilBuffer(GrGpu* gpu, GrGLint rbid,
int width, int height,
const Format& format)
: GrStencilBuffer(gpu, width, height, format.fStencilBits)
, fFormat(format)
, fRenderbufferID(rbid) {
}
virtual ~GrGLStencilBuffer() {
this->release();
}
virtual size_t sizeInBytes() const {
return this->width() * this->height() * fFormat.fTotalBits;
}
GrGLuint renderbufferID() const {
return fRenderbufferID;
}
const Format& format() const {
return fFormat;
}
protected:
virtual void onRelease() {
if (0 != fRenderbufferID) {
GR_GL(DeleteRenderbuffers(1, &fRenderbufferID));
fRenderbufferID = 0;
}
}
virtual void onAbandon() {
fRenderbufferID = 0;
}
private:
Format fFormat;
// may be zero for external SBs associated with external RTs
// (we don't require the client to give us the id, just tell
// us how many bits of stencil there are).
GrGLuint fRenderbufferID;
typedef GrStencilBuffer INHERITED;
};
#endif

View File

@ -8,12 +8,12 @@
#include "GrGpu.h"
#include "GrTextStrike.h"
#include "GrBufferAllocPool.h"
#include "GrClipIterator.h"
#include "GrIndexBuffer.h"
#include "GrVertexBuffer.h"
#include "GrBufferAllocPool.h"
#include "GrPathRenderer.h"
#include "GrGLStencilBuffer.h"
#include "GrVertexBuffer.h"
// probably makes no sense for this to be less than a page
static const size_t VERTEX_POOL_VB_SIZE = 1 << 18;
@ -140,7 +140,24 @@ void GrGpu::unimpl(const char msg[]) {
GrTexture* GrGpu::createTexture(const GrTextureDesc& desc,
const void* srcData, size_t rowBytes) {
this->handleDirtyContext();
return this->onCreateTexture(desc, srcData, rowBytes);
GrTexture* tex = this->onCreateTexture(desc, srcData, rowBytes);
if (NULL != tex &&
(kRenderTarget_GrTextureFlagBit & desc.fFlags) &&
!(kNoStencil_GrTextureFlagBit & desc.fFlags)) {
GrAssert(NULL != tex->asRenderTarget());
// TODO: defer this and attach dynamically
if (!this->attachStencilBufferToRenderTarget(tex->asRenderTarget())) {
tex->unref();
return NULL;
}
}
return tex;
}
bool GrGpu::attachStencilBufferToRenderTarget(GrRenderTarget* rt) {
// TODO: use a cache of stencil buffers rather than create per-rt.
return this->createStencilBufferForRenderTarget(rt, rt->width(),
rt->height());
}
GrRenderTarget* GrGpu::createRenderTargetFrom3DApiState() {
@ -398,14 +415,22 @@ bool GrGpu::setupClipAndFlushState(GrPrimitiveType type) {
fClipInStencil = !fClip.isRect() && !fClip.isEmpty() &&
!bounds.isEmpty();
if (fClipInStencil &&
fClip != rt.fLastStencilClip) {
// TODO: dynamically attach a SB when needed.
GrStencilBuffer* stencilBuffer = rt.getStencilBuffer();
if (fClipInStencil && NULL == stencilBuffer) {
return false;
}
if (fClipInStencil &&
stencilBuffer->mustRenderClip(fClip, rt.width(), rt.height())) {
stencilBuffer->setLastClip(fClip, rt.width(), rt.height());
rt.fLastStencilClip = fClip;
// we set the current clip to the bounds so that our recursive
// draws are scissored to them. We use the copy of the complex clip
// in the rt to render
const GrClip& clip = rt.fLastStencilClip;
// we just stashed on the SB to render from. We set it back after
// we finish drawing it into the stencil.
const GrClip& clip = stencilBuffer->getLastClip();
fClip.setFromRect(bounds);
AutoStateRestore asr(this);
@ -420,7 +445,7 @@ bool GrGpu::setupClipAndFlushState(GrPrimitiveType type) {
this->disableState(kNoColorWrites_StateBit);
#endif
int count = clip.getElementCount();
int clipBit = rt.stencilBits();
int clipBit = stencilBuffer->bits();
clipBit = (1 << (clipBit-1));
// often we'll see the first two elements of the clip are

View File

@ -8,6 +8,7 @@
#include "GrGpuGL.h"
#include "GrGLStencilBuffer.h"
#include "GrTypes.h"
#include "SkTemplates.h"
@ -515,9 +516,14 @@ GrGpuGL::GrGpuGL()
}
fLastSuccessfulStencilFmtIdx = 0;
fStencilClearFBO = 0;
}
GrGpuGL::~GrGpuGL() {
if (fStencilClearFBO) {
GR_GL(DeleteFramebuffers(1, &fStencilClearFBO));
}
}
void GrGpuGL::resetContext() {
@ -589,6 +595,21 @@ void GrGpuGL::resetContext() {
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 ||
@ -597,6 +618,8 @@ GrResource* GrGpuGL::onCreatePlatformSurface(const GrPlatformSurfaceDesc& desc)
kTextureRenderTarget_GrPlatformSurfaceType == desc.fSurfaceType;
GrGLRenderTarget::Desc rtDesc;
GrGLStencilBuffer* sb = NULL;
if (isRenderTarget) {
rtDesc.fRTFBOID = desc.fPlatformRenderTarget;
#if GR_USE_PLATFORM_CREATE_SAMPLE_COUNT
@ -615,7 +638,6 @@ GrResource* GrGpuGL::onCreatePlatformSurface(const GrPlatformSurfaceDesc& desc)
}
// 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;
@ -629,7 +651,15 @@ GrResource* GrGpuGL::onCreatePlatformSurface(const GrPlatformSurfaceDesc& desc)
rtDesc.fSampleCnt = 0;
}
#endif
rtDesc.fStencilBits = desc.fStencilBits;
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.fOwnIDs = false;
}
@ -655,7 +685,9 @@ GrResource* GrGpuGL::onCreatePlatformSurface(const GrPlatformSurfaceDesc& desc)
params.invalidate(); // rather than do glGets.
if (isRenderTarget) {
return new GrGLTexture(this, texDesc, rtDesc, params);
GrTexture* tex = new GrGLTexture(this, texDesc, rtDesc, params);
tex->asRenderTarget()->setStencilBuffer(sb);
return tex;
} else {
return new GrGLTexture(this, texDesc, params);
}
@ -666,7 +698,9 @@ GrResource* GrGpuGL::onCreatePlatformSurface(const GrPlatformSurfaceDesc& desc)
viewport.fWidth = desc.fWidth;
viewport.fHeight = desc.fHeight;
return new GrGLRenderTarget(this, rtDesc, viewport);
GrGLRenderTarget* rt = new GrGLRenderTarget(this, rtDesc, viewport);
rt->setStencilBuffer(sb);
return rt;
}
}
@ -815,14 +849,25 @@ GrRenderTarget* GrGpuGL::onCreateRenderTargetFrom3DApiState() {
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();
rtDesc.fStencilBits = get_fbo_stencil_bits(arbFBO);
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);
}
GR_GL_GetIntegerv(GR_GL_SAMPLES, &rtDesc.fSampleCnt);
GrGLenum fmat = get_fbo_color_format();
@ -837,10 +882,13 @@ GrRenderTarget* GrGpuGL::onCreateRenderTargetFrom3DApiState() {
rtDesc.fOwnIDs = false;
return new GrGLRenderTarget(this, rtDesc, viewport);
GrGLRenderTarget* target = new GrGLRenderTarget(this, rtDesc, viewport);
target->setStencilBuffer(sb);
return target;
}
///////////////////////////////////////////////////////////////////////////////
static const GrGLuint kUnknownBitCount = ~0;
void GrGpuGL::setupStencilFormats() {
@ -849,12 +897,14 @@ void GrGpuGL::setupStencilFormats() {
// 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 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 };
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 };
if (GR_GL_SUPPORT_DESKTOP) {
bool supportsPackedDS = fGLVersion >= 3.0f ||
@ -1036,6 +1086,86 @@ void GrGpuGL::allocateAndUploadTexData(const GrGLTexture::Desc& desc,
}
}
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");
@ -1073,7 +1203,6 @@ GrTexture* GrGpuGL::onCreateTexture(const GrTextureDesc& desc,
glTexDesc.fFormat = desc.fFormat;
glTexDesc.fOwnsID = true;
glRTDesc.fStencilRenderbufferID = 0;
glRTDesc.fMSColorRenderbufferID = 0;
glRTDesc.fRTFBOID = 0;
glRTDesc.fTexFBOID = 0;
@ -1092,7 +1221,7 @@ GrTexture* GrGpuGL::onCreateTexture(const GrTextureDesc& desc,
// 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];
@ -1109,9 +1238,9 @@ GrTexture* GrGpuGL::onCreateTexture(const GrTextureDesc& desc,
}
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();
@ -1147,198 +1276,220 @@ GrTexture* GrGpuGL::onCreateTexture(const GrTextureDesc& desc,
this->allocateAndUploadTexData(glTexDesc, internalFormat,srcData, rowBytes);
GrGLTexture* tex;
if (renderTarget) {
GrGLenum msColorRenderbufferFormat = -1;
#if GR_COLLECT_STATS
++fStats.fRenderTargetCreateCnt;
#endif
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));
}
if (!this->createRenderTargetObjects(glTexDesc.fAllocWidth,
glTexDesc.fAllocHeight,
glTexDesc.fTextureID,
&glRTDesc)) {
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
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.
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();
fHWDrawState.fRenderTarget = NULL;
// 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;
}
GR_GL(BindFramebuffer(GR_GL_FRAMEBUFFER, fStencilClearFBO));
if (GR_GL_SUPPORT_DESKTOP) {
// We won't be binding a color buffer, set the draw
// buffer to NONE to avoid
// FRAMEBUFFER_INCOMPLETE_READ_BUFFER.
GR_GL(DrawBuffer(GR_GL_NONE));
// We bind to FRAMEBUFFER not DRAW_FRAMEBUFFER or
// READ_FRAMEBUFFER because earlier versions of desktop
// GL and unextended ES only have FRAMEBUFFER. But this
// means we're binding both READ and DRAW when
// FramebufferBlit is supported. So to avoid
// FRAMEBUFFER_INCOMPLETE_READ_BUFFER status we also set
// the read buffer to none.
GR_GL(ReadBuffer(GR_GL_NONE));
// DrawBuffer and ReadBuffer are framebuffer state so
// we only have to set these the first time.
}
} else {
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();
fHWDrawState.fRenderTarget = NULL;
// 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;
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));
}
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);
}
}
@ -1468,20 +1619,25 @@ void GrGpuGL::clearStencil(uint32_t value, uint32_t mask) {
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->stencilBits();
GrGLint stencilBitCount =
fCurrDrawState.fRenderTarget->getStencilBuffer()->bits();
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());
flushScissor(&rect);
this->flushScissor(&rect);
GR_GL(StencilMask(clipStencilMask));
GR_GL(ClearStencil(0));
GR_GL(Clear(GR_GL_STENCIL_BUFFER_BIT));
@ -1794,7 +1950,13 @@ void GrGpuGL::flushStencil() {
GrAssert(settings->fFrontFailOp != kDecWrap_StencilOp);
}
#endif
int stencilBits = fCurrDrawState.fRenderTarget->stencilBits();
int stencilBits = 0;
GrStencilBuffer* stencilBuffer =
fCurrDrawState.fRenderTarget->getStencilBuffer();
if (NULL != stencilBuffer) {
stencilBits = stencilBuffer->bits();
}
// TODO: dynamically attach a stencil buffer
GrAssert(stencilBits ||
(GrStencilSettings::gDisabled ==
fCurrDrawState.fStencilSettings));

View File

@ -12,11 +12,11 @@
#define GrGpuGL_DEFINED
#include "GrGpu.h"
#include "GrGLIRect.h"
#include "GrGLTexture.h"
#include "GrGLVertexBuffer.h"
#include "GrGLIndexBuffer.h"
#include "GrGLIRect.h"
#include "GrGLStencilBuffer.h"
#include "GrGLTexture.h"
#include "GrGLVertexBuffer.h"
#include "SkString.h"
@ -69,8 +69,9 @@ protected:
} fHWBounds;
// GrGpu overrides
// overrides from GrGpu
virtual void resetContext();
virtual void abandonResources();
virtual void releaseResources();
virtual GrTexture* onCreateTexture(const GrTextureDesc& desc,
const void* srcData,
@ -81,6 +82,10 @@ protected:
bool dynamic);
virtual GrResource* onCreatePlatformSurface(const GrPlatformSurfaceDesc& desc);
virtual GrRenderTarget* onCreateRenderTargetFrom3DApiState();
virtual bool createStencilBufferForRenderTarget(GrRenderTarget* rt,
int width, int height);
virtual bool attachStencilBufferToRenderTarget(GrStencilBuffer* sb,
GrRenderTarget* rt);
virtual void onClear(const GrIRect* rect, GrColor color);
@ -173,12 +178,16 @@ private:
GrGLenum* internalFormat,
GrGLenum* format,
GrGLenum* type);
// helper for onCreateTexture
// helpers for onCreateTexture
void allocateAndUploadTexData(const GrGLTexture::Desc& desc,
GrGLenum internalFormat,
const void* data,
size_t rowBytes);
bool createRenderTargetObjects(int width, int height,
GrGLuint texID,
GrGLRenderTarget::Desc* desc);
bool fboInternalFormat(GrPixelConfig config, GrGLenum* format);
friend class GrGLVertexBuffer;
@ -186,16 +195,13 @@ private:
friend class GrGLTexture;
friend class GrGLRenderTarget;
static const GrGLuint gUNKNOWN_BITCOUNT = ~0;
struct StencilFormat {
GrGLenum fEnum;
GrGLuint fBits;
bool fPacked;
};
GrTArray<StencilFormat, true> fStencilFormats;
GrTArray<GrGLStencilBuffer::Format, true> fStencilFormats;
// we want to clear stencil buffers when they are created. We want to clear
// the entire buffer even if it is larger than the color attachment. We
// attach it to this fbo with no color attachment to do the initial clear.
GrGLuint fStencilClearFBO;
bool fHWBlendDisabled;
GrGLuint fAASamples[4];

View File

@ -11,6 +11,7 @@
#include "GrContext.h"
#include "GrGpu.h"
#include "GrStencilBuffer.h"
bool GrRenderTarget::readPixels(int left, int top, int width, int height,
GrPixelConfig config, void* buffer) {
@ -30,7 +31,7 @@ size_t GrRenderTarget::sizeInBytes() const {
} else {
colorBits = GrBytesPerPixel(fConfig);
}
return fWidth * fHeight * (fStencilBits + colorBits);
return fWidth * fHeight * colorBits;
}
void GrRenderTarget::flagAsNeedingResolve(const GrIRect* rect) {
@ -55,4 +56,8 @@ void GrRenderTarget::overrideResolveRect(const GrIRect rect) {
fResolveRect.setLargestInverted();
}
}
}
void GrRenderTarget::setStencilBuffer(GrStencilBuffer* stencilBuffer) {
GrSafeAssign(fStencilBuffer, stencilBuffer);
}

69
gpu/src/GrStencilBuffer.h Normal file
View File

@ -0,0 +1,69 @@
/*
* Copyright 2011 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef GrStencilBuffer_DEFINED
#define GrStencilBuffer_DEFINED
#include "GrClip.h"
#include "GrResource.h"
class GrStencilBuffer : public GrResource {
public:
int width() const { return fWidth; }
int height() const { return fHeight; }
int bits() const { return fBits; }
// called to note the last clip drawn to this buffer.
void setLastClip(const GrClip& clip, int width, int height) {
fLastClip = clip;
fLastClipWidth = width;
fLastClipHeight = height;
GrAssert(width <= fWidth);
GrAssert(height <= fHeight);
}
// called to determine if we have to render the clip into SB.
bool mustRenderClip(const GrClip& clip, int width, int height) const {
// The clip is in device space. That is it doesn't scale to fit a
// smaller RT. It is just truncated on the right / bottom edges.
// Note that this assumes that the viewport origin never moves within
// the stencil buffer. This is valid today.
return width > fLastClipWidth ||
height > fLastClipHeight ||
clip != fLastClip;
}
const GrClip& getLastClip() const {
return fLastClip;
}
protected:
GrStencilBuffer(GrGpu* gpu, int width, int height, int bits)
: GrResource(gpu)
, fWidth(width)
, fHeight(height)
, fBits(bits)
, fLastClip()
, fLastClipWidth(-1)
, fLastClipHeight(-1) {
}
private:
int fWidth;
int fHeight;
int fBits;
GrClip fLastClip;
int fLastClipWidth;
int fLastClipHeight;
typedef GrResource INHERITED;
};
#endif

View File

@ -153,6 +153,7 @@
'../gpu/src/GrGLProgram.h',
'../gpu/src/GrGLRenderTarget.cpp',
'../gpu/src/GrGLRenderTarget.h',
'../gpu/src/GrGLStencilBuffer.h',
'../gpu/src/GrGLTexture.cpp',
'../gpu/src/GrGLTexture.h',
'../gpu/src/GrGLUtil.cpp',
@ -179,6 +180,7 @@
'../gpu/src/GrResourceCache.cpp',
'../gpu/src/GrResourceCache.h',
'../gpu/src/GrStencil.cpp',
'../gpu/src/GrStencilBuffer.h',
'../gpu/src/GrTesselatedPathRenderer.cpp',
'../gpu/src/GrTextContext.cpp',
'../gpu/src/GrTextStrike.cpp',