clear stencil buffer using special purpose FBO
Review URL: https://codereview.chromium.org/941383003
This commit is contained in:
parent
6bc1b5fab8
commit
dd3143b007
@ -97,15 +97,6 @@ bool GrGpu::attachStencilBufferToRenderTarget(GrRenderTarget* rt) {
|
||||
return false;
|
||||
}
|
||||
if (this->createStencilBufferForRenderTarget(rt, width, height)) {
|
||||
// Right now we're clearing the stencil buffer here after it is
|
||||
// attached to an RT for the first time. When we start matching
|
||||
// stencil buffers with smaller color targets this will no longer
|
||||
// be correct because it won't be guaranteed to clear the entire
|
||||
// sb.
|
||||
// We used to clear down in the GL subclass using a special purpose
|
||||
// FBO. But iOS doesn't allow a stencil-only FBO. It reports unsupported
|
||||
// FBO status.
|
||||
this->clearStencil(rt);
|
||||
GrStencilBuffer* sb = rt->renderTargetPriv().getStencilBuffer();
|
||||
sb->resourcePriv().setUniqueKey(sbKey);
|
||||
return true;
|
||||
|
@ -153,6 +153,7 @@ GrGLGpu::GrGLGpu(const GrGLContext& ctx, GrContext* context)
|
||||
fHWProgramID = 0;
|
||||
fTempSrcFBOID = 0;
|
||||
fTempDstFBOID = 0;
|
||||
fStencilClearFBOID = 0;
|
||||
|
||||
if (this->glCaps().pathRenderingSupport()) {
|
||||
fPathRendering.reset(new GrGLPathRendering(this));
|
||||
@ -173,6 +174,9 @@ GrGLGpu::~GrGLGpu() {
|
||||
if (0 != fTempDstFBOID) {
|
||||
GL_CALL(DeleteFramebuffers(1, &fTempDstFBOID));
|
||||
}
|
||||
if (0 != fStencilClearFBOID) {
|
||||
GL_CALL(DeleteFramebuffers(1, &fStencilClearFBOID));
|
||||
}
|
||||
|
||||
delete fProgramCache;
|
||||
}
|
||||
@ -183,6 +187,7 @@ void GrGLGpu::contextAbandoned() {
|
||||
fHWProgramID = 0;
|
||||
fTempSrcFBOID = 0;
|
||||
fTempDstFBOID = 0;
|
||||
fStencilClearFBOID = 0;
|
||||
if (this->glCaps().pathRenderingSupport()) {
|
||||
this->glPathRendering()->abandonGpuResources();
|
||||
}
|
||||
@ -1172,11 +1177,44 @@ bool GrGLGpu::createStencilBufferForRenderTarget(GrRenderTarget* rt, int width,
|
||||
// whatever sizes GL gives us. In that case we query for the size.
|
||||
GrGLStencilBuffer::Format format = sFmt;
|
||||
get_stencil_rb_sizes(this->glInterface(), &format);
|
||||
SkAutoTUnref<GrStencilBuffer> sb(SkNEW_ARGS(GrGLStencilBuffer,
|
||||
SkAutoTUnref<GrGLStencilBuffer> sb(SkNEW_ARGS(GrGLStencilBuffer,
|
||||
(this, sbDesc, width, height, samples, format)));
|
||||
if (this->attachStencilBufferToRenderTarget(sb, rt)) {
|
||||
fLastSuccessfulStencilFmtIdx = sIdx;
|
||||
rt->renderTargetPriv().didAttachStencilBuffer(sb);
|
||||
|
||||
// Clear the stencil buffer. We use a special purpose FBO for this so that the
|
||||
// entire stencil buffer is cleared, even if it is attached to an FBO with a
|
||||
// smaller color target.
|
||||
if (0 == fStencilClearFBOID) {
|
||||
GL_CALL(GenFramebuffers(1, &fStencilClearFBOID));
|
||||
}
|
||||
|
||||
GL_CALL(BindFramebuffer(GR_GL_FRAMEBUFFER, fStencilClearFBOID));
|
||||
fHWBoundRenderTargetUniqueID = SK_InvalidUniqueID;
|
||||
fStats.incRenderTargetBinds();
|
||||
GL_CALL(FramebufferRenderbuffer(GR_GL_FRAMEBUFFER,
|
||||
GR_GL_STENCIL_ATTACHMENT,
|
||||
GR_GL_RENDERBUFFER, sbDesc.fRenderbufferID));
|
||||
if (sFmt.fPacked) {
|
||||
GL_CALL(FramebufferRenderbuffer(GR_GL_FRAMEBUFFER,
|
||||
GR_GL_DEPTH_ATTACHMENT,
|
||||
GR_GL_RENDERBUFFER, sbDesc.fRenderbufferID));
|
||||
}
|
||||
|
||||
GL_CALL(ClearStencil(0));
|
||||
GL_CALL(Clear(GR_GL_STENCIL_BUFFER_BIT));
|
||||
|
||||
// Unbind the SB from the FBO so that we don't keep it alive.
|
||||
GL_CALL(FramebufferRenderbuffer(GR_GL_FRAMEBUFFER,
|
||||
GR_GL_STENCIL_ATTACHMENT,
|
||||
GR_GL_RENDERBUFFER, 0));
|
||||
if (sFmt.fPacked) {
|
||||
GL_CALL(FramebufferRenderbuffer(GR_GL_FRAMEBUFFER,
|
||||
GR_GL_DEPTH_ATTACHMENT,
|
||||
GR_GL_RENDERBUFFER, 0));
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
// Remove the scratch key from this resource so we don't grab it from the cache ever
|
||||
|
@ -312,6 +312,8 @@ private:
|
||||
GrGLuint fTempSrcFBOID;
|
||||
GrGLuint fTempDstFBOID;
|
||||
|
||||
GrGLuint fStencilClearFBOID;
|
||||
|
||||
// last scissor / viewport scissor state seen by the GL.
|
||||
struct {
|
||||
TriState fEnabled;
|
||||
|
Loading…
Reference in New Issue
Block a user