/* * 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 GrRenderTarget_DEFINED #define GrRenderTarget_DEFINED #include "include/core/SkRect.h" #include "include/gpu/GrSurface.h" class GrCaps; class GrRenderTargetOpList; class GrRenderTargetPriv; class GrStencilAttachment; class GrBackendRenderTarget; /** * GrRenderTarget represents a 2D buffer of pixels that can be rendered to. * A context's render target is set by setRenderTarget(). Render targets are * created by a createTexture with the kRenderTarget_SurfaceFlag flag. * Additionally, GrContext provides methods for creating GrRenderTargets * that wrap externally created render targets. */ class GrRenderTarget : virtual public GrSurface { public: virtual bool alwaysClearStencil() const { return false; } // GrSurface overrides GrRenderTarget* asRenderTarget() override { return this; } const GrRenderTarget* asRenderTarget() const override { return this; } /** * Returns the number of samples/pixel in the color buffer (One if non-MSAA). */ int numSamples() const { return fSampleCnt; } /** * Call to indicate the multisample contents were modified such that the * render target needs to be resolved before it can be used as texture. Gr * tracks this for its own drawing and thus this only needs to be called * when the render target has been modified outside of Gr. This has no * effect on wrapped backend render targets. * * @param rect a rect bounding the area needing resolve. NULL indicates * the whole RT needs resolving. */ void flagAsNeedingResolve(const SkIRect* rect = nullptr); /** * Call to indicate that GrRenderTarget was externally resolved. This may * allow Gr to skip a redundant resolve step. */ void flagAsResolved(); /** * @return true if the GrRenderTarget requires MSAA resolving */ bool needsResolve() const { return !fResolveRect.isEmpty(); } /** * Returns a rect bounding the region needing resolving. */ const SkIRect& getResolveRect() const { return fResolveRect; } // a MSAA RT may require explicit resolving , it may auto-resolve (e.g. FBO // 0 in GL), or be unresolvable because the client didn't give us the // resolve destination. enum ResolveType { kCanResolve_ResolveType, kAutoResolves_ResolveType, kCantResolve_ResolveType, }; virtual ResolveType getResolveType() const = 0; virtual GrBackendRenderTarget getBackendRenderTarget() const = 0; // Checked when this object is asked to attach a stencil buffer. virtual bool canAttemptStencilAttachment() const = 0; // Provides access to functions that aren't part of the public API. GrRenderTargetPriv renderTargetPriv(); const GrRenderTargetPriv renderTargetPriv() const; protected: GrRenderTarget(GrGpu*, const SkISize&, GrPixelConfig, int sampleCount, GrProtected, GrStencilAttachment* = nullptr); ~GrRenderTarget() override; // override of GrResource void onAbandon() override; void onRelease() override; private: // Allows the backends to perform any additional work that is required for attaching a // GrStencilAttachment. When this is called, the GrStencilAttachment has already been put onto // the GrRenderTarget. This function must return false if any failures occur when completing the // stencil attachment. virtual bool completeStencilAttachment() = 0; friend class GrRenderTargetPriv; int fSampleCnt; int fSamplePatternKey; sk_sp fStencilAttachment; SkIRect fResolveRect; typedef GrSurface INHERITED; }; #endif