d361e64326
Adds a separate resolve texture to GrMtlRenderTarget, which can be used to do a resolve for the main multisample color texture. The resolve is handled by setting a special Store action for the RenderCommandEncoder. Bug: skia:8243 Change-Id: I1ffd756c01a9b363116ffefee2c4c50ba9a3e637 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/225536 Reviewed-by: Greg Daniel <egdaniel@google.com> Commit-Queue: Jim Van Verth <jvanverth@google.com>
131 lines
4.2 KiB
Plaintext
131 lines
4.2 KiB
Plaintext
/*
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* Copyright 2019 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#include "include/core/SkCanvas.h"
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#include "include/core/SkSurface.h"
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#include "include/gpu/GrBackendSurface.h"
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#include "include/gpu/GrContext.h"
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#include "include/gpu/mtl/GrMtlTypes.h"
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#include "src/core/SkMathPriv.h"
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#include "src/gpu/GrCaps.h"
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#include "src/gpu/GrContextPriv.h"
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#include "src/image/SkImage_Base.h"
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#include "tools/sk_app/MetalWindowContext.h"
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using sk_app::DisplayParams;
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using sk_app::MetalWindowContext;
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namespace sk_app {
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MetalWindowContext::MetalWindowContext(const DisplayParams& params)
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: WindowContext(params)
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, fValid(false) {
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fDisplayParams.fMSAASampleCount = GrNextPow2(fDisplayParams.fMSAASampleCount);
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}
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void MetalWindowContext::initializeContext() {
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SkASSERT(!fContext);
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fDevice = MTLCreateSystemDefaultDevice();
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fQueue = [fDevice newCommandQueue];
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if (fDisplayParams.fMSAASampleCount > 1) {
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if (![fDevice supportsTextureSampleCount:fDisplayParams.fMSAASampleCount]) {
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return;
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}
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}
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fSampleCount = fDisplayParams.fMSAASampleCount;
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fStencilBits = 8;
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fMetalLayer = [CAMetalLayer layer];
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fMetalLayer.device = fDevice;
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fMetalLayer.pixelFormat = MTLPixelFormatBGRA8Unorm;
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fValid = this->onInitializeContext();
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fContext = GrContext::MakeMetal((__bridge void*)fDevice, (__bridge void*)fQueue,
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fDisplayParams.fGrContextOptions);
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if (!fContext && fDisplayParams.fMSAASampleCount > 1) {
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fDisplayParams.fMSAASampleCount /= 2;
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this->initializeContext();
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return;
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}
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}
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void MetalWindowContext::destroyContext() {
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if (fContext) {
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// in case we have outstanding refs to this guy (lua?)
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fContext->abandonContext();
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fContext.reset();
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}
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this->onDestroyContext();
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fMetalLayer = nil;
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fValid = false;
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[fQueue release];
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[fDevice release];
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}
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sk_sp<SkSurface> MetalWindowContext::getBackbufferSurface() {
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sk_sp<SkSurface> surface;
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if (fContext) {
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// TODO: Apple recommends grabbing the drawable (which we're implicitly doing here)
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// for as little time as possible. I'm not sure it matters for our test apps, but
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// you can get better throughput by doing any offscreen renders, texture uploads, or
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// other non-dependant tasks first before grabbing the drawable.
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fCurrentDrawable = [fMetalLayer nextDrawable];
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GrMtlTextureInfo fbInfo;
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fbInfo.fTexture.retain((__bridge const void*)(fCurrentDrawable.texture));
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if (fSampleCount == 1) {
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GrBackendRenderTarget backendRT(fWidth,
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fHeight,
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fSampleCount,
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fbInfo);
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surface = SkSurface::MakeFromBackendRenderTarget(fContext.get(), backendRT,
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kTopLeft_GrSurfaceOrigin,
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kBGRA_8888_SkColorType,
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fDisplayParams.fColorSpace,
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&fDisplayParams.fSurfaceProps);
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} else {
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GrBackendTexture backendTexture(fWidth,
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fHeight,
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GrMipMapped::kNo,
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fbInfo);
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surface = SkSurface::MakeFromBackendTexture(
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fContext.get(), backendTexture, kTopLeft_GrSurfaceOrigin, fSampleCount,
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kBGRA_8888_SkColorType, fDisplayParams.fColorSpace,
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&fDisplayParams.fSurfaceProps);
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}
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}
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return surface;
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}
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void MetalWindowContext::swapBuffers() {
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id<MTLCommandBuffer> commandBuffer = [fQueue commandBuffer];
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commandBuffer.label = @"Present";
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[commandBuffer presentDrawable:fCurrentDrawable];
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[commandBuffer commit];
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fCurrentDrawable = nil;
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}
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void MetalWindowContext::setDisplayParams(const DisplayParams& params) {
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this->destroyContext();
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fDisplayParams = params;
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this->initializeContext();
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}
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} //namespace sk_app
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