1*c8dee2aaSAndroid Build Coastguard Worker /* 2*c8dee2aaSAndroid Build Coastguard Worker * Copyright 2017 Google Inc. 3*c8dee2aaSAndroid Build Coastguard Worker * 4*c8dee2aaSAndroid Build Coastguard Worker * Use of this source code is governed by a BSD-style license that can be 5*c8dee2aaSAndroid Build Coastguard Worker * found in the LICENSE file. 6*c8dee2aaSAndroid Build Coastguard Worker */ 7*c8dee2aaSAndroid Build Coastguard Worker 8*c8dee2aaSAndroid Build Coastguard Worker #ifndef GrMtlRenderTarget_DEFINED 9*c8dee2aaSAndroid Build Coastguard Worker #define GrMtlRenderTarget_DEFINED 10*c8dee2aaSAndroid Build Coastguard Worker 11*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrRenderTarget.h" 12*c8dee2aaSAndroid Build Coastguard Worker 13*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/GrBackendSurface.h" 14*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrGpu.h" 15*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/mtl/GrMtlAttachment.h" 16*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/mtl/GrMtlFramebuffer.h" 17*c8dee2aaSAndroid Build Coastguard Worker 18*c8dee2aaSAndroid Build Coastguard Worker #import <Metal/Metal.h> 19*c8dee2aaSAndroid Build Coastguard Worker 20*c8dee2aaSAndroid Build Coastguard Worker class GrMtlGpu; 21*c8dee2aaSAndroid Build Coastguard Worker 22*c8dee2aaSAndroid Build Coastguard Worker class GrMtlRenderTarget: public GrRenderTarget { 23*c8dee2aaSAndroid Build Coastguard Worker public: 24*c8dee2aaSAndroid Build Coastguard Worker // If sampleCnt is greater than 1 and the texture is single sampled, then a MSAA texture 25*c8dee2aaSAndroid Build Coastguard Worker // is created that will resolve to the wrapped single sample texture. 26*c8dee2aaSAndroid Build Coastguard Worker static sk_sp<GrMtlRenderTarget> MakeWrappedRenderTarget(GrMtlGpu*, 27*c8dee2aaSAndroid Build Coastguard Worker SkISize, 28*c8dee2aaSAndroid Build Coastguard Worker int sampleCnt, 29*c8dee2aaSAndroid Build Coastguard Worker id<MTLTexture>); 30*c8dee2aaSAndroid Build Coastguard Worker 31*c8dee2aaSAndroid Build Coastguard Worker ~GrMtlRenderTarget() override; 32*c8dee2aaSAndroid Build Coastguard Worker canAttemptStencilAttachment(bool useMSAASurface)33*c8dee2aaSAndroid Build Coastguard Worker bool canAttemptStencilAttachment(bool useMSAASurface) const override { 34*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(useMSAASurface == (this->numSamples() > 1)); 35*c8dee2aaSAndroid Build Coastguard Worker return true; 36*c8dee2aaSAndroid Build Coastguard Worker } 37*c8dee2aaSAndroid Build Coastguard Worker colorAttachment()38*c8dee2aaSAndroid Build Coastguard Worker GrMtlAttachment* colorAttachment() const { return fColorAttachment.get(); } colorMTLTexture()39*c8dee2aaSAndroid Build Coastguard Worker id<MTLTexture> colorMTLTexture() const { return fColorAttachment->mtlTexture(); } resolveAttachment()40*c8dee2aaSAndroid Build Coastguard Worker GrMtlAttachment* resolveAttachment() const { return fResolveAttachment.get(); } resolveMTLTexture()41*c8dee2aaSAndroid Build Coastguard Worker id<MTLTexture> resolveMTLTexture() const { return fResolveAttachment->mtlTexture(); } 42*c8dee2aaSAndroid Build Coastguard Worker 43*c8dee2aaSAndroid Build Coastguard Worker // Returns the GrMtlAttachment of the non-msaa attachment. If the color attachment has 1 sample, 44*c8dee2aaSAndroid Build Coastguard Worker // then the color attachment will be returned. Otherwise, the resolve attachment is returned. nonMSAAAttachment()45*c8dee2aaSAndroid Build Coastguard Worker GrMtlAttachment* nonMSAAAttachment() const { 46*c8dee2aaSAndroid Build Coastguard Worker if (fColorAttachment->numSamples() == 1) { 47*c8dee2aaSAndroid Build Coastguard Worker return fColorAttachment.get(); 48*c8dee2aaSAndroid Build Coastguard Worker } else { 49*c8dee2aaSAndroid Build Coastguard Worker return fResolveAttachment.get(); 50*c8dee2aaSAndroid Build Coastguard Worker } 51*c8dee2aaSAndroid Build Coastguard Worker } 52*c8dee2aaSAndroid Build Coastguard Worker 53*c8dee2aaSAndroid Build Coastguard Worker GrBackendRenderTarget getBackendRenderTarget() const override; 54*c8dee2aaSAndroid Build Coastguard Worker 55*c8dee2aaSAndroid Build Coastguard Worker GrBackendFormat backendFormat() const override; 56*c8dee2aaSAndroid Build Coastguard Worker 57*c8dee2aaSAndroid Build Coastguard Worker const GrMtlFramebuffer* getFramebuffer(bool withResolve, 58*c8dee2aaSAndroid Build Coastguard Worker bool withStencil); 59*c8dee2aaSAndroid Build Coastguard Worker 60*c8dee2aaSAndroid Build Coastguard Worker protected: 61*c8dee2aaSAndroid Build Coastguard Worker GrMtlRenderTarget(GrMtlGpu* gpu, 62*c8dee2aaSAndroid Build Coastguard Worker SkISize, 63*c8dee2aaSAndroid Build Coastguard Worker sk_sp<GrMtlAttachment> colorAttachment, 64*c8dee2aaSAndroid Build Coastguard Worker sk_sp<GrMtlAttachment> resolveAttachment, 65*c8dee2aaSAndroid Build Coastguard Worker std::string_view label); 66*c8dee2aaSAndroid Build Coastguard Worker 67*c8dee2aaSAndroid Build Coastguard Worker GrMtlGpu* getMtlGpu() const; 68*c8dee2aaSAndroid Build Coastguard Worker 69*c8dee2aaSAndroid Build Coastguard Worker void onAbandon() override; 70*c8dee2aaSAndroid Build Coastguard Worker void onRelease() override; 71*c8dee2aaSAndroid Build Coastguard Worker 72*c8dee2aaSAndroid Build Coastguard Worker // This returns zero since the memory should all be handled by the attachments onGpuMemorySize()73*c8dee2aaSAndroid Build Coastguard Worker size_t onGpuMemorySize() const override { return 0; } 74*c8dee2aaSAndroid Build Coastguard Worker 75*c8dee2aaSAndroid Build Coastguard Worker void onSetLabel() override; 76*c8dee2aaSAndroid Build Coastguard Worker 77*c8dee2aaSAndroid Build Coastguard Worker sk_sp<GrMtlAttachment> fColorAttachment; 78*c8dee2aaSAndroid Build Coastguard Worker sk_sp<GrMtlAttachment> fResolveAttachment; 79*c8dee2aaSAndroid Build Coastguard Worker 80*c8dee2aaSAndroid Build Coastguard Worker private: 81*c8dee2aaSAndroid Build Coastguard Worker // Extra param to disambiguate from constructor used by subclasses. 82*c8dee2aaSAndroid Build Coastguard Worker enum Wrapped { kWrapped }; 83*c8dee2aaSAndroid Build Coastguard Worker GrMtlRenderTarget(GrMtlGpu* gpu, 84*c8dee2aaSAndroid Build Coastguard Worker SkISize, 85*c8dee2aaSAndroid Build Coastguard Worker sk_sp<GrMtlAttachment> colorAttachment, 86*c8dee2aaSAndroid Build Coastguard Worker sk_sp<GrMtlAttachment> resolveAttachment, 87*c8dee2aaSAndroid Build Coastguard Worker Wrapped, 88*c8dee2aaSAndroid Build Coastguard Worker std::string_view label); 89*c8dee2aaSAndroid Build Coastguard Worker 90*c8dee2aaSAndroid Build Coastguard Worker bool completeStencilAttachment(GrAttachment* stencil, bool useMSAASurface) override; 91*c8dee2aaSAndroid Build Coastguard Worker 92*c8dee2aaSAndroid Build Coastguard Worker // We can have a renderpass with and without resolve attachment or stencil attachment, 93*c8dee2aaSAndroid Build Coastguard Worker // both of these being completely orthogonal. Thus we have a total of 4 types of render passes. 94*c8dee2aaSAndroid Build Coastguard Worker // We then cache a framebuffer for each type of these render passes. 95*c8dee2aaSAndroid Build Coastguard Worker // TODO: add support for other flags if needed 96*c8dee2aaSAndroid Build Coastguard Worker inline static constexpr int kNumCachedFramebuffers = 4; 97*c8dee2aaSAndroid Build Coastguard Worker 98*c8dee2aaSAndroid Build Coastguard Worker sk_sp<const GrMtlFramebuffer> fCachedFramebuffers[kNumCachedFramebuffers]; 99*c8dee2aaSAndroid Build Coastguard Worker 100*c8dee2aaSAndroid Build Coastguard Worker 101*c8dee2aaSAndroid Build Coastguard Worker using INHERITED = GrRenderTarget; 102*c8dee2aaSAndroid Build Coastguard Worker }; 103*c8dee2aaSAndroid Build Coastguard Worker 104*c8dee2aaSAndroid Build Coastguard Worker 105*c8dee2aaSAndroid Build Coastguard Worker #endif 106*c8dee2aaSAndroid Build Coastguard Worker 107