/* * 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 GrGLRenderTarget_DEFINED #define GrGLRenderTarget_DEFINED #include "GrGLIRect.h" #include "GrRenderTarget.h" #include "SkScalar.h" class GrGpuGL; class GrGLTexture; class GrGLTexID; class GrGLRenderTarget : public GrRenderTarget { public: // set fTexFBOID to this value to indicate that it is multisampled but // Gr doesn't know how to resolve it. enum { kUnresolvableFBOID = 0 }; struct Desc { GrGLuint fRTFBOID; GrGLuint fTexFBOID; GrGLuint fMSColorRenderbufferID; bool fIsWrapped; GrPixelConfig fConfig; int fSampleCnt; GrSurfaceOrigin fOrigin; bool fCheckAllocation; }; // creates a GrGLRenderTarget associated with a texture GrGLRenderTarget(GrGpuGL* gpu, const Desc& desc, const GrGLIRect& viewport, GrGLTexID* texID, GrGLTexture* texture); // creates an independent GrGLRenderTarget GrGLRenderTarget(GrGpuGL* gpu, const Desc& desc, const GrGLIRect& viewport); virtual ~GrGLRenderTarget() { this->release(); } void setViewport(const GrGLIRect& rect) { fViewport = rect; } const GrGLIRect& getViewport() const { return fViewport; } // The following two functions return the same ID when a // texture/render target is multisampled, and different IDs when // it is. // FBO ID used to render into GrGLuint renderFBOID() const { return fRTFBOID; } // FBO ID that has texture ID attached. GrGLuint textureFBOID() const { return fTexFBOID; } // override of GrRenderTarget virtual GrBackendObject getRenderTargetHandle() const { return this->renderFBOID(); } virtual GrBackendObject getRenderTargetResolvedHandle() const { return this->textureFBOID(); } virtual ResolveType getResolveType() const { if (!this->isMultisampled() || fRTFBOID == fTexFBOID) { // catches FBO 0 and non MSAA case return kAutoResolves_ResolveType; } else if (kUnresolvableFBOID == fTexFBOID) { return kCantResolve_ResolveType; } else { return kCanResolve_ResolveType; } } protected: // override of GrResource virtual void onAbandon() SK_OVERRIDE; virtual void onRelease() SK_OVERRIDE; private: GrGLuint fRTFBOID; GrGLuint fTexFBOID; GrGLuint fMSColorRenderbufferID; // when we switch to this render target we want to set the viewport to // only render to to content area (as opposed to the whole allocation) and // we want the rendering to be at top left (GL has origin in bottom left) GrGLIRect fViewport; // non-NULL if this RT was created by Gr with an associated GrGLTexture. SkAutoTUnref fTexIDObj; void init(const Desc& desc, const GrGLIRect& viewport, GrGLTexID* texID); typedef GrRenderTarget INHERITED; }; #endif