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// Copyright 2013 The Flutter Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "impeller/renderer/render_target.h"
#include "impeller/base/strings.h"
#include "impeller/base/validation.h"
#include "impeller/renderer/allocator.h"
#include "impeller/renderer/context.h"
#include "impeller/renderer/texture.h"
namespace impeller {
RenderTarget::RenderTarget() = default;
RenderTarget::~RenderTarget() = default;
bool RenderTarget::IsValid() const {
// Validate that there is a color attachment at zero index.
if (!HasColorAttachment(0u)) {
VALIDATION_LOG
<< "Render target does not have color attachment at index 0.";
return false;
}
// Validate that all attachments are of the same size.
{
std::optional<ISize> size;
bool sizes_are_same = true;
auto iterator = [&](const Attachment& attachment) -> bool {
if (!size.has_value()) {
size = attachment.texture->GetSize();
}
if (size != attachment.texture->GetSize()) {
sizes_are_same = false;
return false;
}
return true;
};
IterateAllAttachments(iterator);
if (!sizes_are_same) {
VALIDATION_LOG
<< "Sizes of all render target attachments are not the same.";
return false;
}
}
// Validate that all attachments are of the same type and sample counts.
{
std::optional<TextureType> texture_type;
std::optional<SampleCount> sample_count;
bool passes_type_validation = true;
auto iterator = [&](const Attachment& attachment) -> bool {
if (!texture_type.has_value() || !sample_count.has_value()) {
texture_type = attachment.texture->GetTextureDescriptor().type;
sample_count = attachment.texture->GetTextureDescriptor().sample_count;
}
if (texture_type != attachment.texture->GetTextureDescriptor().type) {
passes_type_validation = false;
return false;
}
if (sample_count !=
attachment.texture->GetTextureDescriptor().sample_count) {
passes_type_validation = false;
return false;
}
return true;
};
IterateAllAttachments(iterator);
if (!passes_type_validation) {
VALIDATION_LOG << "Render target texture types are not of the same type "
"and sample count.";
return false;
}
}
return true;
}
void RenderTarget::IterateAllAttachments(
const std::function<bool(const Attachment& attachment)>& iterator) const {
for (const auto& color : colors_) {
if (!iterator(color.second)) {
return;
}
}
if (depth_.has_value()) {
if (!iterator(depth_.value())) {
return;
}
}
if (stencil_.has_value()) {
if (!iterator(stencil_.value())) {
return;
}
}
}
SampleCount RenderTarget::GetSampleCount() const {
if (auto found = colors_.find(0u); found != colors_.end()) {
return found->second.texture->GetTextureDescriptor().sample_count;
}
return SampleCount::kCount1;
}
bool RenderTarget::HasColorAttachment(size_t index) const {
if (auto found = colors_.find(index); found != colors_.end()) {
return true;
}
return false;
}
std::optional<ISize> RenderTarget::GetColorAttachmentSize(size_t index) const {
auto found = colors_.find(index);
if (found == colors_.end()) {
return std::nullopt;
}
return found->second.texture->GetSize();
}
ISize RenderTarget::GetRenderTargetSize() const {
auto size = GetColorAttachmentSize(0u);
return size.has_value() ? size.value() : ISize{};
}
std::shared_ptr<Texture> RenderTarget::GetRenderTargetTexture() const {
auto found = colors_.find(0u);
if (found == colors_.end()) {
return nullptr;
}
return found->second.resolve_texture ? found->second.resolve_texture
: found->second.texture;
}
RenderTarget& RenderTarget::SetColorAttachment(
const ColorAttachment& attachment,
size_t index) {
if (attachment.IsValid()) {
colors_[index] = attachment;
}
return *this;
}
RenderTarget& RenderTarget::SetDepthAttachment(
std::optional<DepthAttachment> attachment) {
if (!attachment.has_value()) {
depth_ = std::nullopt;
} else if (attachment->IsValid()) {
depth_ = std::move(attachment);
}
return *this;
}
RenderTarget& RenderTarget::SetStencilAttachment(
std::optional<StencilAttachment> attachment) {
if (!attachment.has_value()) {
stencil_ = std::nullopt;
} else if (attachment->IsValid()) {
stencil_ = std::move(attachment);
}
return *this;
}
const std::map<size_t, ColorAttachment>& RenderTarget::GetColorAttachments()
const {
return colors_;
}
const std::optional<DepthAttachment>& RenderTarget::GetDepthAttachment() const {
return depth_;
}
const std::optional<StencilAttachment>& RenderTarget::GetStencilAttachment()
const {
return stencil_;
}
RenderTarget RenderTarget::CreateOffscreen(const Context& context,
ISize size,
const std::string& label,
StorageMode color_storage_mode,
LoadAction color_load_action,
StoreAction color_store_action,
StorageMode stencil_storage_mode,
LoadAction stencil_load_action,
StoreAction stencil_store_action) {
if (size.IsEmpty()) {
return {};
}
TextureDescriptor color_tex0;
color_tex0.storage_mode = color_storage_mode;
color_tex0.format = context.GetColorAttachmentPixelFormat();
color_tex0.size = size;
color_tex0.usage = static_cast<uint64_t>(TextureUsage::kRenderTarget) |
static_cast<uint64_t>(TextureUsage::kShaderRead);
TextureDescriptor stencil_tex0;
stencil_tex0.storage_mode = stencil_storage_mode;
stencil_tex0.format = PixelFormat::kDefaultStencil;
stencil_tex0.size = size;
stencil_tex0.usage =
static_cast<TextureUsageMask>(TextureUsage::kRenderTarget);
ColorAttachment color0;
color0.clear_color = Color::BlackTransparent();
color0.load_action = color_load_action;
color0.store_action = color_store_action;
color0.texture = context.GetResourceAllocator()->CreateTexture(color_tex0);
if (!color0.texture) {
return {};
}
color0.texture->SetLabel(SPrintF("%s Color Texture", label.c_str()));
StencilAttachment stencil0;
stencil0.load_action = stencil_load_action;
stencil0.store_action = stencil_store_action;
stencil0.clear_stencil = 0u;
stencil0.texture =
context.GetResourceAllocator()->CreateTexture(stencil_tex0);
if (!stencil0.texture) {
return {};
}
stencil0.texture->SetLabel(SPrintF("%s Stencil Texture", label.c_str()));
RenderTarget target;
target.SetColorAttachment(color0, 0u);
target.SetStencilAttachment(std::move(stencil0));
return target;
}
RenderTarget RenderTarget::CreateOffscreenMSAA(
const Context& context,
ISize size,
const std::string& label,
StorageMode color_storage_mode,
StorageMode color_resolve_storage_mode,
LoadAction color_load_action,
StoreAction color_store_action,
StorageMode stencil_storage_mode,
LoadAction stencil_load_action,
StoreAction stencil_store_action) {
if (size.IsEmpty()) {
return {};
}
// Create MSAA color texture.
TextureDescriptor color0_tex_desc;
color0_tex_desc.storage_mode = color_storage_mode;
color0_tex_desc.type = TextureType::kTexture2DMultisample;
color0_tex_desc.sample_count = SampleCount::kCount4;
color0_tex_desc.format = context.GetColorAttachmentPixelFormat();
color0_tex_desc.size = size;
color0_tex_desc.usage = static_cast<uint64_t>(TextureUsage::kRenderTarget);
auto color0_msaa_tex =
context.GetResourceAllocator()->CreateTexture(color0_tex_desc);
if (!color0_msaa_tex) {
VALIDATION_LOG << "Could not create multisample color texture.";
return {};
}
color0_msaa_tex->SetLabel(
SPrintF("%s Color Texture (Multisample)", label.c_str()));
// Create color resolve texture.
TextureDescriptor color0_resolve_tex_desc;
color0_resolve_tex_desc.storage_mode = color_resolve_storage_mode;
color0_resolve_tex_desc.format = context.GetColorAttachmentPixelFormat();
color0_resolve_tex_desc.size = size;
color0_resolve_tex_desc.usage =
static_cast<uint64_t>(TextureUsage::kRenderTarget) |
static_cast<uint64_t>(TextureUsage::kShaderRead);
auto color0_resolve_tex =
context.GetResourceAllocator()->CreateTexture(color0_resolve_tex_desc);
if (!color0_resolve_tex) {
VALIDATION_LOG << "Could not create color texture.";
return {};
}
color0_resolve_tex->SetLabel(SPrintF("%s Color Texture", label.c_str()));
// Color attachment.
ColorAttachment color0;
color0.clear_color = Color::BlackTransparent();
color0.load_action = color_load_action;
color0.store_action = color_store_action;
color0.texture = color0_msaa_tex;
color0.resolve_texture = color0_resolve_tex;
// Create MSAA stencil texture.
TextureDescriptor stencil_tex0;
stencil_tex0.storage_mode = stencil_storage_mode;
stencil_tex0.type = TextureType::kTexture2DMultisample;
stencil_tex0.sample_count = SampleCount::kCount4;
stencil_tex0.format = PixelFormat::kDefaultStencil;
stencil_tex0.size = size;
stencil_tex0.usage =
static_cast<TextureUsageMask>(TextureUsage::kRenderTarget);
StencilAttachment stencil0;
stencil0.load_action = stencil_load_action;
stencil0.store_action = stencil_store_action;
stencil0.clear_stencil = 0u;
stencil0.texture =
context.GetResourceAllocator()->CreateTexture(stencil_tex0);
if (!stencil0.texture) {
return {};
}
stencil0.texture->SetLabel(SPrintF("%s Stencil Texture", label.c_str()));
RenderTarget target;
target.SetColorAttachment(color0, 0u);
target.SetStencilAttachment(std::move(stencil0));
return target;
}
} // namespace impeller