Flutter Impeller
entity_pass_target.cc
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1 // Copyright 2013 The Flutter Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
4 
6 
10 
11 namespace impeller {
12 
14  bool supports_read_from_resolve)
15  : target_(render_target),
16  supports_read_from_resolve_(supports_read_from_resolve) {}
17 
18 std::shared_ptr<Texture> EntityPassTarget::Flip(Allocator& allocator) {
19  auto color0 = target_.GetColorAttachments().find(0)->second;
20  if (!color0.resolve_texture) {
21  VALIDATION_LOG << "EntityPassTarget Flip should never be called for a "
22  "non-MSAA target.";
23  // ...because there is never a circumstance where doing so would be
24  // necessary. Unlike MSAA passes, non-MSAA passes can be trivially loaded
25  // with `LoadAction::kLoad`.
26  return color0.texture;
27  }
28 
29  if (supports_read_from_resolve_) {
30  // Just return the current resolve texture, which is safe to read in the
31  // next render pass that'll resolve to `target_`.
32  //
33  // Note that this can only be done when MSAA is being used.
34  return color0.resolve_texture;
35  }
36 
37  if (!secondary_color_texture_) {
38  // The second texture is allocated lazily to avoid unused allocations.
39  TextureDescriptor new_descriptor =
40  color0.resolve_texture->GetTextureDescriptor();
41  secondary_color_texture_ = allocator.CreateTexture(new_descriptor);
42 
43  if (!secondary_color_texture_) {
44  return nullptr;
45  }
46  }
47 
48  std::swap(color0.resolve_texture, secondary_color_texture_);
49 
50  target_.SetColorAttachment(color0, 0);
51 
52  // Return the previous backdrop texture, which is safe to read in the next
53  // render pass that attaches `target_`.
54  return secondary_color_texture_;
55 }
56 
58  return target_;
59 }
60 
62  return target_.IsValid();
63 }
64 
65 } // namespace impeller
impeller::EntityPassTarget::IsValid
bool IsValid() const
Definition: entity_pass_target.cc:61
impeller::RenderTarget::SetColorAttachment
RenderTarget & SetColorAttachment(const ColorAttachment &attachment, size_t index)
Definition: render_target.cc:180
formats.h
impeller::Allocator::CreateTexture
std::shared_ptr< Texture > CreateTexture(const TextureDescriptor &desc)
Definition: allocator.cc:49
impeller::RenderTarget::GetColorAttachments
const std::map< size_t, ColorAttachment > & GetColorAttachments() const
Definition: render_target.cc:209
validation.h
impeller::EntityPassTarget::EntityPassTarget
EntityPassTarget(const RenderTarget &render_target, bool supports_read_from_resolve)
Definition: entity_pass_target.cc:13
impeller::Allocator
An object that allocates device memory.
Definition: allocator.h:25
impeller::RenderTarget
Definition: render_target.h:48
entity_pass_target.h
impeller::RenderTarget::IsValid
bool IsValid() const
Definition: render_target.cc:34
VALIDATION_LOG
#define VALIDATION_LOG
Definition: validation.h:60
texture.h
impeller::TextureDescriptor
A lightweight object that describes the attributes of a texture that can then used an allocator to cr...
Definition: texture_descriptor.h:39
impeller
Definition: aiks_context.cc:10
impeller::EntityPassTarget::GetRenderTarget
const RenderTarget & GetRenderTarget() const
Definition: entity_pass_target.cc:57
impeller::EntityPassTarget::Flip
std::shared_ptr< Texture > Flip(Allocator &allocator)
Flips the backdrop and returns a readable texture that can be bound/sampled to restore the previous p...
Definition: entity_pass_target.cc:18