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impeller::RenderTargetAllocator Class Reference

a wrapper around the impeller [Allocator] instance that can be used to provide caching of allocated render target textures. More...

#include <render_target.h>

Inheritance diagram for impeller::RenderTargetAllocator:
impeller::RenderTargetCache

Public Member Functions

 RenderTargetAllocator (std::shared_ptr< Allocator > allocator)
 
virtual ~RenderTargetAllocator ()=default
 
virtual RenderTarget CreateOffscreen (const Context &context, ISize size, int mip_count, const std::string &label="Offscreen", RenderTarget::AttachmentConfig color_attachment_config=RenderTarget::kDefaultColorAttachmentConfig, std::optional< RenderTarget::AttachmentConfig > stencil_attachment_config=RenderTarget::kDefaultStencilAttachmentConfig, const std::shared_ptr< Texture > &existing_color_texture=nullptr, const std::shared_ptr< Texture > &existing_depth_stencil_texture=nullptr)
 
virtual RenderTarget CreateOffscreenMSAA (const Context &context, ISize size, int mip_count, const std::string &label="Offscreen MSAA", RenderTarget::AttachmentConfigMSAA color_attachment_config=RenderTarget::kDefaultColorAttachmentConfigMSAA, std::optional< RenderTarget::AttachmentConfig > stencil_attachment_config=RenderTarget::kDefaultStencilAttachmentConfig, const std::shared_ptr< Texture > &existing_color_msaa_texture=nullptr, const std::shared_ptr< Texture > &existing_color_resolve_texture=nullptr, const std::shared_ptr< Texture > &existing_depth_stencil_texture=nullptr)
 
virtual void Start ()
 Mark the beginning of a frame workload.
 
virtual void End ()
 Mark the end of a frame workload.
 

Detailed Description

a wrapper around the impeller [Allocator] instance that can be used to provide caching of allocated render target textures.

Definition at line 142 of file render_target.h.

Constructor & Destructor Documentation

◆ RenderTargetAllocator()

impeller::RenderTargetAllocator::RenderTargetAllocator ( std::shared_ptr< Allocator allocator)
explicit

Definition at line 251 of file render_target.cc.

253 : allocator_(std::move(allocator)) {}

◆ ~RenderTargetAllocator()

virtual impeller::RenderTargetAllocator::~RenderTargetAllocator ( )
virtualdefault

Member Function Documentation

◆ CreateOffscreen()

RenderTarget impeller::RenderTargetAllocator::CreateOffscreen ( const Context context,
ISize  size,
int  mip_count,
const std::string &  label = "Offscreen",
RenderTarget::AttachmentConfig  color_attachment_config = RenderTarget::kDefaultColorAttachmentConfig,
std::optional< RenderTarget::AttachmentConfig stencil_attachment_config = RenderTarget::kDefaultStencilAttachmentConfig,
const std::shared_ptr< Texture > &  existing_color_texture = nullptr,
const std::shared_ptr< Texture > &  existing_depth_stencil_texture = nullptr 
)
virtual

Reimplemented in impeller::RenderTargetCache.

Definition at line 259 of file render_target.cc.

267 {
268 if (size.IsEmpty()) {
269 return {};
270 }
271
273
274 std::shared_ptr<Texture> color0_tex;
275 if (existing_color_texture) {
276 color0_tex = existing_color_texture;
277 } else {
278 PixelFormat pixel_format =
279 context.GetCapabilities()->GetDefaultColorFormat();
280 TextureDescriptor color0_tex_desc;
281 color0_tex_desc.storage_mode = color_attachment_config.storage_mode;
282 color0_tex_desc.format = pixel_format;
283 color0_tex_desc.size = size;
284 color0_tex_desc.mip_count = mip_count;
285 color0_tex_desc.usage =
287 color0_tex = allocator_->CreateTexture(color0_tex_desc);
288 if (!color0_tex) {
289 return {};
290 }
291 }
292 color0_tex->SetLabel(SPrintF("%s Color Texture", label.c_str()));
293
294 ColorAttachment color0;
295 color0.clear_color = color_attachment_config.clear_color;
296 color0.load_action = color_attachment_config.load_action;
297 color0.store_action = color_attachment_config.store_action;
298 color0.texture = color0_tex;
299 target.SetColorAttachment(color0, 0u);
300
301 if (stencil_attachment_config.has_value()) {
302 target.SetupDepthStencilAttachments(
303 context, *allocator_, size, false, label,
304 stencil_attachment_config.value(), existing_depth_stencil_texture);
305 } else {
306 target.SetStencilAttachment(std::nullopt);
307 target.SetDepthAttachment(std::nullopt);
308 }
309
310 return target;
311}
uint32_t * target
SK_API sk_sp< SkSurface > RenderTarget(GrRecordingContext *context, skgpu::Budgeted budgeted, const SkImageInfo &imageInfo, int sampleCount, GrSurfaceOrigin surfaceOrigin, const SkSurfaceProps *surfaceProps, bool shouldCreateWithMips=false, bool isProtected=false)
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Definition switches.h:259
std::string SPrintF(const char *format,...)
Definition strings.cc:12

◆ CreateOffscreenMSAA()

RenderTarget impeller::RenderTargetAllocator::CreateOffscreenMSAA ( const Context context,
ISize  size,
int  mip_count,
const std::string &  label = "Offscreen MSAA",
RenderTarget::AttachmentConfigMSAA  color_attachment_config = RenderTarget::kDefaultColorAttachmentConfigMSAA,
std::optional< RenderTarget::AttachmentConfig stencil_attachment_config = RenderTarget::kDefaultStencilAttachmentConfig,
const std::shared_ptr< Texture > &  existing_color_msaa_texture = nullptr,
const std::shared_ptr< Texture > &  existing_color_resolve_texture = nullptr,
const std::shared_ptr< Texture > &  existing_depth_stencil_texture = nullptr 
)
virtual

Reimplemented in impeller::RenderTargetCache.

Definition at line 313 of file render_target.cc.

322 {
323 if (size.IsEmpty()) {
324 return {};
325 }
326
328 PixelFormat pixel_format = context.GetCapabilities()->GetDefaultColorFormat();
329
330 // Create MSAA color texture.
331 std::shared_ptr<Texture> color0_msaa_tex;
332 if (existing_color_msaa_texture) {
333 color0_msaa_tex = existing_color_msaa_texture;
334 } else {
335 TextureDescriptor color0_tex_desc;
336 color0_tex_desc.storage_mode = color_attachment_config.storage_mode;
337 color0_tex_desc.type = TextureType::kTexture2DMultisample;
338 color0_tex_desc.sample_count = SampleCount::kCount4;
339 color0_tex_desc.format = pixel_format;
340 color0_tex_desc.size = size;
341 color0_tex_desc.usage = TextureUsage::kRenderTarget;
342 if (context.GetCapabilities()->SupportsImplicitResolvingMSAA()) {
343 // See below ("SupportsImplicitResolvingMSAA") for more details.
344 color0_tex_desc.storage_mode = StorageMode::kDevicePrivate;
345 }
346 color0_msaa_tex = allocator_->CreateTexture(color0_tex_desc);
347 if (!color0_msaa_tex) {
348 VALIDATION_LOG << "Could not create multisample color texture.";
349 return {};
350 }
351 }
352 color0_msaa_tex->SetLabel(
353 SPrintF("%s Color Texture (Multisample)", label.c_str()));
354
355 // Create color resolve texture.
356 std::shared_ptr<Texture> color0_resolve_tex;
357 if (existing_color_resolve_texture) {
358 color0_resolve_tex = existing_color_resolve_texture;
359 } else {
360 TextureDescriptor color0_resolve_tex_desc;
361 color0_resolve_tex_desc.storage_mode =
362 color_attachment_config.resolve_storage_mode;
363 color0_resolve_tex_desc.format = pixel_format;
364 color0_resolve_tex_desc.size = size;
365 color0_resolve_tex_desc.compression_type = CompressionType::kLossy;
366 color0_resolve_tex_desc.usage =
368 color0_resolve_tex_desc.mip_count = mip_count;
369 color0_resolve_tex = allocator_->CreateTexture(color0_resolve_tex_desc);
370 if (!color0_resolve_tex) {
371 VALIDATION_LOG << "Could not create color texture.";
372 return {};
373 }
374 }
375 color0_resolve_tex->SetLabel(SPrintF("%s Color Texture", label.c_str()));
376
377 // Color attachment.
378
379 ColorAttachment color0;
380 color0.clear_color = color_attachment_config.clear_color;
381 color0.load_action = color_attachment_config.load_action;
382 color0.store_action = color_attachment_config.store_action;
383 color0.texture = color0_msaa_tex;
384 color0.resolve_texture = color0_resolve_tex;
385
386 if (context.GetCapabilities()->SupportsImplicitResolvingMSAA()) {
387 // If implicit MSAA is supported, then the resolve texture is not needed
388 // because the multisample texture is automatically resolved. We instead
389 // provide a view of the multisample texture as the resolve texture (because
390 // the HAL does expect a resolve texture).
391 //
392 // In practice, this is used for GLES 2.0 EXT_multisampled_render_to_texture
393 // https://registry.khronos.org/OpenGL/extensions/EXT/EXT_multisampled_render_to_texture.txt
394 color0.resolve_texture = color0_msaa_tex;
395 }
396
397 target.SetColorAttachment(color0, 0u);
398
399 // Create MSAA stencil texture.
400
401 if (stencil_attachment_config.has_value()) {
402 target.SetupDepthStencilAttachments(context, *allocator_, size, true, label,
403 stencil_attachment_config.value(),
404 existing_depth_stencil_texture);
405 } else {
406 target.SetDepthAttachment(std::nullopt);
407 target.SetStencilAttachment(std::nullopt);
408 }
409
410 return target;
411}
#define VALIDATION_LOG
Definition validation.h:73

◆ End()

void impeller::RenderTargetAllocator::End ( )
virtual

Mark the end of a frame workload.

   This may be used to deallocate any unused textures. 

Reimplemented in impeller::RenderTargetCache.

Definition at line 257 of file render_target.cc.

257{}

◆ Start()

void impeller::RenderTargetAllocator::Start ( )
virtual

Mark the beginning of a frame workload.

  This may be used to reset any tracking state on whether or not a
  particular texture instance is still in use. 

Reimplemented in impeller::RenderTargetCache.

Definition at line 255 of file render_target.cc.

255{}

The documentation for this class was generated from the following files: