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render_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
7#include <format>
8#include <sstream>
9
16
17namespace impeller {
18
20
22
24 // Validate that there is a color attachment at zero index.
25 if (!HasColorAttachment(0u)) {
27 << "Render target does not have color attachment at index 0.";
28 return false;
29 }
30
31#ifndef NDEBUG
32 // Validate that all attachments are of the same size.
33 {
34 std::optional<ISize> size;
35 bool sizes_are_same = true;
36 auto iterator = [&](const Attachment& attachment) -> bool {
37 if (!size.has_value()) {
38 size = attachment.texture->GetSize();
39 }
40 if (size != attachment.texture->GetSize()) {
41 sizes_are_same = false;
42 return false;
43 }
44 return true;
45 };
46 IterateAllAttachments(iterator);
47 if (!sizes_are_same) {
49 << "Sizes of all render target attachments are not the same.";
50 return false;
51 }
52 }
53
54 // Validate that all attachments are of the same type and sample counts.
55 {
56 std::optional<TextureType> texture_type;
57 std::optional<SampleCount> sample_count;
58 bool passes_type_validation = true;
59 auto iterator = [&](const Attachment& attachment) -> bool {
60 if (!texture_type.has_value() || !sample_count.has_value()) {
61 texture_type = attachment.texture->GetTextureDescriptor().type;
62 sample_count = attachment.texture->GetTextureDescriptor().sample_count;
63 }
64
65 if (texture_type != attachment.texture->GetTextureDescriptor().type) {
66 passes_type_validation = false;
67 VALIDATION_LOG << "Render target has incompatible texture types: "
68 << TextureTypeToString(texture_type.value()) << " != "
70 attachment.texture->GetTextureDescriptor().type)
71 << " on target " << ToString();
72 return false;
73 }
74
75 if (sample_count !=
76 attachment.texture->GetTextureDescriptor().sample_count) {
77 passes_type_validation = false;
78 VALIDATION_LOG << "Render target (" << ToString()
79 << ") has incompatible sample counts.";
80
81 return false;
82 }
83
84 return true;
85 };
86 IterateAllAttachments(iterator);
87 if (!passes_type_validation) {
88 return false;
89 }
90 }
91#endif // NDEBUG
92
93 return true;
94}
95
97 const std::function<bool(size_t index, const ColorAttachment& attachment)>&
98 iterator) const {
99 if (color0_.has_value()) {
100 if (!iterator(0, color0_.value())) {
101 return false;
102 }
103 }
104 for (const auto& [index, attachment] : colors_) {
105 if (!iterator(index, attachment)) {
106 return false;
107 }
108 }
109 return true;
110}
111
113 const std::function<bool(const Attachment& attachment)>& iterator) const {
114 if (color0_.has_value()) {
115 if (!iterator(color0_.value())) {
116 return;
117 }
118 }
119 for (const auto& color : colors_) {
120 if (!iterator(color.second)) {
121 return;
122 }
123 }
124
125 if (depth_.has_value()) {
126 if (!iterator(depth_.value())) {
127 return;
128 }
129 }
130
131 if (stencil_.has_value()) {
132 if (!iterator(stencil_.value())) {
133 return;
134 }
135 }
136}
137
139 if (color0_.has_value()) {
140 return color0_.value().texture->GetTextureDescriptor().sample_count;
141 }
143}
144
145bool RenderTarget::HasColorAttachment(size_t index) const {
146 if (index == 0u) {
147 return color0_.has_value();
148 }
149 if (auto found = colors_.find(index); found != colors_.end()) {
150 return true;
151 }
152 return false;
153}
154
155std::optional<ISize> RenderTarget::GetColorAttachmentSize(size_t index) const {
156 if (index == 0u) {
157 if (color0_.has_value()) {
158 return color0_.value().texture->GetSize();
159 }
160 return std::nullopt;
161 }
162 auto found = colors_.find(index);
163
164 if (found == colors_.end()) {
165 return std::nullopt;
166 }
167
168 return found->second.texture->GetSize();
169}
170
172 auto size = GetColorAttachmentSize(0u);
173 return size.has_value() ? size.value() : ISize{};
174}
175
176std::shared_ptr<Texture> RenderTarget::GetRenderTargetTexture() const {
177 if (!color0_.has_value()) {
178 return nullptr;
179 }
180 return color0_->resolve_texture ? color0_->resolve_texture : color0_->texture;
181}
182
184 if (auto texture = GetRenderTargetTexture(); texture != nullptr) {
185 return texture->GetTextureDescriptor().format;
186 }
187
189}
190
192 size_t max = 0;
193 for (const auto& color : colors_) {
194 max = std::max(color.first, max);
195 }
196 return max;
197}
198
200 const ColorAttachment& attachment,
201 size_t index) {
202 if (!attachment.IsValid()) {
203 return *this;
204 }
205 if (index == 0u) {
206 color0_ = attachment;
207 } else {
208 colors_[index] = attachment;
209 }
210 return *this;
211}
212
214 std::optional<DepthAttachment> attachment) {
215 if (!attachment.has_value()) {
216 depth_ = std::nullopt;
217 } else if (attachment->IsValid()) {
218 depth_ = std::move(attachment);
219 }
220 return *this;
221}
222
224 std::optional<StencilAttachment> attachment) {
225 if (!attachment.has_value()) {
226 stencil_ = std::nullopt;
227 } else if (attachment->IsValid()) {
228 stencil_ = std::move(attachment);
229 }
230 return *this;
231}
232
234 if (index == 0) {
235 if (color0_.has_value()) {
236 return color0_.value();
237 }
238 return ColorAttachment{};
239 }
240 std::map<size_t, ColorAttachment>::const_iterator it = colors_.find(index);
241 if (it != colors_.end()) {
242 return it->second;
243 }
244 return ColorAttachment{};
245}
246
247const std::optional<DepthAttachment>& RenderTarget::GetDepthAttachment() const {
248 return depth_;
249}
250
251const std::optional<StencilAttachment>& RenderTarget::GetStencilAttachment()
252 const {
253 return stencil_;
254}
255
257 size_t count = 0u;
258 for (const auto& [_, color] : colors_) {
259 if (color.texture) {
260 count++;
261 }
262 if (color.resolve_texture) {
263 count++;
264 }
265 }
266 if (color0_.has_value()) {
267 count++;
268 }
269 if (depth_.has_value()) {
270 count++;
271 }
272 if (stencil_.has_value()) {
273 count++;
274 }
275 return count;
276}
277
278std::string RenderTarget::ToString() const {
279 std::stringstream stream;
280
281 if (color0_.has_value()) {
282 stream << std::format("Color[{}]=({})", 0,
283 ColorAttachmentToString(color0_.value()));
284 }
285 for (const auto& [index, color] : colors_) {
286 stream << std::format("Color[{}]=({})", index,
288 }
289 if (depth_) {
290 stream << ",";
291 stream << std::format("Depth=({})",
292 DepthAttachmentToString(depth_.value()));
293 }
294 if (stencil_) {
295 stream << ",";
296 stream << std::format("Stencil=({})",
297 StencilAttachmentToString(stencil_.value()));
298 }
299 return stream.str();
300}
301
303 if (!color0_.has_value()) {
304 return RenderTargetConfig{};
305 }
306 const auto& color_attachment = color0_.value();
307 return RenderTargetConfig{
308 .size = color_attachment.texture->GetSize(),
309 .mip_count = color_attachment.texture->GetMipCount(),
310 .has_msaa = color_attachment.resolve_texture != nullptr,
311 .has_depth_stencil = depth_.has_value() && stencil_.has_value()};
312}
313
315 std::shared_ptr<Allocator> allocator)
316 : allocator_(std::move(allocator)) {}
317
319
321
323 const Context& context,
324 ISize size,
325 int mip_count,
326 std::string_view label,
327 RenderTarget::AttachmentConfig color_attachment_config,
328 std::optional<RenderTarget::AttachmentConfig> stencil_attachment_config,
329 const std::shared_ptr<Texture>& existing_color_texture,
330 const std::shared_ptr<Texture>& existing_depth_stencil_texture,
331 std::optional<PixelFormat> target_pixel_format) {
332 if (size.IsEmpty()) {
333 return {};
334 }
335
337
338 std::shared_ptr<Texture> color0_tex;
339 if (existing_color_texture) {
340 color0_tex = existing_color_texture;
341 } else {
342 TextureDescriptor color0_tex_desc;
343 color0_tex_desc.storage_mode = color_attachment_config.storage_mode;
344 color0_tex_desc.format =
345 target_pixel_format.has_value()
346 ? target_pixel_format.value()
347 : context.GetCapabilities()->GetDefaultColorFormat();
348 color0_tex_desc.size = size;
349 color0_tex_desc.mip_count = mip_count;
350 color0_tex_desc.usage =
352 color0_tex = allocator_->CreateTexture(color0_tex_desc);
353 if (!color0_tex) {
354 return {};
355 }
356 }
357 color0_tex->SetLabel(label, "Color Texture");
358
359 ColorAttachment color0;
360 color0.clear_color = color_attachment_config.clear_color;
361 color0.load_action = color_attachment_config.load_action;
362 color0.store_action = color_attachment_config.store_action;
363 color0.texture = color0_tex;
364 target.SetColorAttachment(color0, 0u);
365
366 if (stencil_attachment_config.has_value()) {
367 target.SetupDepthStencilAttachments(
368 context, *allocator_, size, false, label,
369 stencil_attachment_config.value(), existing_depth_stencil_texture);
370 } else {
371 target.SetStencilAttachment(std::nullopt);
372 target.SetDepthAttachment(std::nullopt);
373 }
374
375 return target;
376}
377
379 const Context& context,
380 ISize size,
381 int mip_count,
382 std::string_view label,
383 RenderTarget::AttachmentConfigMSAA color_attachment_config,
384 std::optional<RenderTarget::AttachmentConfig> stencil_attachment_config,
385 const std::shared_ptr<Texture>& existing_color_msaa_texture,
386 const std::shared_ptr<Texture>& existing_color_resolve_texture,
387 const std::shared_ptr<Texture>& existing_depth_stencil_texture,
388 std::optional<PixelFormat> target_pixel_format) {
389 if (size.IsEmpty()) {
390 return {};
391 }
392
394 PixelFormat pixel_format =
395 target_pixel_format.has_value()
396 ? target_pixel_format.value()
397 : context.GetCapabilities()->GetDefaultColorFormat();
398
399 // Create MSAA color texture.
400 std::shared_ptr<Texture> color0_msaa_tex;
401 if (existing_color_msaa_texture) {
402 color0_msaa_tex = existing_color_msaa_texture;
403 } else {
404 TextureDescriptor color0_tex_desc;
405 color0_tex_desc.storage_mode = color_attachment_config.storage_mode;
407 color0_tex_desc.sample_count = SampleCount::kCount4;
408 color0_tex_desc.format = pixel_format;
409 color0_tex_desc.size = size;
410 color0_tex_desc.usage = TextureUsage::kRenderTarget;
411 if (context.GetCapabilities()->SupportsImplicitResolvingMSAA()) {
412 // See below ("SupportsImplicitResolvingMSAA") for more details.
414 }
415 color0_msaa_tex = allocator_->CreateTexture(color0_tex_desc);
416 if (!color0_msaa_tex) {
417 VALIDATION_LOG << "Could not create multisample color texture.";
418 return {};
419 }
420 }
421 color0_msaa_tex->SetLabel(label, "Color Texture (Multisample)");
422
423 // Create color resolve texture.
424 std::shared_ptr<Texture> color0_resolve_tex;
425 if (existing_color_resolve_texture) {
426 color0_resolve_tex = existing_color_resolve_texture;
427 } else {
428 TextureDescriptor color0_resolve_tex_desc;
429 color0_resolve_tex_desc.storage_mode =
430 color_attachment_config.resolve_storage_mode;
431 color0_resolve_tex_desc.format = pixel_format;
432 color0_resolve_tex_desc.size = size;
433 color0_resolve_tex_desc.compression_type = CompressionType::kLossy;
434 color0_resolve_tex_desc.usage =
436 color0_resolve_tex_desc.mip_count = mip_count;
437 color0_resolve_tex = allocator_->CreateTexture(color0_resolve_tex_desc);
438 if (!color0_resolve_tex) {
439 VALIDATION_LOG << "Could not create color texture.";
440 return {};
441 }
442 }
443 color0_resolve_tex->SetLabel(label, "Color Texture");
444
445 // Color attachment.
446
447 ColorAttachment color0;
448 color0.clear_color = color_attachment_config.clear_color;
449 color0.load_action = color_attachment_config.load_action;
450 color0.store_action = color_attachment_config.store_action;
451 color0.texture = color0_msaa_tex;
452 color0.resolve_texture = color0_resolve_tex;
453
454 if (context.GetCapabilities()->SupportsImplicitResolvingMSAA()) {
455 // If implicit MSAA is supported, then the resolve texture is not needed
456 // because the multisample texture is automatically resolved. We instead
457 // provide a view of the multisample texture as the resolve texture (because
458 // the HAL does expect a resolve texture).
459 //
460 // In practice, this is used for GLES 2.0 EXT_multisampled_render_to_texture
461 // https://registry.khronos.org/OpenGL/extensions/EXT/EXT_multisampled_render_to_texture.txt
462 color0.resolve_texture = color0_msaa_tex;
463 }
464
465 target.SetColorAttachment(color0, 0u);
466
467 // Create MSAA stencil texture.
468
469 if (stencil_attachment_config.has_value()) {
470 target.SetupDepthStencilAttachments(context, *allocator_, size, true, label,
471 stencil_attachment_config.value(),
472 existing_depth_stencil_texture);
473 } else {
474 target.SetDepthAttachment(std::nullopt);
475 target.SetStencilAttachment(std::nullopt);
476 }
477
478 return target;
479}
480
482 const Context& context,
484 ISize size,
485 bool msaa,
486 std::string_view label,
487 RenderTarget::AttachmentConfig stencil_attachment_config,
488 const std::shared_ptr<Texture>& existing_depth_stencil_texture) {
489 std::shared_ptr<Texture> depth_stencil_texture;
490 if (existing_depth_stencil_texture) {
491 depth_stencil_texture = existing_depth_stencil_texture;
492 } else {
493 TextureDescriptor depth_stencil_texture_desc;
494 depth_stencil_texture_desc.storage_mode =
495 stencil_attachment_config.storage_mode;
496 if (msaa) {
497 depth_stencil_texture_desc.type = TextureType::kTexture2DMultisample;
498 depth_stencil_texture_desc.sample_count = SampleCount::kCount4;
499 }
500 depth_stencil_texture_desc.format =
501 context.GetCapabilities()->GetDefaultDepthStencilFormat();
502 depth_stencil_texture_desc.size = size;
503 depth_stencil_texture_desc.usage = TextureUsage::kRenderTarget;
504 depth_stencil_texture = allocator.CreateTexture(depth_stencil_texture_desc);
505 if (!depth_stencil_texture) {
506 return; // Error messages are handled by `Allocator::CreateTexture`.
507 }
508 }
509
510 DepthAttachment depth0;
511 depth0.load_action = stencil_attachment_config.load_action;
512 depth0.store_action = stencil_attachment_config.store_action;
513 depth0.clear_depth = 0u;
514 depth0.texture = depth_stencil_texture;
515
516 StencilAttachment stencil0;
517 stencil0.load_action = stencil_attachment_config.load_action;
518 stencil0.store_action = stencil_attachment_config.store_action;
519 stencil0.clear_stencil = 0u;
520 stencil0.texture = std::move(depth_stencil_texture);
521 stencil0.texture->SetLabel(label, "Depth+Stencil Texture");
522
523 SetDepthAttachment(std::move(depth0));
524 SetStencilAttachment(std::move(stencil0));
525}
526
527} // namespace impeller
An object that allocates device memory.
Definition allocator.h:24
To do anything rendering related with Impeller, you need a context.
Definition context.h:65
virtual const std::shared_ptr< const Capabilities > & GetCapabilities() const =0
Get the capabilities of Impeller context. All optionally supported feature of the platform,...
RenderTargetAllocator(std::shared_ptr< Allocator > allocator)
virtual RenderTarget CreateOffscreenMSAA(const Context &context, ISize size, int mip_count, std::string_view 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, std::optional< PixelFormat > target_pixel_format=std::nullopt)
virtual RenderTarget CreateOffscreen(const Context &context, ISize size, int mip_count, std::string_view 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, std::optional< PixelFormat > target_pixel_format=std::nullopt)
virtual void Start()
Mark the beginning of a frame workload.
virtual void End()
Mark the end of a frame workload.
ColorAttachment GetColorAttachment(size_t index) const
Get the color attachment at [index].
std::shared_ptr< Texture > GetRenderTargetTexture() const
SampleCount GetSampleCount() const
void IterateAllAttachments(const std::function< bool(const Attachment &attachment)> &iterator) const
RenderTarget & SetColorAttachment(const ColorAttachment &attachment, size_t index)
bool HasColorAttachment(size_t index) const
size_t GetMaxColorAttacmentBindIndex() const
std::string ToString() const
RenderTarget & SetDepthAttachment(std::optional< DepthAttachment > attachment)
PixelFormat GetRenderTargetPixelFormat() const
size_t GetTotalAttachmentCount() const
ISize GetRenderTargetSize() const
RenderTarget & SetStencilAttachment(std::optional< StencilAttachment > attachment)
bool IterateAllColorAttachments(const std::function< bool(size_t index, const ColorAttachment &attachment)> &iterator) const
std::optional< ISize > GetColorAttachmentSize(size_t index) const
const std::optional< DepthAttachment > & GetDepthAttachment() const
const std::optional< StencilAttachment > & GetStencilAttachment() const
void SetupDepthStencilAttachments(const Context &context, Allocator &allocator, ISize size, bool msaa, std::string_view label="Offscreen", RenderTarget::AttachmentConfig stencil_attachment_config=RenderTarget::kDefaultStencilAttachmentConfig, const std::shared_ptr< Texture > &depth_stencil_texture=nullptr)
RenderTargetConfig ToConfig() const
uint32_t * target
std::shared_ptr< ImpellerAllocator > allocator
FlTexture * texture
std::string DepthAttachmentToString(const DepthAttachment &depth)
Definition formats.cc:130
std::string ColorAttachmentToString(const ColorAttachment &color)
Definition formats.cc:123
std::string StencilAttachmentToString(const StencilAttachment &stencil)
Definition formats.cc:137
PixelFormat
The Pixel formats supported by Impeller. The naming convention denotes the usage of the component,...
Definition formats.h:99
constexpr const char * TextureTypeToString(TextureType type)
Definition formats.h:272
Definition ref_ptr.h:261
std::shared_ptr< Texture > resolve_texture
Definition formats.h:662
bool IsValid() const
Definition formats.cc:26
LoadAction load_action
Definition formats.h:663
std::shared_ptr< Texture > texture
Definition formats.h:661
StoreAction store_action
Definition formats.h:664
A lightweight object that describes the attributes of a texture that can then used an allocator to cr...
#define VALIDATION_LOG
Definition validation.h:91