/* * Copyright 2021 Google LLC * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "experimental/graphite/include/Context.h" #include "experimental/graphite/src/Caps.h" #include "experimental/graphite/src/CommandBuffer.h" #include "experimental/graphite/src/ContextUtils.h" #include "experimental/graphite/src/Gpu.h" #include "experimental/graphite/src/ProgramCache.h" #include "experimental/graphite/src/Recorder.h" #include "experimental/graphite/src/Recording.h" #ifdef SK_METAL #include "experimental/graphite/src/mtl/MtlTrampoline.h" #endif namespace skgpu { Context::Context(sk_sp gpu) : fGpu(std::move(gpu)) {} Context::~Context() {} #ifdef SK_METAL sk_sp Context::MakeMetal(const mtl::BackendContext& backendContext) { sk_sp gpu = mtl::Trampoline::MakeGpu(backendContext); if (!gpu) { return nullptr; } return sk_sp(new Context(std::move(gpu))); } #endif sk_sp Context::createRecorder() { return sk_make_sp(sk_ref_sp(this)); } void Context::insertRecording(std::unique_ptr recording) { fRecordings.emplace_back(std::move(recording)); } void Context::submit(SyncToCpu syncToCpu) { // TODO: we want Gpu::submit to take an array of command buffers but, for now, it just takes // one. Once we have more than one recording queued up we will need to extract the // command buffers and submit them as a block. SkASSERT(fRecordings.size() == 1); fGpu->submit(fRecordings[0]->fCommandBuffer); fGpu->checkForFinishedWork(syncToCpu); fRecordings.clear(); } void Context::preCompile(const PaintCombo& paintCombo) { ProgramCache cache; for (auto bm: paintCombo.fBlendModes) { for (auto& shaderCombo: paintCombo.fShaders) { for (auto shaderType: shaderCombo.fTypes) { for (auto tm: shaderCombo.fTileModes) { Combination c {shaderType, tm, bm}; sk_sp pi = cache.findOrCreateProgram(c); // TODO: this should be getSkSL // TODO: it should also return the uniform information std::string msl = pi->getMSL(); // TODO: compile the MSL and store the result back into the ProgramInfo // To do this we will need the path rendering options from Chris and // a stock set of RenderPasses. } } } } } } // namespace skgpu