1 /*
2 * Copyright 2016 Google Inc.
3 *
4 * Use of this source code is governed by a BSD-style license that can be
5 * found in the LICENSE file.
6 */
7
8 #include "GrGpuCommandBuffer.h"
9
10 #include "GrCaps.h"
11 #include "GrContext.h"
12 #include "GrContextPriv.h"
13 #include "GrFixedClip.h"
14 #include "GrGpu.h"
15 #include "GrMesh.h"
16 #include "GrPrimitiveProcessor.h"
17 #include "GrRenderTarget.h"
18 #include "SkRect.h"
19
clear(const GrFixedClip & clip,const SkPMColor4f & color)20 void GrGpuRTCommandBuffer::clear(const GrFixedClip& clip, const SkPMColor4f& color) {
21 SkASSERT(fRenderTarget);
22 // A clear at this level will always be a true clear, so make sure clears were not supposed to
23 // be redirected to draws instead
24 SkASSERT(!this->gpu()->caps()->performColorClearsAsDraws());
25 SkASSERT(!clip.scissorEnabled() || !this->gpu()->caps()->performPartialClearsAsDraws());
26 this->onClear(clip, color);
27 }
28
clearStencilClip(const GrFixedClip & clip,bool insideStencilMask)29 void GrGpuRTCommandBuffer::clearStencilClip(const GrFixedClip& clip, bool insideStencilMask) {
30 // As above, make sure the stencil clear wasn't supposed to be a draw rect with stencil settings
31 SkASSERT(!this->gpu()->caps()->performStencilClearsAsDraws());
32 this->onClearStencilClip(clip, insideStencilMask);
33 }
34
draw(const GrPrimitiveProcessor & primProc,const GrPipeline & pipeline,const GrPipeline::FixedDynamicState * fixedDynamicState,const GrPipeline::DynamicStateArrays * dynamicStateArrays,const GrMesh meshes[],int meshCount,const SkRect & bounds)35 bool GrGpuRTCommandBuffer::draw(const GrPrimitiveProcessor& primProc, const GrPipeline& pipeline,
36 const GrPipeline::FixedDynamicState* fixedDynamicState,
37 const GrPipeline::DynamicStateArrays* dynamicStateArrays,
38 const GrMesh meshes[], int meshCount, const SkRect& bounds) {
39 #ifdef SK_DEBUG
40 SkASSERT(!primProc.hasInstanceAttributes() || this->gpu()->caps()->instanceAttribSupport());
41 for (int i = 0; i < meshCount; ++i) {
42 SkASSERT(!GrPrimTypeRequiresGeometryShaderSupport(meshes[i].primitiveType()) ||
43 this->gpu()->caps()->shaderCaps()->geometryShaderSupport());
44 SkASSERT(primProc.hasVertexAttributes() == meshes[i].hasVertexData());
45 SkASSERT(primProc.hasInstanceAttributes() == meshes[i].hasInstanceData());
46 }
47 #endif
48 SkASSERT(!pipeline.isScissorEnabled() || fixedDynamicState ||
49 (dynamicStateArrays && dynamicStateArrays->fScissorRects));
50
51 auto resourceProvider = this->gpu()->getContext()->priv().resourceProvider();
52
53 if (pipeline.isBad()) {
54 return false;
55 }
56 if (fixedDynamicState && fixedDynamicState->fPrimitiveProcessorTextures) {
57 for (int i = 0; i < primProc.numTextureSamplers(); ++i) {
58 if (!fixedDynamicState->fPrimitiveProcessorTextures[i]->instantiate(resourceProvider)) {
59 return false;
60 }
61 }
62 }
63 if (dynamicStateArrays && dynamicStateArrays->fPrimitiveProcessorTextures) {
64 int n = primProc.numTextureSamplers() * meshCount;
65 const auto* textures = dynamicStateArrays->fPrimitiveProcessorTextures;
66 for (int i = 0; i < n; ++i) {
67 if (!textures[i]->instantiate(resourceProvider)) {
68 return false;
69 }
70 }
71 #ifdef SK_DEBUG
72 SkASSERT(meshCount >= 1);
73 const GrTextureProxy* const* primProcProxies =
74 dynamicStateArrays->fPrimitiveProcessorTextures;
75 for (int i = 0; i < primProc.numTextureSamplers(); ++i) {
76 const GrBackendFormat& format = primProcProxies[i]->backendFormat();
77 GrTextureType type = primProcProxies[i]->textureType();
78 GrPixelConfig config = primProcProxies[i]->config();
79 for (int j = 1; j < meshCount; ++j) {
80 const GrTextureProxy* testProxy =
81 primProcProxies[j*primProc.numTextureSamplers() + i];
82 SkASSERT(testProxy->backendFormat() == format);
83 SkASSERT(testProxy->textureType() == type);
84 SkASSERT(testProxy->config() == config);
85 }
86 }
87 #endif
88
89 }
90
91 if (primProc.numVertexAttributes() > this->gpu()->caps()->maxVertexAttributes()) {
92 this->gpu()->stats()->incNumFailedDraws();
93 return false;
94 }
95 this->onDraw(primProc, pipeline, fixedDynamicState, dynamicStateArrays, meshes, meshCount,
96 bounds);
97 return true;
98 }
99