1 /*
2 * Copyright 2021 Google LLC
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 "src/gpu/graphite/RenderPassTask.h"
9
10 #include "src/gpu/graphite/CommandBuffer.h"
11 #include "src/gpu/graphite/ContextPriv.h"
12 #include "src/gpu/graphite/DrawPass.h"
13 #include "src/gpu/graphite/Log.h"
14 #include "src/gpu/graphite/ResourceProvider.h"
15 #include "src/gpu/graphite/Texture.h"
16 #include "src/gpu/graphite/TextureProxy.h"
17
18 namespace skgpu::graphite {
19
Make(std::vector<std::unique_ptr<DrawPass>> passes,const RenderPassDesc & desc,sk_sp<TextureProxy> target)20 sk_sp<RenderPassTask> RenderPassTask::Make(std::vector<std::unique_ptr<DrawPass>> passes,
21 const RenderPassDesc& desc,
22 sk_sp<TextureProxy> target) {
23 // For now we have one DrawPass per RenderPassTask
24 SkASSERT(passes.size() == 1);
25 if (!target) {
26 return nullptr;
27 }
28
29 return sk_sp<RenderPassTask>(new RenderPassTask(std::move(passes), desc, target));
30 }
31
RenderPassTask(std::vector<std::unique_ptr<DrawPass>> passes,const RenderPassDesc & desc,sk_sp<TextureProxy> target)32 RenderPassTask::RenderPassTask(std::vector<std::unique_ptr<DrawPass>> passes,
33 const RenderPassDesc& desc,
34 sk_sp<TextureProxy> target)
35 : fDrawPasses(std::move(passes))
36 , fRenderPassDesc(desc)
37 , fTarget(std::move(target)) {}
38
39 RenderPassTask::~RenderPassTask() = default;
40
prepareResources(ResourceProvider * resourceProvider,const RuntimeEffectDictionary * runtimeDict)41 bool RenderPassTask::prepareResources(ResourceProvider* resourceProvider,
42 const RuntimeEffectDictionary* runtimeDict) {
43 SkASSERT(fTarget);
44 if (!TextureProxy::InstantiateIfNotLazy(resourceProvider, fTarget.get())) {
45 SKGPU_LOG_W("Failed to instantiate RenderPassTask target. Will not create renderpass!");
46 SKGPU_LOG_W("Dimensions are (%d, %d).",
47 fTarget->dimensions().width(), fTarget->dimensions().height());
48 return false;
49 }
50
51 // Assuming one draw pass per renderpasstask for now
52 SkASSERT(fDrawPasses.size() == 1);
53 for (const auto& drawPass: fDrawPasses) {
54 if (!drawPass->prepareResources(resourceProvider, runtimeDict, fRenderPassDesc)) {
55 return false;
56 }
57 }
58 return true;
59 }
60
addCommands(Context * context,CommandBuffer * commandBuffer,ReplayTargetData replayData)61 bool RenderPassTask::addCommands(Context* context,
62 CommandBuffer* commandBuffer,
63 ReplayTargetData replayData) {
64 // TBD: Expose the surfaces that will need to be attached within the renderpass?
65
66 // TODO: for task execution, start the render pass, then iterate passes and
67 // possibly(?) start each subpass, and call DrawPass::addCommands() on the command buffer
68 // provided to the task. Then close the render pass and we should have pixels..
69
70 // Instantiate the target
71 SkASSERT(fTarget && fTarget->isInstantiated());
72
73 if (fTarget->texture() == replayData.fTarget) {
74 commandBuffer->setReplayTranslation(replayData.fTranslation);
75 } else {
76 commandBuffer->clearReplayTranslation();
77 }
78
79 // We don't instantiate the MSAA or DS attachments in prepareResources because we want to use
80 // the discardable attachments from the Context.
81 ResourceProvider* resourceProvider = context->priv().resourceProvider();
82 sk_sp<Texture> colorAttachment;
83 sk_sp<Texture> resolveAttachment;
84 if (fRenderPassDesc.fColorResolveAttachment.fTextureInfo.isValid()) {
85 SkASSERT(fTarget->numSamples() == 1 &&
86 fRenderPassDesc.fColorAttachment.fTextureInfo.numSamples() > 1);
87 colorAttachment = resourceProvider->findOrCreateDiscardableMSAAAttachment(
88 fTarget->dimensions(), fRenderPassDesc.fColorAttachment.fTextureInfo);
89 if (!colorAttachment) {
90 SKGPU_LOG_W("Could not get Color attachment for RenderPassTask");
91 return false;
92 }
93 resolveAttachment = fTarget->refTexture();
94 } else {
95 colorAttachment = fTarget->refTexture();
96 }
97
98 sk_sp<Texture> depthStencilAttachment;
99 if (fRenderPassDesc.fDepthStencilAttachment.fTextureInfo.isValid()) {
100 // TODO: ensure this is a scratch/recycled texture
101 depthStencilAttachment = resourceProvider->findOrCreateDepthStencilAttachment(
102 fTarget->dimensions(), fRenderPassDesc.fDepthStencilAttachment.fTextureInfo);
103 if (!depthStencilAttachment) {
104 SKGPU_LOG_W("Could not get DepthStencil attachment for RenderPassTask");
105 return false;
106 }
107 }
108
109 // TODO: We need to handle the case where we need to load the single sampled target's data into
110 // the discardable MSAA Surface. On different backends this will be done in various ways. On
111 // Metal we can simply insert a draw at the start of the render pass sampling the single target
112 // texture as normal. In Vulkan, we need to create a whole new subpass at the start, use the
113 // single sample resolve as an input attachment in that subpass, and then do a draw. The big
114 // thing with Vulkan is that this input attachment and subpass means we also need to update
115 // the fRenderPassDesc here.
116 return commandBuffer->addRenderPass(fRenderPassDesc,
117 std::move(colorAttachment),
118 std::move(resolveAttachment),
119 std::move(depthStencilAttachment),
120 SkRect::Make(fTarget->dimensions()),
121 fDrawPasses);
122 }
123
124 } // namespace skgpu::graphite
125