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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 #ifndef skgpu_graphite_DrawPass_DEFINED
9 #define skgpu_graphite_DrawPass_DEFINED
10 
11 #include "include/core/SkColor.h"
12 #include "include/core/SkRect.h"
13 #include "include/core/SkRefCnt.h"
14 #include "include/private/base/SkTArray.h"
15 #include "src/base/SkEnumBitMask.h"
16 #include "src/gpu/graphite/DrawCommands.h"
17 #include "src/gpu/graphite/DrawTypes.h"
18 #include "src/gpu/graphite/GraphicsPipelineDesc.h"
19 #include "src/gpu/graphite/ResourceTypes.h"
20 #include "src/gpu/graphite/TextureProxy.h"
21 
22 #include <memory>
23 
24 struct SkImageInfo;
25 
26 namespace skgpu::graphite {
27 
28 class BoundsManager;
29 class CommandBuffer;
30 class DrawList;
31 class GraphicsPipeline;
32 class Recorder;
33 struct RenderPassDesc;
34 class ResourceProvider;
35 class RuntimeEffectDictionary;
36 class Sampler;
37 class TextureDataBlock;
38 class Texture;
39 enum class UniformSlot;
40 
41 /**
42  * DrawPass is analogous to a subpass, storing the drawing operations in the order they are stored
43  * in the eventual command buffer, as well as the surface proxy the operations are intended for.
44  * DrawPasses are grouped into a RenderPassTask for execution within a single render pass if the
45  * subpasses are compatible with each other.
46  *
47  * Unlike DrawList, DrawPasses are immutable and represent as closely as possible what will be
48  * stored in the command buffer while being flexible as to how the pass is incorporated. Depending
49  * on the backend, it may even be able to write accumulated vertex and uniform data directly to
50  * mapped GPU memory, although that is the extent of the CPU->GPU work they perform before they are
51  * executed by a RenderPassTask.
52  */
53 class DrawPass {
54 public:
55     ~DrawPass();
56 
57     // Create a DrawPass that renders the DrawList into `target` with the given load/store ops and
58     // clear color. If the DrawList has draws that required a dst readback texture copy to sample
59     // from in the shader, it must be provided in `dstCopy` and a copy task must be executed before
60     // the DrawPass is executed.
61     static std::unique_ptr<DrawPass> Make(Recorder*,
62                                           std::unique_ptr<DrawList>,
63                                           sk_sp<TextureProxy> target,
64                                           const SkImageInfo& targetInfo,
65                                           std::pair<LoadOp, StoreOp>,
66                                           std::array<float, 4> clearColor,
67                                           sk_sp<TextureProxy> dstCopy,
68                                           SkIPoint dstCopyOffset);
69 
70     // Defined relative to the top-left corner of the surface the DrawPass renders to, and is
71     // contained within its dimensions.
bounds()72     const SkIRect&      bounds() const { return fBounds;       }
target()73     TextureProxy* target() const { return fTarget.get(); }
ops()74     std::pair<LoadOp, StoreOp> ops() const { return fOps; }
clearColor()75     std::array<float, 4> clearColor() const { return fClearColor; }
76 
requiresDstTexture()77     bool requiresDstTexture() const { return false;            }
requiresMSAA()78     bool requiresMSAA()       const { return fRequiresMSAA;    }
79 
depthStencilFlags()80     SkEnumBitMask<DepthStencilFlags> depthStencilFlags() const { return fDepthStencilFlags; }
81 
vertexBufferSize()82     size_t vertexBufferSize()  const { return 0; }
uniformBufferSize()83     size_t uniformBufferSize() const { return 0; }
84 
85     // Instantiate and prepare any resources used by the DrawPass that require the Recorder's
86     // ResourceProvider. This includes things likes GraphicsPipelines, sampled Textures, Samplers,
87     // etc.
88     bool prepareResources(ResourceProvider*,
89                           const RuntimeEffectDictionary*,
90                           const RenderPassDesc&);
91 
commands()92     DrawPassCommands::List::Iter commands() const {
93         return fCommandList.commands();
94     }
95 
getPipeline(size_t index)96     const GraphicsPipeline* getPipeline(size_t index) const {
97         return fFullPipelines[index].get();
98     }
99     const Texture* getTexture(size_t index) const;
100     const Sampler* getSampler(size_t index) const;
101 
sampledTextures()102     skia_private::TArray<sk_sp<TextureProxy>> sampledTextures() const { return fSampledTextures; }
103 
104     void addResourceRefs(CommandBuffer*) const;
105 
106 private:
107     class SortKey;
108 
109     DrawPass(sk_sp<TextureProxy> target,
110              std::pair<LoadOp, StoreOp> ops,
111              std::array<float, 4> clearColor);
112 
113     DrawPassCommands::List fCommandList;
114 
115     sk_sp<TextureProxy> fTarget;
116     SkIRect fBounds;
117 
118     std::pair<LoadOp, StoreOp> fOps;
119     std::array<float, 4> fClearColor;
120 
121     SkEnumBitMask<DepthStencilFlags> fDepthStencilFlags = DepthStencilFlags::kNone;
122     bool fRequiresMSAA = false;
123 
124     // The pipelines are referenced by index in BindGraphicsPipeline, but that will index into a
125     // an array of actual GraphicsPipelines.
126     skia_private::TArray<GraphicsPipelineDesc> fPipelineDescs;
127     skia_private::TArray<SamplerDesc> fSamplerDescs;
128 
129     // These resources all get instantiated during prepareResources.
130     skia_private::TArray<sk_sp<GraphicsPipeline>> fFullPipelines;
131     skia_private::TArray<sk_sp<TextureProxy>> fSampledTextures;
132     skia_private::TArray<sk_sp<Sampler>> fSamplers;
133 };
134 
135 } // namespace skgpu::graphite
136 
137 #endif // skgpu_graphite_DrawPass_DEFINED
138