xref: /aosp_15_r20/external/skia/src/gpu/ganesh/gl/GrGLOpsRenderPass.h (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker  * Copyright 2016 Google Inc.
3*c8dee2aaSAndroid Build Coastguard Worker  *
4*c8dee2aaSAndroid Build Coastguard Worker  * Use of this source code is governed by a BSD-style license that can be
5*c8dee2aaSAndroid Build Coastguard Worker  * found in the LICENSE file.
6*c8dee2aaSAndroid Build Coastguard Worker  */
7*c8dee2aaSAndroid Build Coastguard Worker #ifndef GrGLOpsRenderPass_DEFINED
8*c8dee2aaSAndroid Build Coastguard Worker #define GrGLOpsRenderPass_DEFINED
9*c8dee2aaSAndroid Build Coastguard Worker 
10*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkRect.h"
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkRefCnt.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkDebug.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrDeferredUpload.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrGeometryProcessor.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrNativeRect.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrOpFlushState.h"
17*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrOpsRenderPass.h"
18*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/gl/GrGLGpu.h"
19*c8dee2aaSAndroid Build Coastguard Worker 
20*c8dee2aaSAndroid Build Coastguard Worker #include <array>
21*c8dee2aaSAndroid Build Coastguard Worker #include <cstddef>
22*c8dee2aaSAndroid Build Coastguard Worker #include <cstdint>
23*c8dee2aaSAndroid Build Coastguard Worker 
24*c8dee2aaSAndroid Build Coastguard Worker class GrBuffer;
25*c8dee2aaSAndroid Build Coastguard Worker class GrGLAttribArrayState;
26*c8dee2aaSAndroid Build Coastguard Worker class GrGpu;
27*c8dee2aaSAndroid Build Coastguard Worker class GrPipeline;
28*c8dee2aaSAndroid Build Coastguard Worker class GrProgramInfo;
29*c8dee2aaSAndroid Build Coastguard Worker class GrRenderTarget;
30*c8dee2aaSAndroid Build Coastguard Worker class GrScissorState;
31*c8dee2aaSAndroid Build Coastguard Worker class GrSurfaceProxy;
32*c8dee2aaSAndroid Build Coastguard Worker enum GrSurfaceOrigin : int;
33*c8dee2aaSAndroid Build Coastguard Worker enum class GrPrimitiveRestart : bool;
34*c8dee2aaSAndroid Build Coastguard Worker enum class GrPrimitiveType : uint8_t;
35*c8dee2aaSAndroid Build Coastguard Worker 
36*c8dee2aaSAndroid Build Coastguard Worker class GrGLOpsRenderPass : public GrOpsRenderPass {
37*c8dee2aaSAndroid Build Coastguard Worker /**
38*c8dee2aaSAndroid Build Coastguard Worker  * We do not actually buffer up draws or do any work in the this class for GL. Instead commands
39*c8dee2aaSAndroid Build Coastguard Worker  * are immediately sent to the gpu to execute. Thus all the commands in this class are simply
40*c8dee2aaSAndroid Build Coastguard Worker  * pass through functions to corresponding calls in the GrGLGpu class.
41*c8dee2aaSAndroid Build Coastguard Worker  */
42*c8dee2aaSAndroid Build Coastguard Worker public:
GrGLOpsRenderPass(GrGLGpu * gpu)43*c8dee2aaSAndroid Build Coastguard Worker     GrGLOpsRenderPass(GrGLGpu* gpu) : fGpu(gpu) {}
44*c8dee2aaSAndroid Build Coastguard Worker 
inlineUpload(GrOpFlushState * state,GrDeferredTextureUploadFn & upload)45*c8dee2aaSAndroid Build Coastguard Worker     void inlineUpload(GrOpFlushState* state, GrDeferredTextureUploadFn& upload) override {
46*c8dee2aaSAndroid Build Coastguard Worker         state->doUpload(upload);
47*c8dee2aaSAndroid Build Coastguard Worker     }
48*c8dee2aaSAndroid Build Coastguard Worker 
49*c8dee2aaSAndroid Build Coastguard Worker     void set(GrRenderTarget*, bool useMSAASurface, const SkIRect& contentBounds, GrSurfaceOrigin,
50*c8dee2aaSAndroid Build Coastguard Worker              const LoadAndStoreInfo&, const StencilLoadAndStoreInfo&);
51*c8dee2aaSAndroid Build Coastguard Worker 
reset()52*c8dee2aaSAndroid Build Coastguard Worker     void reset() {
53*c8dee2aaSAndroid Build Coastguard Worker         fRenderTarget = nullptr;
54*c8dee2aaSAndroid Build Coastguard Worker     }
55*c8dee2aaSAndroid Build Coastguard Worker 
56*c8dee2aaSAndroid Build Coastguard Worker private:
gpu()57*c8dee2aaSAndroid Build Coastguard Worker     GrGpu* gpu() override { return fGpu; }
58*c8dee2aaSAndroid Build Coastguard Worker 
59*c8dee2aaSAndroid Build Coastguard Worker     void bindInstanceBuffer(const GrBuffer*, int baseInstance);
60*c8dee2aaSAndroid Build Coastguard Worker     void bindVertexBuffer(const GrBuffer*, int baseVertex);
61*c8dee2aaSAndroid Build Coastguard Worker 
offsetForBaseIndex(int baseIndex)62*c8dee2aaSAndroid Build Coastguard Worker     const void* offsetForBaseIndex(int baseIndex) const {
63*c8dee2aaSAndroid Build Coastguard Worker         if (!fIndexPointer) {
64*c8dee2aaSAndroid Build Coastguard Worker             // nullptr != 0. Adding an offset to a nullptr is undefined.
65*c8dee2aaSAndroid Build Coastguard Worker             return (void*)(baseIndex * sizeof(uint16_t));
66*c8dee2aaSAndroid Build Coastguard Worker         }
67*c8dee2aaSAndroid Build Coastguard Worker         return fIndexPointer + baseIndex;
68*c8dee2aaSAndroid Build Coastguard Worker     }
69*c8dee2aaSAndroid Build Coastguard Worker 
70*c8dee2aaSAndroid Build Coastguard Worker     // Ideally we load and store DMSAA only within the content bounds of our render pass, but if
71*c8dee2aaSAndroid Build Coastguard Worker     // the caps don't allow for partial framebuffer blits, we resolve the full target.
72*c8dee2aaSAndroid Build Coastguard Worker     // We resolve the same bounds during load and store both because if we have to do a full size
73*c8dee2aaSAndroid Build Coastguard Worker     // resolve at the end, the full DMSAA attachment needs to have valid content.
74*c8dee2aaSAndroid Build Coastguard Worker     GrNativeRect dmsaaLoadStoreBounds() const;
75*c8dee2aaSAndroid Build Coastguard Worker 
76*c8dee2aaSAndroid Build Coastguard Worker     void onBegin() override;
77*c8dee2aaSAndroid Build Coastguard Worker     void onEnd() override;
78*c8dee2aaSAndroid Build Coastguard Worker     bool onBindPipeline(const GrProgramInfo& programInfo, const SkRect& drawBounds) override;
79*c8dee2aaSAndroid Build Coastguard Worker     void onSetScissorRect(const SkIRect& scissor) override;
80*c8dee2aaSAndroid Build Coastguard Worker     bool onBindTextures(const GrGeometryProcessor&,
81*c8dee2aaSAndroid Build Coastguard Worker                         const GrSurfaceProxy* const geomProcTextures[],
82*c8dee2aaSAndroid Build Coastguard Worker                         const GrPipeline&) override;
83*c8dee2aaSAndroid Build Coastguard Worker     void onBindBuffers(sk_sp<const GrBuffer> indexBuffer, sk_sp<const GrBuffer> instanceBuffer,
84*c8dee2aaSAndroid Build Coastguard Worker                        sk_sp<const GrBuffer> vertexBuffer, GrPrimitiveRestart) override;
85*c8dee2aaSAndroid Build Coastguard Worker     void onDraw(int vertexCount, int baseVertex) override;
86*c8dee2aaSAndroid Build Coastguard Worker     void onDrawIndexed(int indexCount, int baseIndex, uint16_t minIndexValue,
87*c8dee2aaSAndroid Build Coastguard Worker                        uint16_t maxIndexValue, int baseVertex) override;
88*c8dee2aaSAndroid Build Coastguard Worker     void onDrawInstanced(int instanceCount, int baseInstance, int vertexCount,
89*c8dee2aaSAndroid Build Coastguard Worker                          int baseVertex) override;
90*c8dee2aaSAndroid Build Coastguard Worker     void onDrawIndexedInstanced(int indexCount, int baseIndex, int instanceCount, int baseInstance,
91*c8dee2aaSAndroid Build Coastguard Worker                                 int baseVertex) override;
92*c8dee2aaSAndroid Build Coastguard Worker     void onDrawIndirect(const GrBuffer* drawIndirectBuffer, size_t offset, int drawCount) override;
93*c8dee2aaSAndroid Build Coastguard Worker     void multiDrawArraysANGLEOrWebGL(const GrBuffer* drawIndirectBuffer, size_t offset,
94*c8dee2aaSAndroid Build Coastguard Worker                                      int drawCount);
95*c8dee2aaSAndroid Build Coastguard Worker     void onDrawIndexedIndirect(const GrBuffer* drawIndirectBuffer, size_t offset,
96*c8dee2aaSAndroid Build Coastguard Worker                                int drawCount) override;
97*c8dee2aaSAndroid Build Coastguard Worker     void multiDrawElementsANGLEOrWebGL(const GrBuffer* drawIndirectBuffer, size_t offset,
98*c8dee2aaSAndroid Build Coastguard Worker                                        int drawCount);
99*c8dee2aaSAndroid Build Coastguard Worker     void onClear(const GrScissorState& scissor, std::array<float, 4> color) override;
100*c8dee2aaSAndroid Build Coastguard Worker     void onClearStencilClip(const GrScissorState& scissor, bool insideStencilMask) override;
101*c8dee2aaSAndroid Build Coastguard Worker 
102*c8dee2aaSAndroid Build Coastguard Worker     GrGLGpu* const fGpu;
103*c8dee2aaSAndroid Build Coastguard Worker 
104*c8dee2aaSAndroid Build Coastguard Worker     bool fUseMultisampleFBO;
105*c8dee2aaSAndroid Build Coastguard Worker     SkIRect fContentBounds;
106*c8dee2aaSAndroid Build Coastguard Worker     LoadAndStoreInfo fColorLoadAndStoreInfo;
107*c8dee2aaSAndroid Build Coastguard Worker     StencilLoadAndStoreInfo fStencilLoadAndStoreInfo;
108*c8dee2aaSAndroid Build Coastguard Worker 
109*c8dee2aaSAndroid Build Coastguard Worker     // Per-pipeline state.
110*c8dee2aaSAndroid Build Coastguard Worker     GrPrimitiveType fPrimitiveType;
111*c8dee2aaSAndroid Build Coastguard Worker     GrGLAttribArrayState* fAttribArrayState = nullptr;
112*c8dee2aaSAndroid Build Coastguard Worker 
113*c8dee2aaSAndroid Build Coastguard Worker     // If using an index buffer, this gets set during onBindBuffers. It is either the CPU address of
114*c8dee2aaSAndroid Build Coastguard Worker     // the indices, or nullptr if they reside physically in GPU memory.
115*c8dee2aaSAndroid Build Coastguard Worker     const uint16_t* fIndexPointer;
116*c8dee2aaSAndroid Build Coastguard Worker 
117*c8dee2aaSAndroid Build Coastguard Worker     // This tracks whether or not we bound the respective buffers during the bindBuffers call.
118*c8dee2aaSAndroid Build Coastguard Worker     SkDEBUGCODE(bool fDidBindVertexBuffer = false;)
119*c8dee2aaSAndroid Build Coastguard Worker     SkDEBUGCODE(bool fDidBindInstanceBuffer = false;)
120*c8dee2aaSAndroid Build Coastguard Worker 
121*c8dee2aaSAndroid Build Coastguard Worker     using INHERITED = GrOpsRenderPass;
122*c8dee2aaSAndroid Build Coastguard Worker };
123*c8dee2aaSAndroid Build Coastguard Worker 
124*c8dee2aaSAndroid Build Coastguard Worker #endif
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