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 125