xref: /aosp_15_r20/external/skia/src/gpu/graphite/DrawPass.h (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker  * Copyright 2021 Google LLC
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 
8*c8dee2aaSAndroid Build Coastguard Worker #ifndef skgpu_graphite_DrawPass_DEFINED
9*c8dee2aaSAndroid Build Coastguard Worker #define skgpu_graphite_DrawPass_DEFINED
10*c8dee2aaSAndroid Build Coastguard Worker 
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkColor.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkRect.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkRefCnt.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkTArray.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "src/base/SkEnumBitMask.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/DrawCommands.h"
17*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/DrawTypes.h"
18*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/GraphicsPipelineDesc.h"
19*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/ResourceTypes.h"
20*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/TextureProxy.h"
21*c8dee2aaSAndroid Build Coastguard Worker 
22*c8dee2aaSAndroid Build Coastguard Worker #include <memory>
23*c8dee2aaSAndroid Build Coastguard Worker 
24*c8dee2aaSAndroid Build Coastguard Worker struct SkImageInfo;
25*c8dee2aaSAndroid Build Coastguard Worker 
26*c8dee2aaSAndroid Build Coastguard Worker namespace skgpu::graphite {
27*c8dee2aaSAndroid Build Coastguard Worker 
28*c8dee2aaSAndroid Build Coastguard Worker class BoundsManager;
29*c8dee2aaSAndroid Build Coastguard Worker class CommandBuffer;
30*c8dee2aaSAndroid Build Coastguard Worker class DrawList;
31*c8dee2aaSAndroid Build Coastguard Worker class GraphicsPipeline;
32*c8dee2aaSAndroid Build Coastguard Worker class Recorder;
33*c8dee2aaSAndroid Build Coastguard Worker struct RenderPassDesc;
34*c8dee2aaSAndroid Build Coastguard Worker class ResourceProvider;
35*c8dee2aaSAndroid Build Coastguard Worker class RuntimeEffectDictionary;
36*c8dee2aaSAndroid Build Coastguard Worker class Sampler;
37*c8dee2aaSAndroid Build Coastguard Worker class TextureDataBlock;
38*c8dee2aaSAndroid Build Coastguard Worker class Texture;
39*c8dee2aaSAndroid Build Coastguard Worker enum class UniformSlot;
40*c8dee2aaSAndroid Build Coastguard Worker 
41*c8dee2aaSAndroid Build Coastguard Worker /**
42*c8dee2aaSAndroid Build Coastguard Worker  * DrawPass is analogous to a subpass, storing the drawing operations in the order they are stored
43*c8dee2aaSAndroid Build Coastguard Worker  * in the eventual command buffer, as well as the surface proxy the operations are intended for.
44*c8dee2aaSAndroid Build Coastguard Worker  * DrawPasses are grouped into a RenderPassTask for execution within a single render pass if the
45*c8dee2aaSAndroid Build Coastguard Worker  * subpasses are compatible with each other.
46*c8dee2aaSAndroid Build Coastguard Worker  *
47*c8dee2aaSAndroid Build Coastguard Worker  * Unlike DrawList, DrawPasses are immutable and represent as closely as possible what will be
48*c8dee2aaSAndroid Build Coastguard Worker  * stored in the command buffer while being flexible as to how the pass is incorporated. Depending
49*c8dee2aaSAndroid Build Coastguard Worker  * on the backend, it may even be able to write accumulated vertex and uniform data directly to
50*c8dee2aaSAndroid Build Coastguard Worker  * mapped GPU memory, although that is the extent of the CPU->GPU work they perform before they are
51*c8dee2aaSAndroid Build Coastguard Worker  * executed by a RenderPassTask.
52*c8dee2aaSAndroid Build Coastguard Worker  */
53*c8dee2aaSAndroid Build Coastguard Worker class DrawPass {
54*c8dee2aaSAndroid Build Coastguard Worker public:
55*c8dee2aaSAndroid Build Coastguard Worker     ~DrawPass();
56*c8dee2aaSAndroid Build Coastguard Worker 
57*c8dee2aaSAndroid Build Coastguard Worker     // Create a DrawPass that renders the DrawList into `target` with the given load/store ops and
58*c8dee2aaSAndroid Build Coastguard Worker     // clear color.
59*c8dee2aaSAndroid Build Coastguard Worker     static std::unique_ptr<DrawPass> Make(Recorder*,
60*c8dee2aaSAndroid Build Coastguard Worker                                           std::unique_ptr<DrawList>,
61*c8dee2aaSAndroid Build Coastguard Worker                                           sk_sp<TextureProxy> target,
62*c8dee2aaSAndroid Build Coastguard Worker                                           const SkImageInfo& targetInfo,
63*c8dee2aaSAndroid Build Coastguard Worker                                           std::pair<LoadOp, StoreOp>,
64*c8dee2aaSAndroid Build Coastguard Worker                                           std::array<float, 4> clearColor);
65*c8dee2aaSAndroid Build Coastguard Worker 
66*c8dee2aaSAndroid Build Coastguard Worker     // Defined relative to the top-left corner of the surface the DrawPass renders to, and is
67*c8dee2aaSAndroid Build Coastguard Worker     // contained within its dimensions.
bounds()68*c8dee2aaSAndroid Build Coastguard Worker     const SkIRect&      bounds() const { return fBounds;       }
target()69*c8dee2aaSAndroid Build Coastguard Worker     TextureProxy* target() const { return fTarget.get(); }
ops()70*c8dee2aaSAndroid Build Coastguard Worker     std::pair<LoadOp, StoreOp> ops() const { return fOps; }
clearColor()71*c8dee2aaSAndroid Build Coastguard Worker     std::array<float, 4> clearColor() const { return fClearColor; }
72*c8dee2aaSAndroid Build Coastguard Worker 
requiresDstTexture()73*c8dee2aaSAndroid Build Coastguard Worker     bool requiresDstTexture() const { return false;            }
requiresMSAA()74*c8dee2aaSAndroid Build Coastguard Worker     bool requiresMSAA()       const { return fRequiresMSAA;    }
75*c8dee2aaSAndroid Build Coastguard Worker 
depthStencilFlags()76*c8dee2aaSAndroid Build Coastguard Worker     SkEnumBitMask<DepthStencilFlags> depthStencilFlags() const { return fDepthStencilFlags; }
77*c8dee2aaSAndroid Build Coastguard Worker 
vertexBufferSize()78*c8dee2aaSAndroid Build Coastguard Worker     size_t vertexBufferSize()  const { return 0; }
uniformBufferSize()79*c8dee2aaSAndroid Build Coastguard Worker     size_t uniformBufferSize() const { return 0; }
80*c8dee2aaSAndroid Build Coastguard Worker 
81*c8dee2aaSAndroid Build Coastguard Worker     // Instantiate and prepare any resources used by the DrawPass that require the Recorder's
82*c8dee2aaSAndroid Build Coastguard Worker     // ResourceProvider. This includes things likes GraphicsPipelines, sampled Textures, Samplers,
83*c8dee2aaSAndroid Build Coastguard Worker     // etc.
84*c8dee2aaSAndroid Build Coastguard Worker     bool prepareResources(ResourceProvider*,
85*c8dee2aaSAndroid Build Coastguard Worker                           const RuntimeEffectDictionary*,
86*c8dee2aaSAndroid Build Coastguard Worker                           const RenderPassDesc&);
87*c8dee2aaSAndroid Build Coastguard Worker 
commands()88*c8dee2aaSAndroid Build Coastguard Worker     DrawPassCommands::List::Iter commands() const {
89*c8dee2aaSAndroid Build Coastguard Worker         return fCommandList.commands();
90*c8dee2aaSAndroid Build Coastguard Worker     }
91*c8dee2aaSAndroid Build Coastguard Worker 
getPipeline(size_t index)92*c8dee2aaSAndroid Build Coastguard Worker     const GraphicsPipeline* getPipeline(size_t index) const {
93*c8dee2aaSAndroid Build Coastguard Worker         return fFullPipelines[index].get();
94*c8dee2aaSAndroid Build Coastguard Worker     }
95*c8dee2aaSAndroid Build Coastguard Worker     const Texture* getTexture(size_t index) const;
96*c8dee2aaSAndroid Build Coastguard Worker     const Sampler* getSampler(size_t index) const;
97*c8dee2aaSAndroid Build Coastguard Worker 
sampledTextures()98*c8dee2aaSAndroid Build Coastguard Worker     skia_private::TArray<sk_sp<TextureProxy>> sampledTextures() const { return fSampledTextures; }
99*c8dee2aaSAndroid Build Coastguard Worker 
100*c8dee2aaSAndroid Build Coastguard Worker     void addResourceRefs(CommandBuffer*) const;
101*c8dee2aaSAndroid Build Coastguard Worker 
102*c8dee2aaSAndroid Build Coastguard Worker private:
103*c8dee2aaSAndroid Build Coastguard Worker     class SortKey;
104*c8dee2aaSAndroid Build Coastguard Worker 
105*c8dee2aaSAndroid Build Coastguard Worker     DrawPass(sk_sp<TextureProxy> target,
106*c8dee2aaSAndroid Build Coastguard Worker              std::pair<LoadOp, StoreOp> ops,
107*c8dee2aaSAndroid Build Coastguard Worker              std::array<float, 4> clearColor);
108*c8dee2aaSAndroid Build Coastguard Worker 
109*c8dee2aaSAndroid Build Coastguard Worker     DrawPassCommands::List fCommandList;
110*c8dee2aaSAndroid Build Coastguard Worker 
111*c8dee2aaSAndroid Build Coastguard Worker     sk_sp<TextureProxy> fTarget;
112*c8dee2aaSAndroid Build Coastguard Worker     SkIRect fBounds;
113*c8dee2aaSAndroid Build Coastguard Worker 
114*c8dee2aaSAndroid Build Coastguard Worker     std::pair<LoadOp, StoreOp> fOps;
115*c8dee2aaSAndroid Build Coastguard Worker     std::array<float, 4> fClearColor;
116*c8dee2aaSAndroid Build Coastguard Worker 
117*c8dee2aaSAndroid Build Coastguard Worker     SkEnumBitMask<DepthStencilFlags> fDepthStencilFlags = DepthStencilFlags::kNone;
118*c8dee2aaSAndroid Build Coastguard Worker     bool fRequiresMSAA = false;
119*c8dee2aaSAndroid Build Coastguard Worker 
120*c8dee2aaSAndroid Build Coastguard Worker     // The pipelines are referenced by index in BindGraphicsPipeline, but that will index into a
121*c8dee2aaSAndroid Build Coastguard Worker     // an array of actual GraphicsPipelines.
122*c8dee2aaSAndroid Build Coastguard Worker     skia_private::TArray<GraphicsPipelineDesc> fPipelineDescs;
123*c8dee2aaSAndroid Build Coastguard Worker     skia_private::TArray<SamplerDesc> fSamplerDescs;
124*c8dee2aaSAndroid Build Coastguard Worker 
125*c8dee2aaSAndroid Build Coastguard Worker     // These resources all get instantiated during prepareResources.
126*c8dee2aaSAndroid Build Coastguard Worker     skia_private::TArray<sk_sp<GraphicsPipeline>> fFullPipelines;
127*c8dee2aaSAndroid Build Coastguard Worker     skia_private::TArray<sk_sp<TextureProxy>> fSampledTextures;
128*c8dee2aaSAndroid Build Coastguard Worker     skia_private::TArray<sk_sp<Sampler>> fSamplers;
129*c8dee2aaSAndroid Build Coastguard Worker };
130*c8dee2aaSAndroid Build Coastguard Worker 
131*c8dee2aaSAndroid Build Coastguard Worker } // namespace skgpu::graphite
132*c8dee2aaSAndroid Build Coastguard Worker 
133*c8dee2aaSAndroid Build Coastguard Worker #endif // skgpu_graphite_DrawPass_DEFINED
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