xref: /aosp_15_r20/external/skia/src/gpu/graphite/RenderPassDesc.h (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker  * Copyright 2024 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_RenderPassDesc_DEFINED
9*c8dee2aaSAndroid Build Coastguard Worker #define skgpu_graphite_RenderPassDesc_DEFINED
10*c8dee2aaSAndroid Build Coastguard Worker 
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkString.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/graphite/TextureInfo.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/ResourceTypes.h"
14*c8dee2aaSAndroid Build Coastguard Worker 
15*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/Swizzle.h"
16*c8dee2aaSAndroid Build Coastguard Worker 
17*c8dee2aaSAndroid Build Coastguard Worker #include <array>
18*c8dee2aaSAndroid Build Coastguard Worker 
19*c8dee2aaSAndroid Build Coastguard Worker namespace skgpu::graphite {
20*c8dee2aaSAndroid Build Coastguard Worker 
21*c8dee2aaSAndroid Build Coastguard Worker class Caps;
22*c8dee2aaSAndroid Build Coastguard Worker 
23*c8dee2aaSAndroid Build Coastguard Worker struct AttachmentDesc {
24*c8dee2aaSAndroid Build Coastguard Worker     TextureInfo fTextureInfo;
25*c8dee2aaSAndroid Build Coastguard Worker     LoadOp fLoadOp;
26*c8dee2aaSAndroid Build Coastguard Worker     StoreOp fStoreOp;
27*c8dee2aaSAndroid Build Coastguard Worker 
28*c8dee2aaSAndroid Build Coastguard Worker     SkString toString() const;
29*c8dee2aaSAndroid Build Coastguard Worker };
30*c8dee2aaSAndroid Build Coastguard Worker 
31*c8dee2aaSAndroid Build Coastguard Worker struct RenderPassDesc {
32*c8dee2aaSAndroid Build Coastguard Worker     static RenderPassDesc Make(const Caps* caps,
33*c8dee2aaSAndroid Build Coastguard Worker                                const TextureInfo& targetInfo,
34*c8dee2aaSAndroid Build Coastguard Worker                                LoadOp loadOp,
35*c8dee2aaSAndroid Build Coastguard Worker                                StoreOp storeOp,
36*c8dee2aaSAndroid Build Coastguard Worker                                SkEnumBitMask<DepthStencilFlags> depthStencilFlags,
37*c8dee2aaSAndroid Build Coastguard Worker                                const std::array<float, 4>& clearColor,
38*c8dee2aaSAndroid Build Coastguard Worker                                bool requiresMSAA,
39*c8dee2aaSAndroid Build Coastguard Worker                                Swizzle writeSwizzle);
40*c8dee2aaSAndroid Build Coastguard Worker 
41*c8dee2aaSAndroid Build Coastguard Worker     AttachmentDesc fColorAttachment;
42*c8dee2aaSAndroid Build Coastguard Worker     std::array<float, 4> fClearColor;
43*c8dee2aaSAndroid Build Coastguard Worker     AttachmentDesc fColorResolveAttachment;
44*c8dee2aaSAndroid Build Coastguard Worker 
45*c8dee2aaSAndroid Build Coastguard Worker     AttachmentDesc fDepthStencilAttachment;
46*c8dee2aaSAndroid Build Coastguard Worker     float fClearDepth;
47*c8dee2aaSAndroid Build Coastguard Worker     uint32_t fClearStencil;
48*c8dee2aaSAndroid Build Coastguard Worker 
49*c8dee2aaSAndroid Build Coastguard Worker     Swizzle fWriteSwizzle;
50*c8dee2aaSAndroid Build Coastguard Worker 
51*c8dee2aaSAndroid Build Coastguard Worker     // This samples count usually matches fColorAttachment & fDepthStencilAttachment's samples
52*c8dee2aaSAndroid Build Coastguard Worker     // count. The only exceptional case is when multisampled render to single sampled is used. In
53*c8dee2aaSAndroid Build Coastguard Worker     // that case, the fColorAttachment's samples count will be 1 and fSampleCount will be > 1.
54*c8dee2aaSAndroid Build Coastguard Worker     uint32_t fSampleCount;
55*c8dee2aaSAndroid Build Coastguard Worker 
56*c8dee2aaSAndroid Build Coastguard Worker     SkString toString() const;
57*c8dee2aaSAndroid Build Coastguard Worker     // Only includes fixed state relevant to pipeline creation
58*c8dee2aaSAndroid Build Coastguard Worker     SkString toPipelineLabel() const;
59*c8dee2aaSAndroid Build Coastguard Worker 
60*c8dee2aaSAndroid Build Coastguard Worker     // TODO:
61*c8dee2aaSAndroid Build Coastguard Worker     // * bounds (TBD whether exact bounds vs. granular)
62*c8dee2aaSAndroid Build Coastguard Worker     // * input attachments
63*c8dee2aaSAndroid Build Coastguard Worker     // * subpass makeup information
64*c8dee2aaSAndroid Build Coastguard Worker };
65*c8dee2aaSAndroid Build Coastguard Worker 
66*c8dee2aaSAndroid Build Coastguard Worker } // namespace skgpu::graphite
67*c8dee2aaSAndroid Build Coastguard Worker 
68*c8dee2aaSAndroid Build Coastguard Worker #endif // skgpu_graphite_RenderPassDesc_DEFINED
69