xref: /aosp_15_r20/external/skia/src/gpu/graphite/Renderer.cpp (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker  * Copyright 2022 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 #include "src/gpu/graphite/Renderer.h"
9*c8dee2aaSAndroid Build Coastguard Worker 
10*c8dee2aaSAndroid Build Coastguard Worker namespace skgpu::graphite {
11*c8dee2aaSAndroid Build Coastguard Worker 
next_id()12*c8dee2aaSAndroid Build Coastguard Worker static uint32_t next_id() {
13*c8dee2aaSAndroid Build Coastguard Worker     static std::atomic<uint32_t> nextID{0};
14*c8dee2aaSAndroid Build Coastguard Worker     // Not worried about overflow since each Context won't have that many RenderSteps, so even if
15*c8dee2aaSAndroid Build Coastguard Worker     // it wraps back to 0, that RenderStep will not be in the same Context as the original 0.
16*c8dee2aaSAndroid Build Coastguard Worker     return nextID.fetch_add(1, std::memory_order_relaxed);
17*c8dee2aaSAndroid Build Coastguard Worker }
18*c8dee2aaSAndroid Build Coastguard Worker 
RenderStep(std::string_view className,std::string_view variantName,SkEnumBitMask<Flags> flags,std::initializer_list<Uniform> uniforms,PrimitiveType primitiveType,DepthStencilSettings depthStencilSettings,SkSpan<const Attribute> vertexAttrs,SkSpan<const Attribute> instanceAttrs,SkSpan<const Varying> varyings)19*c8dee2aaSAndroid Build Coastguard Worker RenderStep::RenderStep(std::string_view className,
20*c8dee2aaSAndroid Build Coastguard Worker                std::string_view variantName,
21*c8dee2aaSAndroid Build Coastguard Worker                SkEnumBitMask<Flags> flags,
22*c8dee2aaSAndroid Build Coastguard Worker                std::initializer_list<Uniform> uniforms,
23*c8dee2aaSAndroid Build Coastguard Worker                PrimitiveType primitiveType,
24*c8dee2aaSAndroid Build Coastguard Worker                DepthStencilSettings depthStencilSettings,
25*c8dee2aaSAndroid Build Coastguard Worker                SkSpan<const Attribute> vertexAttrs,
26*c8dee2aaSAndroid Build Coastguard Worker                SkSpan<const Attribute> instanceAttrs,
27*c8dee2aaSAndroid Build Coastguard Worker                SkSpan<const Varying> varyings)
28*c8dee2aaSAndroid Build Coastguard Worker         : fUniqueID(next_id())
29*c8dee2aaSAndroid Build Coastguard Worker         , fFlags(flags)
30*c8dee2aaSAndroid Build Coastguard Worker         , fPrimitiveType(primitiveType)
31*c8dee2aaSAndroid Build Coastguard Worker         , fDepthStencilSettings(depthStencilSettings)
32*c8dee2aaSAndroid Build Coastguard Worker         , fUniforms(uniforms)
33*c8dee2aaSAndroid Build Coastguard Worker         , fVertexAttrs(vertexAttrs.begin(), vertexAttrs.end())
34*c8dee2aaSAndroid Build Coastguard Worker         , fInstanceAttrs(instanceAttrs.begin(), instanceAttrs.end())
35*c8dee2aaSAndroid Build Coastguard Worker         , fVaryings(varyings.begin(), varyings.end())
36*c8dee2aaSAndroid Build Coastguard Worker         , fVertexStride(0)
37*c8dee2aaSAndroid Build Coastguard Worker         , fInstanceStride(0)
38*c8dee2aaSAndroid Build Coastguard Worker         , fName(className) {
39*c8dee2aaSAndroid Build Coastguard Worker     for (auto v : this->vertexAttributes()) {
40*c8dee2aaSAndroid Build Coastguard Worker         fVertexStride += v.sizeAlign4();
41*c8dee2aaSAndroid Build Coastguard Worker     }
42*c8dee2aaSAndroid Build Coastguard Worker     for (auto i : this->instanceAttributes()) {
43*c8dee2aaSAndroid Build Coastguard Worker         fInstanceStride += i.sizeAlign4();
44*c8dee2aaSAndroid Build Coastguard Worker     }
45*c8dee2aaSAndroid Build Coastguard Worker     if (!variantName.empty()) {
46*c8dee2aaSAndroid Build Coastguard Worker         fName += "[";
47*c8dee2aaSAndroid Build Coastguard Worker         fName += variantName;
48*c8dee2aaSAndroid Build Coastguard Worker         fName += "]";
49*c8dee2aaSAndroid Build Coastguard Worker     }
50*c8dee2aaSAndroid Build Coastguard Worker }
51*c8dee2aaSAndroid Build Coastguard Worker 
GetCoverage(SkEnumBitMask<Flags> flags)52*c8dee2aaSAndroid Build Coastguard Worker Coverage RenderStep::GetCoverage(SkEnumBitMask<Flags> flags) {
53*c8dee2aaSAndroid Build Coastguard Worker     return !(flags & Flags::kEmitsCoverage) ? Coverage::kNone
54*c8dee2aaSAndroid Build Coastguard Worker            : (flags & Flags::kLCDCoverage)  ? Coverage::kLCD
55*c8dee2aaSAndroid Build Coastguard Worker                                             : Coverage::kSingleChannel;
56*c8dee2aaSAndroid Build Coastguard Worker }
57*c8dee2aaSAndroid Build Coastguard Worker 
58*c8dee2aaSAndroid Build Coastguard Worker } // namespace skgpu::graphite
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