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 #include "src/gpu/graphite/task/DrawTask.h"
9*c8dee2aaSAndroid Build Coastguard Worker
10*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/ScratchResourceManager.h"
11*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/Texture.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/TextureProxy.h"
13*c8dee2aaSAndroid Build Coastguard Worker
14*c8dee2aaSAndroid Build Coastguard Worker namespace skgpu::graphite {
15*c8dee2aaSAndroid Build Coastguard Worker
DrawTask(sk_sp<TextureProxy> target)16*c8dee2aaSAndroid Build Coastguard Worker DrawTask::DrawTask(sk_sp<TextureProxy> target) : fTarget(std::move(target)) {}
17*c8dee2aaSAndroid Build Coastguard Worker
18*c8dee2aaSAndroid Build Coastguard Worker DrawTask::~DrawTask() = default;
19*c8dee2aaSAndroid Build Coastguard Worker
prepareResources(ResourceProvider * resourceProvider,ScratchResourceManager * scratchManager,const RuntimeEffectDictionary * rteDict)20*c8dee2aaSAndroid Build Coastguard Worker Task::Status DrawTask::prepareResources(ResourceProvider* resourceProvider,
21*c8dee2aaSAndroid Build Coastguard Worker ScratchResourceManager* scratchManager,
22*c8dee2aaSAndroid Build Coastguard Worker const RuntimeEffectDictionary* rteDict) {
23*c8dee2aaSAndroid Build Coastguard Worker const int pendingReadCount = scratchManager->pendingReadCount(fTarget.get());
24*c8dee2aaSAndroid Build Coastguard Worker if (pendingReadCount) {
25*c8dee2aaSAndroid Build Coastguard Worker // This DrawTask defines the content of a scratch device that has incremented the pending
26*c8dee2aaSAndroid Build Coastguard Worker // read count before snap() was called. The target may have already been instantiated if
27*c8dee2aaSAndroid Build Coastguard Worker // we've processed this task's children before.
28*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(!fTarget->isLazy());
29*c8dee2aaSAndroid Build Coastguard Worker // Even though we may discard the task, we always want to mark it as in-use to track the
30*c8dee2aaSAndroid Build Coastguard Worker // pending reads to know when to return the texture.;
31*c8dee2aaSAndroid Build Coastguard Worker scratchManager->markResourceInUse(this);
32*c8dee2aaSAndroid Build Coastguard Worker
33*c8dee2aaSAndroid Build Coastguard Worker if (fPrepared) {
34*c8dee2aaSAndroid Build Coastguard Worker // If the task has already had prepareResources() called once, it should have had
35*c8dee2aaSAndroid Build Coastguard Worker // its target instantiated.
36*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(fTarget->isInstantiated());
37*c8dee2aaSAndroid Build Coastguard Worker // Return kDiscard so that this reference to the task is removed and the original
38*c8dee2aaSAndroid Build Coastguard Worker // encounter in the graph will be the only time addCommands() is invoked.
39*c8dee2aaSAndroid Build Coastguard Worker return Status::kDiscard;
40*c8dee2aaSAndroid Build Coastguard Worker }
41*c8dee2aaSAndroid Build Coastguard Worker } else {
42*c8dee2aaSAndroid Build Coastguard Worker // A non-scratch DrawTask should only ever be in the task graph one time.
43*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(!fPrepared);
44*c8dee2aaSAndroid Build Coastguard Worker }
45*c8dee2aaSAndroid Build Coastguard Worker
46*c8dee2aaSAndroid Build Coastguard Worker fPrepared = true;
47*c8dee2aaSAndroid Build Coastguard Worker // NOTE: This prepareResources() pushes a new scope for scratch resource management, which is
48*c8dee2aaSAndroid Build Coastguard Worker // what we want since the child tasks are what will actually instantiate any scratch device and
49*c8dee2aaSAndroid Build Coastguard Worker // trigger returns of any grand-child resources. The above markResourceInUse() should happen
50*c8dee2aaSAndroid Build Coastguard Worker // above this so that pending returns are handled in caller's scope.
51*c8dee2aaSAndroid Build Coastguard Worker return fChildTasks.prepareResources(resourceProvider, scratchManager, rteDict);
52*c8dee2aaSAndroid Build Coastguard Worker }
53*c8dee2aaSAndroid Build Coastguard Worker
onUseCompleted(ScratchResourceManager * scratchManager)54*c8dee2aaSAndroid Build Coastguard Worker void DrawTask::onUseCompleted(ScratchResourceManager* scratchManager) {
55*c8dee2aaSAndroid Build Coastguard Worker // Now that the render task has completed, actually decrement the read count of the target proxy
56*c8dee2aaSAndroid Build Coastguard Worker // If the count hits zero, this was the last pending read that needed to use the DrawTask's
57*c8dee2aaSAndroid Build Coastguard Worker // results so we can return the texture to the ScratchResourceManager for reuse.
58*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(!fTarget->isLazy() && fTarget->isInstantiated());
59*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(scratchManager->pendingReadCount(fTarget.get()) > 0);
60*c8dee2aaSAndroid Build Coastguard Worker if (scratchManager->removePendingRead(fTarget.get())) {
61*c8dee2aaSAndroid Build Coastguard Worker scratchManager->returnTexture(fTarget->refTexture());
62*c8dee2aaSAndroid Build Coastguard Worker }
63*c8dee2aaSAndroid Build Coastguard Worker }
64*c8dee2aaSAndroid Build Coastguard Worker
addCommands(Context * ctx,CommandBuffer * commandBuffer,ReplayTargetData replayTarget)65*c8dee2aaSAndroid Build Coastguard Worker Task::Status DrawTask::addCommands(Context* ctx,
66*c8dee2aaSAndroid Build Coastguard Worker CommandBuffer* commandBuffer,
67*c8dee2aaSAndroid Build Coastguard Worker ReplayTargetData replayTarget) {
68*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(fTarget->isInstantiated());
69*c8dee2aaSAndroid Build Coastguard Worker return fChildTasks.addCommands(ctx, commandBuffer, replayTarget);
70*c8dee2aaSAndroid Build Coastguard Worker }
71*c8dee2aaSAndroid Build Coastguard Worker
72*c8dee2aaSAndroid Build Coastguard Worker } // namespace skgpu::graphite
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