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 #include "src/gpu/graphite/Caps.h"
9*c8dee2aaSAndroid Build Coastguard Worker
10*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkCapabilities.h"
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkPaint.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkTextureCompressionType.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ShaderErrorHandler.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/graphite/ContextOptions.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/graphite/TextureInfo.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "src/core/SkBlenderBase.h"
17*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/GraphiteResourceKey.h"
18*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/ResourceTypes.h"
19*c8dee2aaSAndroid Build Coastguard Worker #include "src/sksl/SkSLUtil.h"
20*c8dee2aaSAndroid Build Coastguard Worker
21*c8dee2aaSAndroid Build Coastguard Worker namespace skgpu::graphite {
22*c8dee2aaSAndroid Build Coastguard Worker
Caps()23*c8dee2aaSAndroid Build Coastguard Worker Caps::Caps()
24*c8dee2aaSAndroid Build Coastguard Worker : fShaderCaps(std::make_unique<SkSL::ShaderCaps>())
25*c8dee2aaSAndroid Build Coastguard Worker , fCapabilities(new SkCapabilities()) {}
26*c8dee2aaSAndroid Build Coastguard Worker
~Caps()27*c8dee2aaSAndroid Build Coastguard Worker Caps::~Caps() {}
28*c8dee2aaSAndroid Build Coastguard Worker
finishInitialization(const ContextOptions & options)29*c8dee2aaSAndroid Build Coastguard Worker void Caps::finishInitialization(const ContextOptions& options) {
30*c8dee2aaSAndroid Build Coastguard Worker fCapabilities->initSkCaps(fShaderCaps.get());
31*c8dee2aaSAndroid Build Coastguard Worker
32*c8dee2aaSAndroid Build Coastguard Worker fDefaultMSAASamples = options.fInternalMultisampleCount;
33*c8dee2aaSAndroid Build Coastguard Worker
34*c8dee2aaSAndroid Build Coastguard Worker if (options.fShaderErrorHandler) {
35*c8dee2aaSAndroid Build Coastguard Worker fShaderErrorHandler = options.fShaderErrorHandler;
36*c8dee2aaSAndroid Build Coastguard Worker } else {
37*c8dee2aaSAndroid Build Coastguard Worker fShaderErrorHandler = DefaultShaderErrorHandler();
38*c8dee2aaSAndroid Build Coastguard Worker }
39*c8dee2aaSAndroid Build Coastguard Worker
40*c8dee2aaSAndroid Build Coastguard Worker #if defined(GPU_TEST_UTILS)
41*c8dee2aaSAndroid Build Coastguard Worker if (options.fOptionsPriv) {
42*c8dee2aaSAndroid Build Coastguard Worker fMaxTextureSize = std::min(fMaxTextureSize, options.fOptionsPriv->fMaxTextureSizeOverride);
43*c8dee2aaSAndroid Build Coastguard Worker fMaxTextureAtlasSize = options.fOptionsPriv->fMaxTextureAtlasSize;
44*c8dee2aaSAndroid Build Coastguard Worker fRequestedPathRendererStrategy = options.fOptionsPriv->fPathRendererStrategy;
45*c8dee2aaSAndroid Build Coastguard Worker }
46*c8dee2aaSAndroid Build Coastguard Worker #endif
47*c8dee2aaSAndroid Build Coastguard Worker fGlyphCacheTextureMaximumBytes = options.fGlyphCacheTextureMaximumBytes;
48*c8dee2aaSAndroid Build Coastguard Worker fMinDistanceFieldFontSize = options.fMinDistanceFieldFontSize;
49*c8dee2aaSAndroid Build Coastguard Worker fGlyphsAsPathsFontSize = options.fGlyphsAsPathsFontSize;
50*c8dee2aaSAndroid Build Coastguard Worker fMaxPathAtlasTextureSize = options.fMaxPathAtlasTextureSize;
51*c8dee2aaSAndroid Build Coastguard Worker fAllowMultipleAtlasTextures = options.fAllowMultipleAtlasTextures;
52*c8dee2aaSAndroid Build Coastguard Worker fSupportBilerpFromGlyphAtlas = options.fSupportBilerpFromGlyphAtlas;
53*c8dee2aaSAndroid Build Coastguard Worker if (options.fDisableCachedGlyphUploads) {
54*c8dee2aaSAndroid Build Coastguard Worker fRequireOrderedRecordings = true;
55*c8dee2aaSAndroid Build Coastguard Worker }
56*c8dee2aaSAndroid Build Coastguard Worker fSetBackendLabels = options.fSetBackendLabels;
57*c8dee2aaSAndroid Build Coastguard Worker }
58*c8dee2aaSAndroid Build Coastguard Worker
capabilities() const59*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkCapabilities> Caps::capabilities() const { return fCapabilities; }
60*c8dee2aaSAndroid Build Coastguard Worker
getDepthAttachmentDimensions(const TextureInfo & textureInfo,const SkISize colorAttachmentDimensions) const61*c8dee2aaSAndroid Build Coastguard Worker SkISize Caps::getDepthAttachmentDimensions(const TextureInfo& textureInfo,
62*c8dee2aaSAndroid Build Coastguard Worker const SkISize colorAttachmentDimensions) const {
63*c8dee2aaSAndroid Build Coastguard Worker return colorAttachmentDimensions;
64*c8dee2aaSAndroid Build Coastguard Worker }
65*c8dee2aaSAndroid Build Coastguard Worker
isTexturable(const TextureInfo & info) const66*c8dee2aaSAndroid Build Coastguard Worker bool Caps::isTexturable(const TextureInfo& info) const {
67*c8dee2aaSAndroid Build Coastguard Worker if (info.numSamples() > 1) {
68*c8dee2aaSAndroid Build Coastguard Worker return false;
69*c8dee2aaSAndroid Build Coastguard Worker }
70*c8dee2aaSAndroid Build Coastguard Worker return this->onIsTexturable(info);
71*c8dee2aaSAndroid Build Coastguard Worker }
72*c8dee2aaSAndroid Build Coastguard Worker
makeSamplerKey(const SamplerDesc & samplerDesc) const73*c8dee2aaSAndroid Build Coastguard Worker GraphiteResourceKey Caps::makeSamplerKey(const SamplerDesc& samplerDesc) const {
74*c8dee2aaSAndroid Build Coastguard Worker GraphiteResourceKey samplerKey;
75*c8dee2aaSAndroid Build Coastguard Worker static const ResourceType kType = GraphiteResourceKey::GenerateResourceType();
76*c8dee2aaSAndroid Build Coastguard Worker GraphiteResourceKey::Builder builder(&samplerKey, kType, /*data32Count=*/1, Shareable::kYes);
77*c8dee2aaSAndroid Build Coastguard Worker
78*c8dee2aaSAndroid Build Coastguard Worker // The default impl. of this method adds no additional backend information to the key.
79*c8dee2aaSAndroid Build Coastguard Worker builder[0] = samplerDesc.desc();
80*c8dee2aaSAndroid Build Coastguard Worker
81*c8dee2aaSAndroid Build Coastguard Worker builder.finish();
82*c8dee2aaSAndroid Build Coastguard Worker return samplerKey;
83*c8dee2aaSAndroid Build Coastguard Worker }
84*c8dee2aaSAndroid Build Coastguard Worker
areColorTypeAndTextureInfoCompatible(SkColorType ct,const TextureInfo & info) const85*c8dee2aaSAndroid Build Coastguard Worker bool Caps::areColorTypeAndTextureInfoCompatible(SkColorType ct, const TextureInfo& info) const {
86*c8dee2aaSAndroid Build Coastguard Worker // TODO: add SkTextureCompressionType handling
87*c8dee2aaSAndroid Build Coastguard Worker // (can be handled by setting up the colorTypeInfo instead?)
88*c8dee2aaSAndroid Build Coastguard Worker
89*c8dee2aaSAndroid Build Coastguard Worker return SkToBool(this->getColorTypeInfo(ct, info));
90*c8dee2aaSAndroid Build Coastguard Worker }
91*c8dee2aaSAndroid Build Coastguard Worker
color_type_fallback(SkColorType ct)92*c8dee2aaSAndroid Build Coastguard Worker static inline SkColorType color_type_fallback(SkColorType ct) {
93*c8dee2aaSAndroid Build Coastguard Worker switch (ct) {
94*c8dee2aaSAndroid Build Coastguard Worker // kRGBA_8888 is our default fallback for many color types that may not have renderable
95*c8dee2aaSAndroid Build Coastguard Worker // backend formats.
96*c8dee2aaSAndroid Build Coastguard Worker case kAlpha_8_SkColorType:
97*c8dee2aaSAndroid Build Coastguard Worker case kRGB_565_SkColorType:
98*c8dee2aaSAndroid Build Coastguard Worker case kARGB_4444_SkColorType:
99*c8dee2aaSAndroid Build Coastguard Worker case kBGRA_8888_SkColorType:
100*c8dee2aaSAndroid Build Coastguard Worker case kRGBA_1010102_SkColorType:
101*c8dee2aaSAndroid Build Coastguard Worker case kBGRA_1010102_SkColorType:
102*c8dee2aaSAndroid Build Coastguard Worker case kRGBA_F16_SkColorType:
103*c8dee2aaSAndroid Build Coastguard Worker case kRGBA_F16Norm_SkColorType:
104*c8dee2aaSAndroid Build Coastguard Worker return kRGBA_8888_SkColorType;
105*c8dee2aaSAndroid Build Coastguard Worker case kA16_float_SkColorType:
106*c8dee2aaSAndroid Build Coastguard Worker return kRGBA_F16_SkColorType;
107*c8dee2aaSAndroid Build Coastguard Worker case kGray_8_SkColorType:
108*c8dee2aaSAndroid Build Coastguard Worker case kRGB_F16F16F16x_SkColorType:
109*c8dee2aaSAndroid Build Coastguard Worker case kRGB_101010x_SkColorType:
110*c8dee2aaSAndroid Build Coastguard Worker return kRGB_888x_SkColorType;
111*c8dee2aaSAndroid Build Coastguard Worker default:
112*c8dee2aaSAndroid Build Coastguard Worker return kUnknown_SkColorType;
113*c8dee2aaSAndroid Build Coastguard Worker }
114*c8dee2aaSAndroid Build Coastguard Worker }
115*c8dee2aaSAndroid Build Coastguard Worker
getRenderableColorType(SkColorType ct) const116*c8dee2aaSAndroid Build Coastguard Worker SkColorType Caps::getRenderableColorType(SkColorType ct) const {
117*c8dee2aaSAndroid Build Coastguard Worker do {
118*c8dee2aaSAndroid Build Coastguard Worker auto texInfo = this->getDefaultSampledTextureInfo(ct,
119*c8dee2aaSAndroid Build Coastguard Worker Mipmapped::kNo,
120*c8dee2aaSAndroid Build Coastguard Worker Protected::kNo,
121*c8dee2aaSAndroid Build Coastguard Worker Renderable::kYes);
122*c8dee2aaSAndroid Build Coastguard Worker // We continue to the fallback color type if there is no default renderable format
123*c8dee2aaSAndroid Build Coastguard Worker if (texInfo.isValid() && this->isRenderable(texInfo)) {
124*c8dee2aaSAndroid Build Coastguard Worker return ct;
125*c8dee2aaSAndroid Build Coastguard Worker }
126*c8dee2aaSAndroid Build Coastguard Worker ct = color_type_fallback(ct);
127*c8dee2aaSAndroid Build Coastguard Worker } while (ct != kUnknown_SkColorType);
128*c8dee2aaSAndroid Build Coastguard Worker return kUnknown_SkColorType;
129*c8dee2aaSAndroid Build Coastguard Worker }
130*c8dee2aaSAndroid Build Coastguard Worker
getReadSwizzle(SkColorType ct,const TextureInfo & info) const131*c8dee2aaSAndroid Build Coastguard Worker skgpu::Swizzle Caps::getReadSwizzle(SkColorType ct, const TextureInfo& info) const {
132*c8dee2aaSAndroid Build Coastguard Worker // TODO: add SkTextureCompressionType handling
133*c8dee2aaSAndroid Build Coastguard Worker // (can be handled by setting up the colorTypeInfo instead?)
134*c8dee2aaSAndroid Build Coastguard Worker
135*c8dee2aaSAndroid Build Coastguard Worker auto colorTypeInfo = this->getColorTypeInfo(ct, info);
136*c8dee2aaSAndroid Build Coastguard Worker if (!colorTypeInfo) {
137*c8dee2aaSAndroid Build Coastguard Worker SkDEBUGFAILF("Illegal color type (%d) and format combination.", static_cast<int>(ct));
138*c8dee2aaSAndroid Build Coastguard Worker return {};
139*c8dee2aaSAndroid Build Coastguard Worker }
140*c8dee2aaSAndroid Build Coastguard Worker
141*c8dee2aaSAndroid Build Coastguard Worker return colorTypeInfo->fReadSwizzle;
142*c8dee2aaSAndroid Build Coastguard Worker }
143*c8dee2aaSAndroid Build Coastguard Worker
getWriteSwizzle(SkColorType ct,const TextureInfo & info) const144*c8dee2aaSAndroid Build Coastguard Worker skgpu::Swizzle Caps::getWriteSwizzle(SkColorType ct, const TextureInfo& info) const {
145*c8dee2aaSAndroid Build Coastguard Worker auto colorTypeInfo = this->getColorTypeInfo(ct, info);
146*c8dee2aaSAndroid Build Coastguard Worker if (!colorTypeInfo) {
147*c8dee2aaSAndroid Build Coastguard Worker SkDEBUGFAILF("Illegal color type (%d) and format combination.", static_cast<int>(ct));
148*c8dee2aaSAndroid Build Coastguard Worker return {};
149*c8dee2aaSAndroid Build Coastguard Worker }
150*c8dee2aaSAndroid Build Coastguard Worker
151*c8dee2aaSAndroid Build Coastguard Worker return colorTypeInfo->fWriteSwizzle;
152*c8dee2aaSAndroid Build Coastguard Worker }
153*c8dee2aaSAndroid Build Coastguard Worker
getDstReadRequirement() const154*c8dee2aaSAndroid Build Coastguard Worker DstReadRequirement Caps::getDstReadRequirement() const {
155*c8dee2aaSAndroid Build Coastguard Worker // TODO(b/238757201): Currently this only supports dst reads by FB fetch and texture copy.
156*c8dee2aaSAndroid Build Coastguard Worker if (this->shaderCaps()->fFBFetchSupport) {
157*c8dee2aaSAndroid Build Coastguard Worker return DstReadRequirement::kFramebufferFetch;
158*c8dee2aaSAndroid Build Coastguard Worker } else {
159*c8dee2aaSAndroid Build Coastguard Worker return DstReadRequirement::kTextureCopy;
160*c8dee2aaSAndroid Build Coastguard Worker }
161*c8dee2aaSAndroid Build Coastguard Worker }
162*c8dee2aaSAndroid Build Coastguard Worker
getSubRunControl(bool useSDFTForSmallText) const163*c8dee2aaSAndroid Build Coastguard Worker sktext::gpu::SubRunControl Caps::getSubRunControl(bool useSDFTForSmallText) const {
164*c8dee2aaSAndroid Build Coastguard Worker #if !defined(SK_DISABLE_SDF_TEXT)
165*c8dee2aaSAndroid Build Coastguard Worker return sktext::gpu::SubRunControl{
166*c8dee2aaSAndroid Build Coastguard Worker this->shaderCaps()->supportsDistanceFieldText(),
167*c8dee2aaSAndroid Build Coastguard Worker useSDFTForSmallText,
168*c8dee2aaSAndroid Build Coastguard Worker true, /*ableToUsePerspectiveSDFT*/
169*c8dee2aaSAndroid Build Coastguard Worker this->minDistanceFieldFontSize(),
170*c8dee2aaSAndroid Build Coastguard Worker this->glyphsAsPathsFontSize(),
171*c8dee2aaSAndroid Build Coastguard Worker true /*forcePathAA*/};
172*c8dee2aaSAndroid Build Coastguard Worker #else
173*c8dee2aaSAndroid Build Coastguard Worker return sktext::gpu::SubRunControl{/*forcePathAA=*/true};
174*c8dee2aaSAndroid Build Coastguard Worker #endif
175*c8dee2aaSAndroid Build Coastguard Worker }
176*c8dee2aaSAndroid Build Coastguard Worker
177*c8dee2aaSAndroid Build Coastguard Worker } // namespace skgpu::graphite
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