xref: /aosp_15_r20/external/skia/src/gpu/graphite/ComputePathAtlas.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_ComputePathAtlas_DEFINED
9*c8dee2aaSAndroid Build Coastguard Worker #define skgpu_graphite_ComputePathAtlas_DEFINED
10*c8dee2aaSAndroid Build Coastguard Worker 
11*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/PathAtlas.h"
12*c8dee2aaSAndroid Build Coastguard Worker 
13*c8dee2aaSAndroid Build Coastguard Worker #include "src/base/SkTInternalLList.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "src/core/SkTHash.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/AtlasTypes.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/RectanizerSkyline.h"
17*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ResourceKey.h"
18*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/DrawAtlas.h"
19*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/task/ComputeTask.h"
20*c8dee2aaSAndroid Build Coastguard Worker 
21*c8dee2aaSAndroid Build Coastguard Worker #ifdef SK_ENABLE_VELLO_SHADERS
22*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/compute/VelloRenderer.h"
23*c8dee2aaSAndroid Build Coastguard Worker #endif
24*c8dee2aaSAndroid Build Coastguard Worker 
25*c8dee2aaSAndroid Build Coastguard Worker #include <memory>
26*c8dee2aaSAndroid Build Coastguard Worker 
27*c8dee2aaSAndroid Build Coastguard Worker namespace skgpu::graphite {
28*c8dee2aaSAndroid Build Coastguard Worker 
29*c8dee2aaSAndroid Build Coastguard Worker class DispatchGroup;
30*c8dee2aaSAndroid Build Coastguard Worker 
31*c8dee2aaSAndroid Build Coastguard Worker /**
32*c8dee2aaSAndroid Build Coastguard Worker  * Base class for PathAtlas implementations that rasterize coverage masks on the GPU using compute
33*c8dee2aaSAndroid Build Coastguard Worker  * shaders.
34*c8dee2aaSAndroid Build Coastguard Worker  *
35*c8dee2aaSAndroid Build Coastguard Worker  * When a new shape gets added, it gets tracked as input to a series of GPU compute passes. This
36*c8dee2aaSAndroid Build Coastguard Worker  * data is recorded by `recordDispatches()` into a DispatchGroup which can be added to a
37*c8dee2aaSAndroid Build Coastguard Worker  * ComputeTask.
38*c8dee2aaSAndroid Build Coastguard Worker  *
39*c8dee2aaSAndroid Build Coastguard Worker  * After a successful call to `recordDispatches()`, the client is free to call `reset()` and start
40*c8dee2aaSAndroid Build Coastguard Worker  * adding new shapes for a future atlas render.
41*c8dee2aaSAndroid Build Coastguard Worker  */
42*c8dee2aaSAndroid Build Coastguard Worker class ComputePathAtlas : public PathAtlas {
43*c8dee2aaSAndroid Build Coastguard Worker public:
44*c8dee2aaSAndroid Build Coastguard Worker     // Returns the currently preferred ComputePathAtlas implementation.
45*c8dee2aaSAndroid Build Coastguard Worker     static std::unique_ptr<ComputePathAtlas> CreateDefault(Recorder*);
46*c8dee2aaSAndroid Build Coastguard Worker 
47*c8dee2aaSAndroid Build Coastguard Worker     virtual bool recordDispatches(Recorder*, ComputeTask::DispatchGroupList*) const = 0;
48*c8dee2aaSAndroid Build Coastguard Worker 
49*c8dee2aaSAndroid Build Coastguard Worker     // Clear all scheduled atlas draws and free up atlas allocations, if necessary. After this call
50*c8dee2aaSAndroid Build Coastguard Worker     // the atlas can be considered cleared and available for new shape insertions. However this
51*c8dee2aaSAndroid Build Coastguard Worker     // method does not have any bearing on the contents of any atlas textures themselves, which may
52*c8dee2aaSAndroid Build Coastguard Worker     // be in use by GPU commands that are in-flight or yet to be submitted.
53*c8dee2aaSAndroid Build Coastguard Worker     void reset();
54*c8dee2aaSAndroid Build Coastguard Worker 
55*c8dee2aaSAndroid Build Coastguard Worker protected:
56*c8dee2aaSAndroid Build Coastguard Worker     explicit ComputePathAtlas(Recorder*);
57*c8dee2aaSAndroid Build Coastguard Worker 
texture()58*c8dee2aaSAndroid Build Coastguard Worker     const TextureProxy* texture() const { return fTexture.get(); }
59*c8dee2aaSAndroid Build Coastguard Worker     const TextureProxy* addRect(skvx::half2 maskSize,
60*c8dee2aaSAndroid Build Coastguard Worker                                 SkIPoint16* outPos);
61*c8dee2aaSAndroid Build Coastguard Worker     bool isSuitableForAtlasing(const Rect& transformedShapeBounds,
62*c8dee2aaSAndroid Build Coastguard Worker                                const Rect& clipBounds) const override;
63*c8dee2aaSAndroid Build Coastguard Worker 
64*c8dee2aaSAndroid Build Coastguard Worker     virtual void onReset() = 0;
65*c8dee2aaSAndroid Build Coastguard Worker 
66*c8dee2aaSAndroid Build Coastguard Worker private:
67*c8dee2aaSAndroid Build Coastguard Worker     bool initializeTextureIfNeeded();
68*c8dee2aaSAndroid Build Coastguard Worker 
69*c8dee2aaSAndroid Build Coastguard Worker     //////////////////
70*c8dee2aaSAndroid Build Coastguard Worker     // Uncached data
71*c8dee2aaSAndroid Build Coastguard Worker     skgpu::RectanizerSkyline fRectanizer;
72*c8dee2aaSAndroid Build Coastguard Worker 
73*c8dee2aaSAndroid Build Coastguard Worker     // ComputePathAtlas lazily requests a texture from the AtlasProvider when the first shape gets
74*c8dee2aaSAndroid Build Coastguard Worker     // added to it and references the same texture for the duration of its lifetime. A reference to
75*c8dee2aaSAndroid Build Coastguard Worker     // this texture is stored here, which is used by AtlasShapeRenderStep when encoding the render
76*c8dee2aaSAndroid Build Coastguard Worker     // pass.
77*c8dee2aaSAndroid Build Coastguard Worker     sk_sp<TextureProxy> fTexture;
78*c8dee2aaSAndroid Build Coastguard Worker };
79*c8dee2aaSAndroid Build Coastguard Worker 
80*c8dee2aaSAndroid Build Coastguard Worker }  // namespace skgpu::graphite
81*c8dee2aaSAndroid Build Coastguard Worker 
82*c8dee2aaSAndroid Build Coastguard Worker #endif  // skgpu_graphite_ComputePathAtlas_DEFINED
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