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 #ifndef skgpu_graphite_DrawContext_DEFINED 9*c8dee2aaSAndroid Build Coastguard Worker #define skgpu_graphite_DrawContext_DEFINED 10*c8dee2aaSAndroid Build Coastguard Worker 11*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkImageInfo.h" 12*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkRefCnt.h" 13*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkSurfaceProps.h" 14*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkTArray.h" 15*c8dee2aaSAndroid Build Coastguard Worker 16*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/DrawList.h" 17*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/DrawOrder.h" 18*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/DrawTypes.h" 19*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/ResourceTypes.h" 20*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/TextureProxyView.h" 21*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/task/UploadTask.h" 22*c8dee2aaSAndroid Build Coastguard Worker 23*c8dee2aaSAndroid Build Coastguard Worker #include <vector> 24*c8dee2aaSAndroid Build Coastguard Worker 25*c8dee2aaSAndroid Build Coastguard Worker class SkPixmap; 26*c8dee2aaSAndroid Build Coastguard Worker 27*c8dee2aaSAndroid Build Coastguard Worker namespace skgpu::graphite { 28*c8dee2aaSAndroid Build Coastguard Worker 29*c8dee2aaSAndroid Build Coastguard Worker class Geometry; 30*c8dee2aaSAndroid Build Coastguard Worker class Recorder; 31*c8dee2aaSAndroid Build Coastguard Worker class Transform; 32*c8dee2aaSAndroid Build Coastguard Worker 33*c8dee2aaSAndroid Build Coastguard Worker class Caps; 34*c8dee2aaSAndroid Build Coastguard Worker class ComputePathAtlas; 35*c8dee2aaSAndroid Build Coastguard Worker class DrawTask; 36*c8dee2aaSAndroid Build Coastguard Worker class PathAtlas; 37*c8dee2aaSAndroid Build Coastguard Worker class Task; 38*c8dee2aaSAndroid Build Coastguard Worker class TextureProxy; 39*c8dee2aaSAndroid Build Coastguard Worker 40*c8dee2aaSAndroid Build Coastguard Worker /** 41*c8dee2aaSAndroid Build Coastguard Worker * DrawContext records draw commands into a specific Surface, via a general task graph 42*c8dee2aaSAndroid Build Coastguard Worker * representing GPU work and their inter-dependencies. 43*c8dee2aaSAndroid Build Coastguard Worker */ 44*c8dee2aaSAndroid Build Coastguard Worker class DrawContext final : public SkRefCnt { 45*c8dee2aaSAndroid Build Coastguard Worker public: 46*c8dee2aaSAndroid Build Coastguard Worker static sk_sp<DrawContext> Make(const Caps* caps, 47*c8dee2aaSAndroid Build Coastguard Worker sk_sp<TextureProxy> target, 48*c8dee2aaSAndroid Build Coastguard Worker SkISize deviceSize, 49*c8dee2aaSAndroid Build Coastguard Worker const SkColorInfo&, 50*c8dee2aaSAndroid Build Coastguard Worker const SkSurfaceProps&); 51*c8dee2aaSAndroid Build Coastguard Worker 52*c8dee2aaSAndroid Build Coastguard Worker ~DrawContext() override; 53*c8dee2aaSAndroid Build Coastguard Worker imageInfo()54*c8dee2aaSAndroid Build Coastguard Worker const SkImageInfo& imageInfo() const { return fImageInfo; } colorInfo()55*c8dee2aaSAndroid Build Coastguard Worker const SkColorInfo& colorInfo() const { return fImageInfo.colorInfo(); } target()56*c8dee2aaSAndroid Build Coastguard Worker TextureProxy* target() { return fTarget.get(); } target()57*c8dee2aaSAndroid Build Coastguard Worker const TextureProxy* target() const { return fTarget.get(); } refTarget()58*c8dee2aaSAndroid Build Coastguard Worker sk_sp<TextureProxy> refTarget() const { return fTarget; } 59*c8dee2aaSAndroid Build Coastguard Worker 60*c8dee2aaSAndroid Build Coastguard Worker // May be null if the target is not texturable. readSurfaceView()61*c8dee2aaSAndroid Build Coastguard Worker const TextureProxyView& readSurfaceView() const { return fReadView; } 62*c8dee2aaSAndroid Build Coastguard Worker surfaceProps()63*c8dee2aaSAndroid Build Coastguard Worker const SkSurfaceProps& surfaceProps() const { return fSurfaceProps; } 64*c8dee2aaSAndroid Build Coastguard Worker pendingRenderSteps()65*c8dee2aaSAndroid Build Coastguard Worker int pendingRenderSteps() const { return fPendingDraws->renderStepCount(); } 66*c8dee2aaSAndroid Build Coastguard Worker 67*c8dee2aaSAndroid Build Coastguard Worker void clear(const SkColor4f& clearColor); 68*c8dee2aaSAndroid Build Coastguard Worker void discard(); 69*c8dee2aaSAndroid Build Coastguard Worker 70*c8dee2aaSAndroid Build Coastguard Worker void recordDraw(const Renderer* renderer, 71*c8dee2aaSAndroid Build Coastguard Worker const Transform& localToDevice, 72*c8dee2aaSAndroid Build Coastguard Worker const Geometry& geometry, 73*c8dee2aaSAndroid Build Coastguard Worker const Clip& clip, 74*c8dee2aaSAndroid Build Coastguard Worker DrawOrder ordering, 75*c8dee2aaSAndroid Build Coastguard Worker const PaintParams* paint, 76*c8dee2aaSAndroid Build Coastguard Worker const StrokeStyle* stroke); 77*c8dee2aaSAndroid Build Coastguard Worker 78*c8dee2aaSAndroid Build Coastguard Worker bool recordUpload(Recorder* recorder, 79*c8dee2aaSAndroid Build Coastguard Worker sk_sp<TextureProxy> targetProxy, 80*c8dee2aaSAndroid Build Coastguard Worker const SkColorInfo& srcColorInfo, 81*c8dee2aaSAndroid Build Coastguard Worker const SkColorInfo& dstColorInfo, 82*c8dee2aaSAndroid Build Coastguard Worker const std::vector<MipLevel>& levels, 83*c8dee2aaSAndroid Build Coastguard Worker const SkIRect& dstRect, 84*c8dee2aaSAndroid Build Coastguard Worker std::unique_ptr<ConditionalUploadContext>); 85*c8dee2aaSAndroid Build Coastguard Worker 86*c8dee2aaSAndroid Build Coastguard Worker // Add a Task that will be executed *before* any of the pending draws and uploads are 87*c8dee2aaSAndroid Build Coastguard Worker // executed as part of the next flush(). Dependency 88*c8dee2aaSAndroid Build Coastguard Worker void recordDependency(sk_sp<Task>); 89*c8dee2aaSAndroid Build Coastguard Worker 90*c8dee2aaSAndroid Build Coastguard Worker // Returns the transient path atlas that uses compute to accumulate coverage masks for atlas 91*c8dee2aaSAndroid Build Coastguard Worker // draws recorded to this SDC. The atlas gets created lazily upon request. Returns nullptr 92*c8dee2aaSAndroid Build Coastguard Worker // if compute path generation is not supported. 93*c8dee2aaSAndroid Build Coastguard Worker PathAtlas* getComputePathAtlas(Recorder*); 94*c8dee2aaSAndroid Build Coastguard Worker 95*c8dee2aaSAndroid Build Coastguard Worker // Moves all accumulated pending recorded operations (draws and uploads), and any other 96*c8dee2aaSAndroid Build Coastguard Worker // dependent tasks into the DrawTask currently being built. 97*c8dee2aaSAndroid Build Coastguard Worker void flush(Recorder*); 98*c8dee2aaSAndroid Build Coastguard Worker 99*c8dee2aaSAndroid Build Coastguard Worker // Flushes (if needed) and completes the current DrawTask, returning it to the caller. 100*c8dee2aaSAndroid Build Coastguard Worker // Subsequent recorded operations will be added to a new DrawTask. 101*c8dee2aaSAndroid Build Coastguard Worker sk_sp<Task> snapDrawTask(Recorder*); 102*c8dee2aaSAndroid Build Coastguard Worker 103*c8dee2aaSAndroid Build Coastguard Worker private: 104*c8dee2aaSAndroid Build Coastguard Worker DrawContext(const Caps*, sk_sp<TextureProxy>, const SkImageInfo&, const SkSurfaceProps&); 105*c8dee2aaSAndroid Build Coastguard Worker 106*c8dee2aaSAndroid Build Coastguard Worker sk_sp<TextureProxy> fTarget; 107*c8dee2aaSAndroid Build Coastguard Worker TextureProxyView fReadView; 108*c8dee2aaSAndroid Build Coastguard Worker SkImageInfo fImageInfo; 109*c8dee2aaSAndroid Build Coastguard Worker const SkSurfaceProps fSurfaceProps; 110*c8dee2aaSAndroid Build Coastguard Worker 111*c8dee2aaSAndroid Build Coastguard Worker // The in-progress DrawTask that will be snapped and returned when some external requirement 112*c8dee2aaSAndroid Build Coastguard Worker // must depend on the contents of this DrawContext's target. As higher-level Skia operations 113*c8dee2aaSAndroid Build Coastguard Worker // are recorded, it can be necessary to flush pending draws and uploads into the task list. 114*c8dee2aaSAndroid Build Coastguard Worker // This provides a place to reset scratch textures or buffers as their previous state will have 115*c8dee2aaSAndroid Build Coastguard Worker // been consumed by the flushed tasks rendering to this DrawContext's target. 116*c8dee2aaSAndroid Build Coastguard Worker sk_sp<DrawTask> fCurrentDrawTask; 117*c8dee2aaSAndroid Build Coastguard Worker 118*c8dee2aaSAndroid Build Coastguard Worker // Stores the most immediately recorded draws and uploads into the DrawContext's target. These 119*c8dee2aaSAndroid Build Coastguard Worker // are collected outside of the DrawTask so that encoder switches can be minimized when 120*c8dee2aaSAndroid Build Coastguard Worker // flushing. 121*c8dee2aaSAndroid Build Coastguard Worker std::unique_ptr<DrawList> fPendingDraws; 122*c8dee2aaSAndroid Build Coastguard Worker std::unique_ptr<UploadList> fPendingUploads; 123*c8dee2aaSAndroid Build Coastguard Worker // Load and store information for the current pending draws. 124*c8dee2aaSAndroid Build Coastguard Worker LoadOp fPendingLoadOp = LoadOp::kLoad; 125*c8dee2aaSAndroid Build Coastguard Worker StoreOp fPendingStoreOp = StoreOp::kStore; 126*c8dee2aaSAndroid Build Coastguard Worker std::array<float, 4> fPendingClearColor = { 0, 0, 0, 0 }; 127*c8dee2aaSAndroid Build Coastguard Worker 128*c8dee2aaSAndroid Build Coastguard Worker // Accumulates atlas coverage masks generated by compute dispatches that are required by one or 129*c8dee2aaSAndroid Build Coastguard Worker // more entries in `fPendingDraws`. When pending draws are snapped into a new DrawPass, a 130*c8dee2aaSAndroid Build Coastguard Worker // compute dispatch group gets recorded which schedules the accumulated masks to get drawn into 131*c8dee2aaSAndroid Build Coastguard Worker // an atlas texture. The accumulated masks are then cleared which frees up the atlas for 132*c8dee2aaSAndroid Build Coastguard Worker // future draws. 133*c8dee2aaSAndroid Build Coastguard Worker // 134*c8dee2aaSAndroid Build Coastguard Worker // TODO: Currently every PathAtlas contains a single texture. If multiple snapped draw 135*c8dee2aaSAndroid Build Coastguard Worker // passes resulted in multiple ComputePathAtlas dispatch groups, the later dispatches would 136*c8dee2aaSAndroid Build Coastguard Worker // overwrite the atlas texture since all compute tasks are scheduled before render tasks. This 137*c8dee2aaSAndroid Build Coastguard Worker // is currently not an issue since there is only one DrawPass per flush but we may want to 138*c8dee2aaSAndroid Build Coastguard Worker // either support one atlas texture per DrawPass or record the dispatches once per 139*c8dee2aaSAndroid Build Coastguard Worker // RenderPassTask rather than DrawPass. 140*c8dee2aaSAndroid Build Coastguard Worker std::unique_ptr<ComputePathAtlas> fComputePathAtlas; 141*c8dee2aaSAndroid Build Coastguard Worker }; 142*c8dee2aaSAndroid Build Coastguard Worker 143*c8dee2aaSAndroid Build Coastguard Worker } // namespace skgpu::graphite 144*c8dee2aaSAndroid Build Coastguard Worker 145*c8dee2aaSAndroid Build Coastguard Worker #endif // skgpu_graphite_DrawContext_DEFINED 146