xref: /aosp_15_r20/external/skia/src/gpu/graphite/Renderer.h (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1 /*
2  * Copyright 2021 Google LLC
3  *
4  * Use of this source code is governed by a BSD-style license that can be
5  * found in the LICENSE file.
6  */
7 
8 #ifndef skgpu_graphite_Renderer_DEFINED
9 #define skgpu_graphite_Renderer_DEFINED
10 
11 #include "include/core/SkSpan.h"
12 #include "include/core/SkString.h"
13 #include "include/core/SkTypes.h"
14 #include "include/gpu/graphite/GraphiteTypes.h"
15 #include "src/base/SkEnumBitMask.h"
16 #include "src/base/SkVx.h"
17 #include "src/gpu/graphite/Attribute.h"
18 #include "src/gpu/graphite/DrawTypes.h"
19 #include "src/gpu/graphite/ResourceTypes.h"
20 #include "src/gpu/graphite/Uniform.h"
21 
22 #include <array>
23 #include <initializer_list>
24 #include <string>
25 #include <string_view>
26 #include <vector>
27 
28 enum class SkPathFillType;
29 
30 namespace skgpu { enum class MaskFormat; }
31 
32 namespace skgpu::graphite {
33 
34 class DrawWriter;
35 class DrawParams;
36 class PipelineDataGatherer;
37 class Rect;
38 class ResourceProvider;
39 class TextureDataBlock;
40 class Transform;
41 
42 struct ResourceBindingRequirements;
43 
44 enum class Coverage { kNone, kSingleChannel, kLCD };
45 
46 /**
47  * The actual technique for rasterizing a high-level draw recorded in a DrawList is handled by a
48  * specific Renderer. Each technique has an associated singleton Renderer that decomposes the
49  * technique into a series of RenderSteps that must be executed in the specified order for the draw.
50  * However, the RenderStep executions for multiple draws can be re-arranged so batches of each
51  * step can be performed in a larger GPU operation. This re-arranging relies on accurate
52  * determination of the DisjointStencilIndex for each draw so that stencil steps are not corrupted
53  * by another draw before its cover step is executed. It also relies on the CompressedPaintersOrder
54  * for each draw to ensure steps are not re-arranged in a way that violates the original draw order.
55  *
56  * Renderer itself is non-virtual since it simply has to point to a list of RenderSteps. RenderSteps
57  * on the other hand are virtual implement the technique specific functionality. It is entirely
58  * possible for certain types of steps, e.g. a bounding box cover, to be re-used across different
59  * Renderers even if the preceeding steps were different.
60  *
61  * All Renderers are accessed through the SharedContext's RendererProvider.
62  */
63 class RenderStep {
64 public:
65     virtual ~RenderStep() = default;
66 
67     // The DrawWriter is configured with the vertex and instance strides of the RenderStep, and its
68     // primitive type. The recorded draws will be executed with a graphics pipeline compatible with
69     // this RenderStep.
70     virtual void writeVertices(DrawWriter*, const DrawParams&, skvx::uint2 ssboIndices) const = 0;
71 
72     // Write out the uniform values (aligned for the layout), textures, and samplers. The uniform
73     // values will be de-duplicated across all draws using the RenderStep before uploading to the
74     // GPU, but it can be assumed the uniforms will be bound before the draws recorded in
75     // 'writeVertices' are executed.
76     virtual void writeUniformsAndTextures(const DrawParams&, PipelineDataGatherer*) const = 0;
77 
78     // Returns the body of a vertex function, which must define a float4 devPosition variable and
79     // must write to an already-defined float2 stepLocalCoords variable. This will be automatically
80     // set to a varying for the fragment shader if the paint requires local coords. This SkSL has
81     // access to the variables declared by vertexAttributes(), instanceAttributes(), and uniforms().
82     // The 'devPosition' variable's z must store the PaintDepth normalized to a float from [0, 1],
83     // for each processed draw although the RenderStep can choose to upload it in any manner.
84     //
85     // NOTE: The above contract is mainly so that the entire SkSL program can be created by just str
86     // concatenating struct definitions generated from the RenderStep and paint Combination
87     // and then including the function bodies returned here.
88     virtual std::string vertexSkSL() const = 0;
89 
90     // Emits code to set up textures and samplers. Should only be defined if hasTextures is true.
texturesAndSamplersSkSL(const ResourceBindingRequirements &,int * nextBindingIndex)91     virtual std::string texturesAndSamplersSkSL(const ResourceBindingRequirements&,
92                                                 int* nextBindingIndex) const {
93         return R"()";
94     }
95 
96     // Emits code to set up coverage value. Should only be defined if overridesCoverage is true.
97     // When implemented the returned SkSL fragment should write its coverage into a
98     // 'half4 outputCoverage' variable (defined in the calling code) with the actual
99     // coverage splatted out into all four channels.
fragmentCoverageSkSL()100     virtual const char* fragmentCoverageSkSL() const { return R"()"; }
101 
102     // Emits code to set up a primitive color value. Should only be defined if emitsPrimitiveColor
103     // is true. When implemented, the returned SkSL fragment should write its color into a
104     // 'half4 primitiveColor' variable (defined in the calling code).
fragmentColorSkSL()105     virtual const char* fragmentColorSkSL() const { return R"()"; }
106 
uniqueID()107     uint32_t uniqueID() const { return fUniqueID; }
108 
109     // Returns a name formatted as "Subclass[variant]", where "Subclass" matches the C++ class name
110     // and variant is a unique term describing instance's specific configuration.
name()111     const char* name() const { return fName.c_str(); }
112 
requiresMSAA()113     bool requiresMSAA()        const { return SkToBool(fFlags & Flags::kRequiresMSAA);        }
performsShading()114     bool performsShading()     const { return SkToBool(fFlags & Flags::kPerformsShading);     }
hasTextures()115     bool hasTextures()         const { return SkToBool(fFlags & Flags::kHasTextures);         }
emitsPrimitiveColor()116     bool emitsPrimitiveColor() const { return SkToBool(fFlags & Flags::kEmitsPrimitiveColor); }
outsetBoundsForAA()117     bool outsetBoundsForAA()   const { return SkToBool(fFlags & Flags::kOutsetBoundsForAA);   }
useNonAAInnerFill()118     bool useNonAAInnerFill()   const { return SkToBool(fFlags & Flags::kUseNonAAInnerFill);   }
119 
coverage()120     Coverage coverage() const { return RenderStep::GetCoverage(fFlags); }
121 
primitiveType()122     PrimitiveType primitiveType()  const { return fPrimitiveType;  }
vertexStride()123     size_t        vertexStride()   const { return fVertexStride;   }
instanceStride()124     size_t        instanceStride() const { return fInstanceStride; }
125 
numUniforms()126     size_t numUniforms()           const { return fUniforms.size();      }
numVertexAttributes()127     size_t numVertexAttributes()   const { return fVertexAttrs.size();   }
numInstanceAttributes()128     size_t numInstanceAttributes() const { return fInstanceAttrs.size(); }
129 
130     // Name of an attribute containing both render step and shading SSBO indices, if used.
ssboIndicesAttribute()131     static const char* ssboIndicesAttribute() { return "ssboIndices"; }
132 
133     // Name of a varying to pass SSBO indices to fragment shader. Both render step and shading
134     // indices are passed, because render step uniforms are sometimes used for coverage.
ssboIndicesVarying()135     static const char* ssboIndicesVarying() { return "ssboIndicesVar"; }
136 
137     // The uniforms of a RenderStep are bound to the kRenderStep slot, the rest of the pipeline
138     // may still use uniforms bound to other slots.
uniforms()139     SkSpan<const Uniform>   uniforms()           const { return SkSpan(fUniforms);      }
vertexAttributes()140     SkSpan<const Attribute> vertexAttributes()   const { return SkSpan(fVertexAttrs);   }
instanceAttributes()141     SkSpan<const Attribute> instanceAttributes() const { return SkSpan(fInstanceAttrs); }
varyings()142     SkSpan<const Varying>   varyings()           const { return SkSpan(fVaryings);      }
143 
depthStencilSettings()144     const DepthStencilSettings& depthStencilSettings() const { return fDepthStencilSettings; }
145 
depthStencilFlags()146     SkEnumBitMask<DepthStencilFlags> depthStencilFlags() const {
147         return (fDepthStencilSettings.fStencilTestEnabled
148                         ? DepthStencilFlags::kStencil : DepthStencilFlags::kNone) |
149                (fDepthStencilSettings.fDepthTestEnabled || fDepthStencilSettings.fDepthWriteEnabled
150                         ? DepthStencilFlags::kDepth : DepthStencilFlags::kNone);
151     }
152 
153     // TODO: Actual API to do things
154     // 6. Some Renderers benefit from being able to share vertices between RenderSteps. Must find a
155     //    way to support that. It may mean that RenderSteps get state per draw.
156     //    - Does Renderer make RenderStepFactories that create steps for each DrawList::Draw?
157     //    - Does DrawList->DrawPass conversion build a separate array of blind data that the
158     //      stateless Renderstep can refer to for {draw,step} pairs?
159     //    - Does each DrawList::Draw have extra space (e.g. 8 bytes) that steps can cache data in?
160 protected:
161     enum class Flags : unsigned {
162         kNone                  = 0b00000000,
163         kRequiresMSAA          = 0b00000001,
164         kPerformsShading       = 0b00000010,
165         kHasTextures           = 0b00000100,
166         kEmitsCoverage         = 0b00001000,
167         kLCDCoverage           = 0b00010000,
168         kEmitsPrimitiveColor   = 0b00100000,
169         kOutsetBoundsForAA     = 0b01000000,
170         kUseNonAAInnerFill     = 0b10000000,
171     };
172     SK_DECL_BITMASK_OPS_FRIENDS(Flags)
173 
174     // While RenderStep does not define the full program that's run for a draw, it defines the
175     // entire vertex layout of the pipeline. This is not allowed to change, so can be provided to
176     // the RenderStep constructor by subclasses.
177     RenderStep(std::string_view className,
178                std::string_view variantName,
179                SkEnumBitMask<Flags> flags,
180                std::initializer_list<Uniform> uniforms,
181                PrimitiveType primitiveType,
182                DepthStencilSettings depthStencilSettings,
183                SkSpan<const Attribute> vertexAttrs,
184                SkSpan<const Attribute> instanceAttrs,
185                SkSpan<const Varying> varyings = {});
186 
187 private:
188     friend class Renderer; // for Flags
189 
190     // Cannot copy or move
191     RenderStep(const RenderStep&) = delete;
192     RenderStep(RenderStep&&)      = delete;
193 
194     static Coverage GetCoverage(SkEnumBitMask<Flags>);
195 
196     uint32_t fUniqueID;
197     SkEnumBitMask<Flags> fFlags;
198     PrimitiveType        fPrimitiveType;
199 
200     DepthStencilSettings fDepthStencilSettings;
201 
202     // TODO: When we always use C++17 for builds, we should be able to just let subclasses declare
203     // constexpr arrays and point to those, but we need explicit storage for C++14.
204     // Alternatively, if we imposed a max attr count, similar to Renderer's num render steps, we
205     // could just have this be std::array and keep all attributes inline with the RenderStep memory.
206     // On the other hand, the attributes are only needed when creating a new pipeline so it's not
207     // that performance sensitive.
208     std::vector<Uniform>   fUniforms;
209     std::vector<Attribute> fVertexAttrs;
210     std::vector<Attribute> fInstanceAttrs;
211     std::vector<Varying>   fVaryings;
212 
213     size_t fVertexStride;   // derived from vertex attribute set
214     size_t fInstanceStride; // derived from instance attribute set
215 
216     std::string fName;
217 };
SK_MAKE_BITMASK_OPS(RenderStep::Flags)218 SK_MAKE_BITMASK_OPS(RenderStep::Flags)
219 
220 class Renderer {
221     using StepFlags = RenderStep::Flags;
222 public:
223     // The maximum number of render steps that any Renderer is allowed to have.
224     static constexpr int kMaxRenderSteps = 4;
225 
226     const RenderStep& step(int i) const {
227         SkASSERT(i >= 0 && i < fStepCount);
228         return *fSteps[i];
229     }
230     SkSpan<const RenderStep* const> steps() const {
231         SkASSERT(fStepCount > 0); // steps() should only be called on valid Renderers.
232         return {fSteps.data(), static_cast<size_t>(fStepCount) };
233     }
234 
235     const char*   name()           const { return fName.c_str(); }
236     DrawTypeFlags drawTypes()      const { return fDrawTypes; }
237     int           numRenderSteps() const { return fStepCount;    }
238 
239     bool requiresMSAA() const {
240         return SkToBool(fStepFlags & StepFlags::kRequiresMSAA);
241     }
242     bool emitsPrimitiveColor() const {
243         return SkToBool(fStepFlags & StepFlags::kEmitsPrimitiveColor);
244     }
245     bool outsetBoundsForAA() const {
246         return SkToBool(fStepFlags & StepFlags::kOutsetBoundsForAA);
247     }
248     bool useNonAAInnerFill() const {
249         return SkToBool(fStepFlags & StepFlags::kUseNonAAInnerFill);
250     }
251 
252     SkEnumBitMask<DepthStencilFlags> depthStencilFlags() const { return fDepthStencilFlags; }
253 
254     Coverage coverage() const { return RenderStep::GetCoverage(fStepFlags); }
255 
256 private:
257     friend class RendererProvider; // for ctors
258 
259     // Max render steps is 4, so just spell the options out for now...
260     Renderer(std::string_view name, DrawTypeFlags drawTypes, const RenderStep* s1)
261             : Renderer(name, drawTypes, std::array<const RenderStep*, 1>{s1}) {}
262 
263     Renderer(std::string_view name, DrawTypeFlags drawTypes,
264              const RenderStep* s1, const RenderStep* s2)
265             : Renderer(name, drawTypes, std::array<const RenderStep*, 2>{s1, s2}) {}
266 
267     Renderer(std::string_view name, DrawTypeFlags drawTypes,
268              const RenderStep* s1, const RenderStep* s2, const RenderStep* s3)
269             : Renderer(name, drawTypes, std::array<const RenderStep*, 3>{s1, s2, s3}) {}
270 
271     Renderer(std::string_view name, DrawTypeFlags drawTypes,
272              const RenderStep* s1, const RenderStep* s2, const RenderStep* s3, const RenderStep* s4)
273             : Renderer(name, drawTypes, std::array<const RenderStep*, 4>{s1, s2, s3, s4}) {}
274 
275     template<size_t N>
276     Renderer(std::string_view name, DrawTypeFlags drawTypes, std::array<const RenderStep*, N> steps)
277             : fName(name)
278             , fDrawTypes(drawTypes)
279             , fStepCount(SkTo<int>(N)) {
280         static_assert(N <= kMaxRenderSteps);
281         for (int i = 0 ; i < fStepCount; ++i) {
282             fSteps[i] = steps[i];
283             fStepFlags |= fSteps[i]->fFlags;
284             fDepthStencilFlags |= fSteps[i]->depthStencilFlags();
285         }
286         // At least one step needs to actually shade.
287         SkASSERT(fStepFlags & RenderStep::Flags::kPerformsShading);
288         // A render step using non-AA inner fills with a second draw should not also be part of a
289         // multi-step renderer (to keep reasoning simple) and must use the GREATER depth test.
290         SkASSERT(!this->useNonAAInnerFill() ||
291                  (fStepCount == 1 && fSteps[0]->depthStencilSettings().fDepthTestEnabled &&
292                   fSteps[0]->depthStencilSettings().fDepthCompareOp == CompareOp::kGreater));
293     }
294 
295     // For RendererProvider to manage initialization; it will never expose a Renderer that is only
296     // default-initialized and not replaced because it's algorithm is disabled by caps/options.
297     Renderer() : fSteps(), fName(""), fStepCount(0) {}
298     Renderer& operator=(Renderer&&) = default;
299 
300     std::array<const RenderStep*, kMaxRenderSteps> fSteps;
301     std::string fName;
302     DrawTypeFlags fDrawTypes = DrawTypeFlags::kNone;
303     int fStepCount;
304 
305     SkEnumBitMask<StepFlags> fStepFlags = StepFlags::kNone;
306     SkEnumBitMask<DepthStencilFlags> fDepthStencilFlags = DepthStencilFlags::kNone;
307 };
308 
309 } // namespace skgpu::graphite
310 
311 #endif // skgpu_graphite_Renderer_DEFINED
312