xref: /aosp_15_r20/external/skia/src/gpu/graphite/Renderer.h (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
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_Renderer_DEFINED
9*c8dee2aaSAndroid Build Coastguard Worker #define skgpu_graphite_Renderer_DEFINED
10*c8dee2aaSAndroid Build Coastguard Worker 
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkSpan.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkString.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkTypes.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/graphite/GraphiteTypes.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "src/base/SkEnumBitMask.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "src/base/SkVx.h"
17*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/Attribute.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/Uniform.h"
21*c8dee2aaSAndroid Build Coastguard Worker 
22*c8dee2aaSAndroid Build Coastguard Worker #include <array>
23*c8dee2aaSAndroid Build Coastguard Worker #include <initializer_list>
24*c8dee2aaSAndroid Build Coastguard Worker #include <string>
25*c8dee2aaSAndroid Build Coastguard Worker #include <string_view>
26*c8dee2aaSAndroid Build Coastguard Worker #include <vector>
27*c8dee2aaSAndroid Build Coastguard Worker 
28*c8dee2aaSAndroid Build Coastguard Worker enum class SkPathFillType;
29*c8dee2aaSAndroid Build Coastguard Worker 
30*c8dee2aaSAndroid Build Coastguard Worker namespace skgpu { enum class MaskFormat; }
31*c8dee2aaSAndroid Build Coastguard Worker 
32*c8dee2aaSAndroid Build Coastguard Worker namespace skgpu::graphite {
33*c8dee2aaSAndroid Build Coastguard Worker 
34*c8dee2aaSAndroid Build Coastguard Worker class DrawWriter;
35*c8dee2aaSAndroid Build Coastguard Worker class DrawParams;
36*c8dee2aaSAndroid Build Coastguard Worker class PipelineDataGatherer;
37*c8dee2aaSAndroid Build Coastguard Worker class Rect;
38*c8dee2aaSAndroid Build Coastguard Worker class ResourceProvider;
39*c8dee2aaSAndroid Build Coastguard Worker class TextureDataBlock;
40*c8dee2aaSAndroid Build Coastguard Worker class Transform;
41*c8dee2aaSAndroid Build Coastguard Worker 
42*c8dee2aaSAndroid Build Coastguard Worker struct ResourceBindingRequirements;
43*c8dee2aaSAndroid Build Coastguard Worker 
44*c8dee2aaSAndroid Build Coastguard Worker enum class Coverage { kNone, kSingleChannel, kLCD };
45*c8dee2aaSAndroid Build Coastguard Worker 
46*c8dee2aaSAndroid Build Coastguard Worker /**
47*c8dee2aaSAndroid Build Coastguard Worker  * The actual technique for rasterizing a high-level draw recorded in a DrawList is handled by a
48*c8dee2aaSAndroid Build Coastguard Worker  * specific Renderer. Each technique has an associated singleton Renderer that decomposes the
49*c8dee2aaSAndroid Build Coastguard Worker  * technique into a series of RenderSteps that must be executed in the specified order for the draw.
50*c8dee2aaSAndroid Build Coastguard Worker  * However, the RenderStep executions for multiple draws can be re-arranged so batches of each
51*c8dee2aaSAndroid Build Coastguard Worker  * step can be performed in a larger GPU operation. This re-arranging relies on accurate
52*c8dee2aaSAndroid Build Coastguard Worker  * determination of the DisjointStencilIndex for each draw so that stencil steps are not corrupted
53*c8dee2aaSAndroid Build Coastguard Worker  * by another draw before its cover step is executed. It also relies on the CompressedPaintersOrder
54*c8dee2aaSAndroid Build Coastguard Worker  * for each draw to ensure steps are not re-arranged in a way that violates the original draw order.
55*c8dee2aaSAndroid Build Coastguard Worker  *
56*c8dee2aaSAndroid Build Coastguard Worker  * Renderer itself is non-virtual since it simply has to point to a list of RenderSteps. RenderSteps
57*c8dee2aaSAndroid Build Coastguard Worker  * on the other hand are virtual implement the technique specific functionality. It is entirely
58*c8dee2aaSAndroid Build Coastguard Worker  * possible for certain types of steps, e.g. a bounding box cover, to be re-used across different
59*c8dee2aaSAndroid Build Coastguard Worker  * Renderers even if the preceeding steps were different.
60*c8dee2aaSAndroid Build Coastguard Worker  *
61*c8dee2aaSAndroid Build Coastguard Worker  * All Renderers are accessed through the SharedContext's RendererProvider.
62*c8dee2aaSAndroid Build Coastguard Worker  */
63*c8dee2aaSAndroid Build Coastguard Worker class RenderStep {
64*c8dee2aaSAndroid Build Coastguard Worker public:
65*c8dee2aaSAndroid Build Coastguard Worker     virtual ~RenderStep() = default;
66*c8dee2aaSAndroid Build Coastguard Worker 
67*c8dee2aaSAndroid Build Coastguard Worker     // The DrawWriter is configured with the vertex and instance strides of the RenderStep, and its
68*c8dee2aaSAndroid Build Coastguard Worker     // primitive type. The recorded draws will be executed with a graphics pipeline compatible with
69*c8dee2aaSAndroid Build Coastguard Worker     // this RenderStep.
70*c8dee2aaSAndroid Build Coastguard Worker     virtual void writeVertices(DrawWriter*, const DrawParams&, skvx::uint2 ssboIndices) const = 0;
71*c8dee2aaSAndroid Build Coastguard Worker 
72*c8dee2aaSAndroid Build Coastguard Worker     // Write out the uniform values (aligned for the layout), textures, and samplers. The uniform
73*c8dee2aaSAndroid Build Coastguard Worker     // values will be de-duplicated across all draws using the RenderStep before uploading to the
74*c8dee2aaSAndroid Build Coastguard Worker     // GPU, but it can be assumed the uniforms will be bound before the draws recorded in
75*c8dee2aaSAndroid Build Coastguard Worker     // 'writeVertices' are executed.
76*c8dee2aaSAndroid Build Coastguard Worker     virtual void writeUniformsAndTextures(const DrawParams&, PipelineDataGatherer*) const = 0;
77*c8dee2aaSAndroid Build Coastguard Worker 
78*c8dee2aaSAndroid Build Coastguard Worker     // Returns the body of a vertex function, which must define a float4 devPosition variable and
79*c8dee2aaSAndroid Build Coastguard Worker     // must write to an already-defined float2 stepLocalCoords variable. This will be automatically
80*c8dee2aaSAndroid Build Coastguard Worker     // set to a varying for the fragment shader if the paint requires local coords. This SkSL has
81*c8dee2aaSAndroid Build Coastguard Worker     // access to the variables declared by vertexAttributes(), instanceAttributes(), and uniforms().
82*c8dee2aaSAndroid Build Coastguard Worker     // The 'devPosition' variable's z must store the PaintDepth normalized to a float from [0, 1],
83*c8dee2aaSAndroid Build Coastguard Worker     // for each processed draw although the RenderStep can choose to upload it in any manner.
84*c8dee2aaSAndroid Build Coastguard Worker     //
85*c8dee2aaSAndroid Build Coastguard Worker     // NOTE: The above contract is mainly so that the entire SkSL program can be created by just str
86*c8dee2aaSAndroid Build Coastguard Worker     // concatenating struct definitions generated from the RenderStep and paint Combination
87*c8dee2aaSAndroid Build Coastguard Worker     // and then including the function bodies returned here.
88*c8dee2aaSAndroid Build Coastguard Worker     virtual std::string vertexSkSL() const = 0;
89*c8dee2aaSAndroid Build Coastguard Worker 
90*c8dee2aaSAndroid Build Coastguard Worker     // Emits code to set up textures and samplers. Should only be defined if hasTextures is true.
texturesAndSamplersSkSL(const ResourceBindingRequirements &,int * nextBindingIndex)91*c8dee2aaSAndroid Build Coastguard Worker     virtual std::string texturesAndSamplersSkSL(const ResourceBindingRequirements&,
92*c8dee2aaSAndroid Build Coastguard Worker                                                 int* nextBindingIndex) const {
93*c8dee2aaSAndroid Build Coastguard Worker         return R"()";
94*c8dee2aaSAndroid Build Coastguard Worker     }
95*c8dee2aaSAndroid Build Coastguard Worker 
96*c8dee2aaSAndroid Build Coastguard Worker     // Emits code to set up coverage value. Should only be defined if overridesCoverage is true.
97*c8dee2aaSAndroid Build Coastguard Worker     // When implemented the returned SkSL fragment should write its coverage into a
98*c8dee2aaSAndroid Build Coastguard Worker     // 'half4 outputCoverage' variable (defined in the calling code) with the actual
99*c8dee2aaSAndroid Build Coastguard Worker     // coverage splatted out into all four channels.
fragmentCoverageSkSL()100*c8dee2aaSAndroid Build Coastguard Worker     virtual const char* fragmentCoverageSkSL() const { return R"()"; }
101*c8dee2aaSAndroid Build Coastguard Worker 
102*c8dee2aaSAndroid Build Coastguard Worker     // Emits code to set up a primitive color value. Should only be defined if emitsPrimitiveColor
103*c8dee2aaSAndroid Build Coastguard Worker     // is true. When implemented, the returned SkSL fragment should write its color into a
104*c8dee2aaSAndroid Build Coastguard Worker     // 'half4 primitiveColor' variable (defined in the calling code).
fragmentColorSkSL()105*c8dee2aaSAndroid Build Coastguard Worker     virtual const char* fragmentColorSkSL() const { return R"()"; }
106*c8dee2aaSAndroid Build Coastguard Worker 
uniqueID()107*c8dee2aaSAndroid Build Coastguard Worker     uint32_t uniqueID() const { return fUniqueID; }
108*c8dee2aaSAndroid Build Coastguard Worker 
109*c8dee2aaSAndroid Build Coastguard Worker     // Returns a name formatted as "Subclass[variant]", where "Subclass" matches the C++ class name
110*c8dee2aaSAndroid Build Coastguard Worker     // and variant is a unique term describing instance's specific configuration.
name()111*c8dee2aaSAndroid Build Coastguard Worker     const char* name() const { return fName.c_str(); }
112*c8dee2aaSAndroid Build Coastguard Worker 
requiresMSAA()113*c8dee2aaSAndroid Build Coastguard Worker     bool requiresMSAA()        const { return SkToBool(fFlags & Flags::kRequiresMSAA);        }
performsShading()114*c8dee2aaSAndroid Build Coastguard Worker     bool performsShading()     const { return SkToBool(fFlags & Flags::kPerformsShading);     }
hasTextures()115*c8dee2aaSAndroid Build Coastguard Worker     bool hasTextures()         const { return SkToBool(fFlags & Flags::kHasTextures);         }
emitsPrimitiveColor()116*c8dee2aaSAndroid Build Coastguard Worker     bool emitsPrimitiveColor() const { return SkToBool(fFlags & Flags::kEmitsPrimitiveColor); }
outsetBoundsForAA()117*c8dee2aaSAndroid Build Coastguard Worker     bool outsetBoundsForAA()   const { return SkToBool(fFlags & Flags::kOutsetBoundsForAA);   }
useNonAAInnerFill()118*c8dee2aaSAndroid Build Coastguard Worker     bool useNonAAInnerFill()   const { return SkToBool(fFlags & Flags::kUseNonAAInnerFill);   }
119*c8dee2aaSAndroid Build Coastguard Worker 
coverage()120*c8dee2aaSAndroid Build Coastguard Worker     Coverage coverage() const { return RenderStep::GetCoverage(fFlags); }
121*c8dee2aaSAndroid Build Coastguard Worker 
primitiveType()122*c8dee2aaSAndroid Build Coastguard Worker     PrimitiveType primitiveType()  const { return fPrimitiveType;  }
vertexStride()123*c8dee2aaSAndroid Build Coastguard Worker     size_t        vertexStride()   const { return fVertexStride;   }
instanceStride()124*c8dee2aaSAndroid Build Coastguard Worker     size_t        instanceStride() const { return fInstanceStride; }
125*c8dee2aaSAndroid Build Coastguard Worker 
numUniforms()126*c8dee2aaSAndroid Build Coastguard Worker     size_t numUniforms()           const { return fUniforms.size();      }
numVertexAttributes()127*c8dee2aaSAndroid Build Coastguard Worker     size_t numVertexAttributes()   const { return fVertexAttrs.size();   }
numInstanceAttributes()128*c8dee2aaSAndroid Build Coastguard Worker     size_t numInstanceAttributes() const { return fInstanceAttrs.size(); }
129*c8dee2aaSAndroid Build Coastguard Worker 
130*c8dee2aaSAndroid Build Coastguard Worker     // Name of an attribute containing both render step and shading SSBO indices, if used.
ssboIndicesAttribute()131*c8dee2aaSAndroid Build Coastguard Worker     static const char* ssboIndicesAttribute() { return "ssboIndices"; }
132*c8dee2aaSAndroid Build Coastguard Worker 
133*c8dee2aaSAndroid Build Coastguard Worker     // Name of a varying to pass SSBO indices to fragment shader. Both render step and shading
134*c8dee2aaSAndroid Build Coastguard Worker     // indices are passed, because render step uniforms are sometimes used for coverage.
ssboIndicesVarying()135*c8dee2aaSAndroid Build Coastguard Worker     static const char* ssboIndicesVarying() { return "ssboIndicesVar"; }
136*c8dee2aaSAndroid Build Coastguard Worker 
137*c8dee2aaSAndroid Build Coastguard Worker     // The uniforms of a RenderStep are bound to the kRenderStep slot, the rest of the pipeline
138*c8dee2aaSAndroid Build Coastguard Worker     // may still use uniforms bound to other slots.
uniforms()139*c8dee2aaSAndroid Build Coastguard Worker     SkSpan<const Uniform>   uniforms()           const { return SkSpan(fUniforms);      }
vertexAttributes()140*c8dee2aaSAndroid Build Coastguard Worker     SkSpan<const Attribute> vertexAttributes()   const { return SkSpan(fVertexAttrs);   }
instanceAttributes()141*c8dee2aaSAndroid Build Coastguard Worker     SkSpan<const Attribute> instanceAttributes() const { return SkSpan(fInstanceAttrs); }
varyings()142*c8dee2aaSAndroid Build Coastguard Worker     SkSpan<const Varying>   varyings()           const { return SkSpan(fVaryings);      }
143*c8dee2aaSAndroid Build Coastguard Worker 
depthStencilSettings()144*c8dee2aaSAndroid Build Coastguard Worker     const DepthStencilSettings& depthStencilSettings() const { return fDepthStencilSettings; }
145*c8dee2aaSAndroid Build Coastguard Worker 
depthStencilFlags()146*c8dee2aaSAndroid Build Coastguard Worker     SkEnumBitMask<DepthStencilFlags> depthStencilFlags() const {
147*c8dee2aaSAndroid Build Coastguard Worker         return (fDepthStencilSettings.fStencilTestEnabled
148*c8dee2aaSAndroid Build Coastguard Worker                         ? DepthStencilFlags::kStencil : DepthStencilFlags::kNone) |
149*c8dee2aaSAndroid Build Coastguard Worker                (fDepthStencilSettings.fDepthTestEnabled || fDepthStencilSettings.fDepthWriteEnabled
150*c8dee2aaSAndroid Build Coastguard Worker                         ? DepthStencilFlags::kDepth : DepthStencilFlags::kNone);
151*c8dee2aaSAndroid Build Coastguard Worker     }
152*c8dee2aaSAndroid Build Coastguard Worker 
153*c8dee2aaSAndroid Build Coastguard Worker     // TODO: Actual API to do things
154*c8dee2aaSAndroid Build Coastguard Worker     // 6. Some Renderers benefit from being able to share vertices between RenderSteps. Must find a
155*c8dee2aaSAndroid Build Coastguard Worker     //    way to support that. It may mean that RenderSteps get state per draw.
156*c8dee2aaSAndroid Build Coastguard Worker     //    - Does Renderer make RenderStepFactories that create steps for each DrawList::Draw?
157*c8dee2aaSAndroid Build Coastguard Worker     //    - Does DrawList->DrawPass conversion build a separate array of blind data that the
158*c8dee2aaSAndroid Build Coastguard Worker     //      stateless Renderstep can refer to for {draw,step} pairs?
159*c8dee2aaSAndroid Build Coastguard Worker     //    - Does each DrawList::Draw have extra space (e.g. 8 bytes) that steps can cache data in?
160*c8dee2aaSAndroid Build Coastguard Worker protected:
161*c8dee2aaSAndroid Build Coastguard Worker     enum class Flags : unsigned {
162*c8dee2aaSAndroid Build Coastguard Worker         kNone                  = 0b00000000,
163*c8dee2aaSAndroid Build Coastguard Worker         kRequiresMSAA          = 0b00000001,
164*c8dee2aaSAndroid Build Coastguard Worker         kPerformsShading       = 0b00000010,
165*c8dee2aaSAndroid Build Coastguard Worker         kHasTextures           = 0b00000100,
166*c8dee2aaSAndroid Build Coastguard Worker         kEmitsCoverage         = 0b00001000,
167*c8dee2aaSAndroid Build Coastguard Worker         kLCDCoverage           = 0b00010000,
168*c8dee2aaSAndroid Build Coastguard Worker         kEmitsPrimitiveColor   = 0b00100000,
169*c8dee2aaSAndroid Build Coastguard Worker         kOutsetBoundsForAA     = 0b01000000,
170*c8dee2aaSAndroid Build Coastguard Worker         kUseNonAAInnerFill     = 0b10000000,
171*c8dee2aaSAndroid Build Coastguard Worker     };
172*c8dee2aaSAndroid Build Coastguard Worker     SK_DECL_BITMASK_OPS_FRIENDS(Flags)
173*c8dee2aaSAndroid Build Coastguard Worker 
174*c8dee2aaSAndroid Build Coastguard Worker     // While RenderStep does not define the full program that's run for a draw, it defines the
175*c8dee2aaSAndroid Build Coastguard Worker     // entire vertex layout of the pipeline. This is not allowed to change, so can be provided to
176*c8dee2aaSAndroid Build Coastguard Worker     // the RenderStep constructor by subclasses.
177*c8dee2aaSAndroid Build Coastguard Worker     RenderStep(std::string_view className,
178*c8dee2aaSAndroid Build Coastguard Worker                std::string_view variantName,
179*c8dee2aaSAndroid Build Coastguard Worker                SkEnumBitMask<Flags> flags,
180*c8dee2aaSAndroid Build Coastguard Worker                std::initializer_list<Uniform> uniforms,
181*c8dee2aaSAndroid Build Coastguard Worker                PrimitiveType primitiveType,
182*c8dee2aaSAndroid Build Coastguard Worker                DepthStencilSettings depthStencilSettings,
183*c8dee2aaSAndroid Build Coastguard Worker                SkSpan<const Attribute> vertexAttrs,
184*c8dee2aaSAndroid Build Coastguard Worker                SkSpan<const Attribute> instanceAttrs,
185*c8dee2aaSAndroid Build Coastguard Worker                SkSpan<const Varying> varyings = {});
186*c8dee2aaSAndroid Build Coastguard Worker 
187*c8dee2aaSAndroid Build Coastguard Worker private:
188*c8dee2aaSAndroid Build Coastguard Worker     friend class Renderer; // for Flags
189*c8dee2aaSAndroid Build Coastguard Worker 
190*c8dee2aaSAndroid Build Coastguard Worker     // Cannot copy or move
191*c8dee2aaSAndroid Build Coastguard Worker     RenderStep(const RenderStep&) = delete;
192*c8dee2aaSAndroid Build Coastguard Worker     RenderStep(RenderStep&&)      = delete;
193*c8dee2aaSAndroid Build Coastguard Worker 
194*c8dee2aaSAndroid Build Coastguard Worker     static Coverage GetCoverage(SkEnumBitMask<Flags>);
195*c8dee2aaSAndroid Build Coastguard Worker 
196*c8dee2aaSAndroid Build Coastguard Worker     uint32_t fUniqueID;
197*c8dee2aaSAndroid Build Coastguard Worker     SkEnumBitMask<Flags> fFlags;
198*c8dee2aaSAndroid Build Coastguard Worker     PrimitiveType        fPrimitiveType;
199*c8dee2aaSAndroid Build Coastguard Worker 
200*c8dee2aaSAndroid Build Coastguard Worker     DepthStencilSettings fDepthStencilSettings;
201*c8dee2aaSAndroid Build Coastguard Worker 
202*c8dee2aaSAndroid Build Coastguard Worker     // TODO: When we always use C++17 for builds, we should be able to just let subclasses declare
203*c8dee2aaSAndroid Build Coastguard Worker     // constexpr arrays and point to those, but we need explicit storage for C++14.
204*c8dee2aaSAndroid Build Coastguard Worker     // Alternatively, if we imposed a max attr count, similar to Renderer's num render steps, we
205*c8dee2aaSAndroid Build Coastguard Worker     // could just have this be std::array and keep all attributes inline with the RenderStep memory.
206*c8dee2aaSAndroid Build Coastguard Worker     // On the other hand, the attributes are only needed when creating a new pipeline so it's not
207*c8dee2aaSAndroid Build Coastguard Worker     // that performance sensitive.
208*c8dee2aaSAndroid Build Coastguard Worker     std::vector<Uniform>   fUniforms;
209*c8dee2aaSAndroid Build Coastguard Worker     std::vector<Attribute> fVertexAttrs;
210*c8dee2aaSAndroid Build Coastguard Worker     std::vector<Attribute> fInstanceAttrs;
211*c8dee2aaSAndroid Build Coastguard Worker     std::vector<Varying>   fVaryings;
212*c8dee2aaSAndroid Build Coastguard Worker 
213*c8dee2aaSAndroid Build Coastguard Worker     size_t fVertexStride;   // derived from vertex attribute set
214*c8dee2aaSAndroid Build Coastguard Worker     size_t fInstanceStride; // derived from instance attribute set
215*c8dee2aaSAndroid Build Coastguard Worker 
216*c8dee2aaSAndroid Build Coastguard Worker     std::string fName;
217*c8dee2aaSAndroid Build Coastguard Worker };
SK_MAKE_BITMASK_OPS(RenderStep::Flags)218*c8dee2aaSAndroid Build Coastguard Worker SK_MAKE_BITMASK_OPS(RenderStep::Flags)
219*c8dee2aaSAndroid Build Coastguard Worker 
220*c8dee2aaSAndroid Build Coastguard Worker class Renderer {
221*c8dee2aaSAndroid Build Coastguard Worker     using StepFlags = RenderStep::Flags;
222*c8dee2aaSAndroid Build Coastguard Worker public:
223*c8dee2aaSAndroid Build Coastguard Worker     // The maximum number of render steps that any Renderer is allowed to have.
224*c8dee2aaSAndroid Build Coastguard Worker     static constexpr int kMaxRenderSteps = 4;
225*c8dee2aaSAndroid Build Coastguard Worker 
226*c8dee2aaSAndroid Build Coastguard Worker     const RenderStep& step(int i) const {
227*c8dee2aaSAndroid Build Coastguard Worker         SkASSERT(i >= 0 && i < fStepCount);
228*c8dee2aaSAndroid Build Coastguard Worker         return *fSteps[i];
229*c8dee2aaSAndroid Build Coastguard Worker     }
230*c8dee2aaSAndroid Build Coastguard Worker     SkSpan<const RenderStep* const> steps() const {
231*c8dee2aaSAndroid Build Coastguard Worker         SkASSERT(fStepCount > 0); // steps() should only be called on valid Renderers.
232*c8dee2aaSAndroid Build Coastguard Worker         return {fSteps.data(), static_cast<size_t>(fStepCount) };
233*c8dee2aaSAndroid Build Coastguard Worker     }
234*c8dee2aaSAndroid Build Coastguard Worker 
235*c8dee2aaSAndroid Build Coastguard Worker     const char*   name()           const { return fName.c_str(); }
236*c8dee2aaSAndroid Build Coastguard Worker     DrawTypeFlags drawTypes()      const { return fDrawTypes; }
237*c8dee2aaSAndroid Build Coastguard Worker     int           numRenderSteps() const { return fStepCount;    }
238*c8dee2aaSAndroid Build Coastguard Worker 
239*c8dee2aaSAndroid Build Coastguard Worker     bool requiresMSAA() const {
240*c8dee2aaSAndroid Build Coastguard Worker         return SkToBool(fStepFlags & StepFlags::kRequiresMSAA);
241*c8dee2aaSAndroid Build Coastguard Worker     }
242*c8dee2aaSAndroid Build Coastguard Worker     bool emitsPrimitiveColor() const {
243*c8dee2aaSAndroid Build Coastguard Worker         return SkToBool(fStepFlags & StepFlags::kEmitsPrimitiveColor);
244*c8dee2aaSAndroid Build Coastguard Worker     }
245*c8dee2aaSAndroid Build Coastguard Worker     bool outsetBoundsForAA() const {
246*c8dee2aaSAndroid Build Coastguard Worker         return SkToBool(fStepFlags & StepFlags::kOutsetBoundsForAA);
247*c8dee2aaSAndroid Build Coastguard Worker     }
248*c8dee2aaSAndroid Build Coastguard Worker     bool useNonAAInnerFill() const {
249*c8dee2aaSAndroid Build Coastguard Worker         return SkToBool(fStepFlags & StepFlags::kUseNonAAInnerFill);
250*c8dee2aaSAndroid Build Coastguard Worker     }
251*c8dee2aaSAndroid Build Coastguard Worker 
252*c8dee2aaSAndroid Build Coastguard Worker     SkEnumBitMask<DepthStencilFlags> depthStencilFlags() const { return fDepthStencilFlags; }
253*c8dee2aaSAndroid Build Coastguard Worker 
254*c8dee2aaSAndroid Build Coastguard Worker     Coverage coverage() const { return RenderStep::GetCoverage(fStepFlags); }
255*c8dee2aaSAndroid Build Coastguard Worker 
256*c8dee2aaSAndroid Build Coastguard Worker private:
257*c8dee2aaSAndroid Build Coastguard Worker     friend class RendererProvider; // for ctors
258*c8dee2aaSAndroid Build Coastguard Worker 
259*c8dee2aaSAndroid Build Coastguard Worker     // Max render steps is 4, so just spell the options out for now...
260*c8dee2aaSAndroid Build Coastguard Worker     Renderer(std::string_view name, DrawTypeFlags drawTypes, const RenderStep* s1)
261*c8dee2aaSAndroid Build Coastguard Worker             : Renderer(name, drawTypes, std::array<const RenderStep*, 1>{s1}) {}
262*c8dee2aaSAndroid Build Coastguard Worker 
263*c8dee2aaSAndroid Build Coastguard Worker     Renderer(std::string_view name, DrawTypeFlags drawTypes,
264*c8dee2aaSAndroid Build Coastguard Worker              const RenderStep* s1, const RenderStep* s2)
265*c8dee2aaSAndroid Build Coastguard Worker             : Renderer(name, drawTypes, std::array<const RenderStep*, 2>{s1, s2}) {}
266*c8dee2aaSAndroid Build Coastguard Worker 
267*c8dee2aaSAndroid Build Coastguard Worker     Renderer(std::string_view name, DrawTypeFlags drawTypes,
268*c8dee2aaSAndroid Build Coastguard Worker              const RenderStep* s1, const RenderStep* s2, const RenderStep* s3)
269*c8dee2aaSAndroid Build Coastguard Worker             : Renderer(name, drawTypes, std::array<const RenderStep*, 3>{s1, s2, s3}) {}
270*c8dee2aaSAndroid Build Coastguard Worker 
271*c8dee2aaSAndroid Build Coastguard Worker     Renderer(std::string_view name, DrawTypeFlags drawTypes,
272*c8dee2aaSAndroid Build Coastguard Worker              const RenderStep* s1, const RenderStep* s2, const RenderStep* s3, const RenderStep* s4)
273*c8dee2aaSAndroid Build Coastguard Worker             : Renderer(name, drawTypes, std::array<const RenderStep*, 4>{s1, s2, s3, s4}) {}
274*c8dee2aaSAndroid Build Coastguard Worker 
275*c8dee2aaSAndroid Build Coastguard Worker     template<size_t N>
276*c8dee2aaSAndroid Build Coastguard Worker     Renderer(std::string_view name, DrawTypeFlags drawTypes, std::array<const RenderStep*, N> steps)
277*c8dee2aaSAndroid Build Coastguard Worker             : fName(name)
278*c8dee2aaSAndroid Build Coastguard Worker             , fDrawTypes(drawTypes)
279*c8dee2aaSAndroid Build Coastguard Worker             , fStepCount(SkTo<int>(N)) {
280*c8dee2aaSAndroid Build Coastguard Worker         static_assert(N <= kMaxRenderSteps);
281*c8dee2aaSAndroid Build Coastguard Worker         for (int i = 0 ; i < fStepCount; ++i) {
282*c8dee2aaSAndroid Build Coastguard Worker             fSteps[i] = steps[i];
283*c8dee2aaSAndroid Build Coastguard Worker             fStepFlags |= fSteps[i]->fFlags;
284*c8dee2aaSAndroid Build Coastguard Worker             fDepthStencilFlags |= fSteps[i]->depthStencilFlags();
285*c8dee2aaSAndroid Build Coastguard Worker         }
286*c8dee2aaSAndroid Build Coastguard Worker         // At least one step needs to actually shade.
287*c8dee2aaSAndroid Build Coastguard Worker         SkASSERT(fStepFlags & RenderStep::Flags::kPerformsShading);
288*c8dee2aaSAndroid Build Coastguard Worker         // A render step using non-AA inner fills with a second draw should not also be part of a
289*c8dee2aaSAndroid Build Coastguard Worker         // multi-step renderer (to keep reasoning simple) and must use the GREATER depth test.
290*c8dee2aaSAndroid Build Coastguard Worker         SkASSERT(!this->useNonAAInnerFill() ||
291*c8dee2aaSAndroid Build Coastguard Worker                  (fStepCount == 1 && fSteps[0]->depthStencilSettings().fDepthTestEnabled &&
292*c8dee2aaSAndroid Build Coastguard Worker                   fSteps[0]->depthStencilSettings().fDepthCompareOp == CompareOp::kGreater));
293*c8dee2aaSAndroid Build Coastguard Worker     }
294*c8dee2aaSAndroid Build Coastguard Worker 
295*c8dee2aaSAndroid Build Coastguard Worker     // For RendererProvider to manage initialization; it will never expose a Renderer that is only
296*c8dee2aaSAndroid Build Coastguard Worker     // default-initialized and not replaced because it's algorithm is disabled by caps/options.
297*c8dee2aaSAndroid Build Coastguard Worker     Renderer() : fSteps(), fName(""), fStepCount(0) {}
298*c8dee2aaSAndroid Build Coastguard Worker     Renderer& operator=(Renderer&&) = default;
299*c8dee2aaSAndroid Build Coastguard Worker 
300*c8dee2aaSAndroid Build Coastguard Worker     std::array<const RenderStep*, kMaxRenderSteps> fSteps;
301*c8dee2aaSAndroid Build Coastguard Worker     std::string fName;
302*c8dee2aaSAndroid Build Coastguard Worker     DrawTypeFlags fDrawTypes = DrawTypeFlags::kNone;
303*c8dee2aaSAndroid Build Coastguard Worker     int fStepCount;
304*c8dee2aaSAndroid Build Coastguard Worker 
305*c8dee2aaSAndroid Build Coastguard Worker     SkEnumBitMask<StepFlags> fStepFlags = StepFlags::kNone;
306*c8dee2aaSAndroid Build Coastguard Worker     SkEnumBitMask<DepthStencilFlags> fDepthStencilFlags = DepthStencilFlags::kNone;
307*c8dee2aaSAndroid Build Coastguard Worker };
308*c8dee2aaSAndroid Build Coastguard Worker 
309*c8dee2aaSAndroid Build Coastguard Worker } // namespace skgpu::graphite
310*c8dee2aaSAndroid Build Coastguard Worker 
311*c8dee2aaSAndroid Build Coastguard Worker #endif // skgpu_graphite_Renderer_DEFINED
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