| /* |
| * Copyright 2023 Rive |
| */ |
| |
| #pragma once |
| |
| #include "rive/renderer/render_context.hpp" |
| |
| namespace rive::gpu |
| { |
| class Texture; |
| |
| // This class manages GPU buffers and isues the actual rendering commands from |
| // RenderContext. |
| class RenderContextImpl |
| { |
| public: |
| virtual ~RenderContextImpl() {} |
| |
| const PlatformFeatures& platformFeatures() const |
| { |
| return m_platformFeatures; |
| } |
| |
| virtual rcp<RenderBuffer> makeRenderBuffer(RenderBufferType, |
| RenderBufferFlags, |
| size_t) = 0; |
| |
| // Decodes the image bytes and creates a texture that can be bound to the |
| // draw shader for an image paint. |
| virtual rcp<Texture> decodeImageTexture( |
| Span<const uint8_t> encodedBytes) = 0; |
| |
| // Resize GPU buffers. These methods cannot fail, and must allocate the |
| // exact size requested. |
| // |
| // RenderContext takes care to minimize how often these methods are called, |
| // while also growing and shrinking the memory footprint to fit current |
| // usage. |
| // |
| // 'elementSizeInBytes' represents the size of one array element when the |
| // shader accesses this buffer as a storage buffer. |
| virtual void resizeFlushUniformBuffer(size_t sizeInBytes) = 0; |
| virtual void resizeImageDrawUniformBuffer(size_t sizeInBytes) = 0; |
| virtual void resizePathBuffer(size_t sizeInBytes, |
| gpu::StorageBufferStructure) = 0; |
| virtual void resizePaintBuffer(size_t sizeInBytes, |
| gpu::StorageBufferStructure) = 0; |
| virtual void resizePaintAuxBuffer(size_t sizeInBytes, |
| gpu::StorageBufferStructure) = 0; |
| virtual void resizeContourBuffer(size_t sizeInBytes, |
| gpu::StorageBufferStructure) = 0; |
| virtual void resizeGradSpanBuffer(size_t sizeInBytes) = 0; |
| virtual void resizeTessVertexSpanBuffer(size_t sizeInBytes) = 0; |
| virtual void resizeTriangleVertexBuffer(size_t sizeInBytes) = 0; |
| |
| // Perform any synchronization or other tasks that need to run immediately |
| // before RenderContext begins mapping buffers for the next flush. |
| virtual void prepareToMapBuffers() {} |
| |
| // Map GPU buffers. (The implementation may wish to allocate the mappable |
| // buffers in rings, in order to avoid expensive synchronization with the |
| // GPU pipeline. See RenderContextBufferRingImpl.) |
| virtual void* mapFlushUniformBuffer(size_t mapSizeInBytes) = 0; |
| virtual void* mapImageDrawUniformBuffer(size_t mapSizeInBytes) = 0; |
| virtual void* mapPathBuffer(size_t mapSizeInBytes) = 0; |
| virtual void* mapPaintBuffer(size_t mapSizeInBytes) = 0; |
| virtual void* mapPaintAuxBuffer(size_t mapSizeInBytes) = 0; |
| virtual void* mapContourBuffer(size_t mapSizeInBytes) = 0; |
| virtual void* mapGradSpanBuffer(size_t mapSizeInBytes) = 0; |
| virtual void* mapTessVertexSpanBuffer(size_t mapSizeInBytes) = 0; |
| virtual void* mapTriangleVertexBuffer(size_t mapSizeInBytes) = 0; |
| |
| // Unmap GPU buffers. All buffers will be unmapped before flush(). |
| virtual void unmapFlushUniformBuffer() = 0; |
| virtual void unmapImageDrawUniformBuffer() = 0; |
| virtual void unmapPathBuffer() = 0; |
| virtual void unmapPaintBuffer() = 0; |
| virtual void unmapPaintAuxBuffer() = 0; |
| virtual void unmapContourBuffer() = 0; |
| virtual void unmapGradSpanBuffer() = 0; |
| virtual void unmapTessVertexSpanBuffer() = 0; |
| virtual void unmapTriangleVertexBuffer() = 0; |
| |
| // Allocate resources that are updated and used during flush(). |
| virtual void resizeGradientTexture(uint32_t width, uint32_t height) = 0; |
| virtual void resizeTessellationTexture(uint32_t width, uint32_t height) = 0; |
| virtual void resizeCoverageBuffer(size_t sizeInBytes) |
| { |
| // Override this method to support the experimental clockwiseAtomic |
| // mode. |
| assert(sizeInBytes == 0); |
| } |
| |
| // Perform rendering in three steps: |
| // |
| // 1. Prepare the gradient texture: |
| // * Render the GradientSpan instances into the gradient texture. |
| // * Copy the TwoTexelRamp data directly into the gradient texture. |
| // |
| // 2. Render the TessVertexSpan instances into the tessellation texture. |
| // |
| // 3. Execute the draw list. (The Rive renderer shaders read the gradient |
| // and tessellation |
| // textures in order to do path rendering.) |
| // |
| virtual void flush(const gpu::FlushDescriptor&) = 0; |
| |
| // Steady clock, used to determine when we should trim our resource |
| // allocations. |
| virtual double secondsNow() const = 0; |
| |
| protected: |
| PlatformFeatures m_platformFeatures; |
| }; |
| } // namespace rive::gpu |