| /* |
| * Copyright 2023 Rive |
| */ |
| |
| #pragma once |
| |
| #include "rive/pls/pls_render_context.hpp" |
| |
| namespace rive::pls |
| { |
| class PLSTexture; |
| |
| // This class manages GPU buffers and isues the actual rendering commands from PLSRenderContext. |
| class PLSRenderContextImpl |
| { |
| public: |
| virtual ~PLSRenderContextImpl() {} |
| |
| 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<PLSTexture> decodeImageTexture(Span<const uint8_t> encodedBytes) = 0; |
| |
| // Resize GPU buffers. These methods cannot fail, and must allocate the exact size requested. |
| // |
| // PLSRenderContext 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, pls::StorageBufferStructure) = 0; |
| virtual void resizePaintBuffer(size_t sizeInBytes, pls::StorageBufferStructure) = 0; |
| virtual void resizePaintAuxBuffer(size_t sizeInBytes, pls::StorageBufferStructure) = 0; |
| virtual void resizeContourBuffer(size_t sizeInBytes, pls::StorageBufferStructure) = 0; |
| virtual void resizeSimpleColorRampsBuffer(size_t sizeInBytes) = 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 |
| // PLSRenderContext 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 |
| // PLSRenderContextBufferRingImpl.) |
| 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* mapSimpleColorRampsBuffer(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 unmapSimpleColorRampsBuffer() = 0; |
| virtual void unmapGradSpanBuffer() = 0; |
| virtual void unmapTessVertexSpanBuffer() = 0; |
| virtual void unmapTriangleVertexBuffer() = 0; |
| |
| // Allocate textures that the implementation is responsible to update during flush(). |
| virtual void resizeGradientTexture(uint32_t width, uint32_t height) = 0; |
| virtual void resizeTessellationTexture(uint32_t width, uint32_t height) = 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 pls::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::pls |