blob: 27615304b2961bacfc5cfa0e36501c650dbc0e8f [file] [log] [blame]
/*
* 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