| /* |
| * Copyright 2023 Rive |
| */ |
| |
| #pragma once |
| |
| #include "rive/renderer/render_context.hpp" |
| #include "rive/renderer/texture.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; |
| |
| // Use platform apis to decode the image bytes and creates a texture if |
| // available. If not available leaving its default implementation will cause |
| // rive decoders to be used instead |
| virtual rcp<Texture> platformDecodeImageTexture( |
| Span<const uint8_t> encodedBytes) |
| { |
| return nullptr; |
| }; |
| |
| // this is called in the case of the default Bitmap class being used to |
| // decode images so that it can be converted into a backend specific image. |
| virtual rcp<Texture> makeImageTexture( |
| uint32_t width, |
| uint32_t height, |
| uint32_t mipLevelCount, |
| const uint8_t imageDataRGBAPremul[]) = 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; |
| |
| virtual void preBeginFrame(RenderContext*) {} |
| |
| // Returns true if the render context should end the drawList with a batch |
| // of type DrawType::renderPassResolve (and set "manuallyResolved" in the |
| // flush descriptor). |
| // This may be used, e.g., to manually resolve MSAA or to transfer pixels |
| // from an offscreen texture back to the main render target. |
| virtual bool wantsManualRenderPassResolve( |
| gpu::InterlockMode, |
| const RenderTarget*, |
| const IAABB& renderTargetUpdateBounds, |
| gpu::DrawContents combinedDrawContents) const |
| { |
| return false; |
| } |
| |
| // Perform any bookkeeping or other tasks that need to run before |
| // RenderContext begins accessing GPU resources for the flush. (Update |
| // counters, advance buffer pools, etc.) |
| // |
| // The provided resource lifetime counters communicate how the client is |
| // performing CPU-GPU synchronization. Resources used during the upcoming |
| // flush will belong to 'nextFrameNumber'. Resources last used on or before |
| // 'safeFrameNumber' are safe to be released or recycled. |
| virtual void prepareToFlush(uint64_t nextFrameNumber, |
| uint64_t safeFrameNumber) |
| {} |
| |
| // 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(size_t mapSizeInBytes) = 0; |
| virtual void unmapImageDrawUniformBuffer(size_t mapSizeInBytes) = 0; |
| virtual void unmapPathBuffer(size_t mapSizeInBytes) = 0; |
| virtual void unmapPaintBuffer(size_t mapSizeInBytes) = 0; |
| virtual void unmapPaintAuxBuffer(size_t mapSizeInBytes) = 0; |
| virtual void unmapContourBuffer(size_t mapSizeInBytes) = 0; |
| virtual void unmapGradSpanBuffer(size_t mapSizeInBytes) = 0; |
| virtual void unmapTessVertexSpanBuffer(size_t mapSizeInBytes) = 0; |
| virtual void unmapTriangleVertexBuffer(size_t mapSizeInBytes) = 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 resizeAtlasTexture(uint32_t width, uint32_t height) |
| { |
| // Override this method to support atlas feathering. |
| assert(width == 0 && height == 0); |
| } |
| // Not all APIs support pure memoryless pixel local storage. This optional |
| // resource is a space to store PLS data that does not persist outside a |
| // render pass. (Namely, coverage, clip, and scratch.) |
| // NOTE: It is specified as a TEXTURE_2D_ARRAY because that gets better |
| // cache performance on Intel Arc than separate textures. |
| constexpr static uint32_t PLS_TRANSIENT_BACKING_MAX_PLANE_COUNT = 3; |
| virtual void resizeTransientPLSBacking(uint32_t width, |
| uint32_t height, |
| uint32_t planeCount) |
| {} |
| // Used in atomic mode. Similar to transient PLS backing, except it's a |
| // single 2D resource that also supports atomic operations. |
| virtual void resizeAtomicCoverageBacking(uint32_t width, uint32_t height) {} |
| 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.) |
| // |
| // A single frame may have multiple logical flushes (and call flush() |
| // multiple times). |
| virtual void flush(const gpu::FlushDescriptor&) = 0; |
| |
| // Called after all logical flushes in a frame have completed. |
| virtual void postFlush(const RenderContext::FlushResources&) {} |
| |
| // Steady clock, used to determine when we should trim our resource |
| // allocations. |
| virtual double secondsNow() const = 0; |
| |
| protected: |
| PlatformFeatures m_platformFeatures; |
| }; |
| } // namespace rive::gpu |