blob: fb5dc00943e49a68ed60cbe6322d26c7b34312a2 [file] [log] [blame]
/*
* Copyright 2016 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef GrGpuCommandBuffer_DEFINED
#define GrGpuCommandBuffer_DEFINED
#include "GrColor.h"
#include "ops/GrDrawOp.h"
class GrOpFlushState;
class GrFixedClip;
class GrGpu;
class GrMesh;
class GrPipeline;
class GrPrimitiveProcessor;
class GrRenderTarget;
struct SkIRect;
struct SkRect;
/**
* The GrGpuCommandBuffer is a series of commands (draws, clears, and discards), which all target
* the same render target. It is possible that these commands execute immediately (GL), or get
* buffered up for later execution (Vulkan). GrOps will execute their draw commands into a
* GrGpuCommandBuffer.
*
* Ideally we'd know the GrRenderTarget, or at least its properties when the GrGpuCommandBuffer, is
* created. We also then wouldn't include it in the GrPipeline or as a parameter to the clear and
* discard methods. The logical place for that will be in GrRenderTargetOpList post-MDB. For now
* the render target is redundantly passed to each operation, though it will always be the same
* render target for a given command buffer even pre-MDB.
*/
class GrGpuCommandBuffer {
public:
enum class LoadOp {
kLoad,
kClear,
kDiscard,
};
enum class StoreOp {
kStore,
kDiscard,
};
struct LoadAndStoreInfo {
LoadOp fLoadOp;
StoreOp fStoreOp;
GrColor fClearColor;
};
GrGpuCommandBuffer() {}
virtual ~GrGpuCommandBuffer() {}
// Signals the end of recording to the command buffer and that it can now be submitted.
virtual void end() = 0;
// Sends the command buffer off to the GPU object to execute the commands built up in the
// buffer. The gpu object is allowed to defer execution of the commands until it is flushed.
void submit();
// We pass in an array of meshCount GrMesh to the draw. The backend should loop over each
// GrMesh object and emit a draw for it. Each draw will use the same GrPipeline and
// GrPrimitiveProcessor. This may fail if the draw would exceed any resource limits (e.g.
// number of vertex attributes is too large).
bool draw(const GrPipeline&,
const GrPrimitiveProcessor&,
const GrMesh[],
int meshCount,
const SkRect& bounds);
// Performs an upload of vertex data in the middle of a set of a set of draws
virtual void inlineUpload(GrOpFlushState* state, GrDrawOp::DeferredUploadFn& upload,
GrRenderTarget* rt) = 0;
/**
* Clear the passed in render target. Ignores the draw state and clip.
*/
void clear(GrRenderTarget*, const GrFixedClip&, GrColor);
void clearStencilClip(GrRenderTarget*, const GrFixedClip&, bool insideStencilMask);
/**
* Discards the contents render target. nullptr indicates that the current render target should
* be discarded.
*/
// TODO: This should be removed in the future to favor using the load and store ops for discard
virtual void discard(GrRenderTarget*) = 0;
private:
virtual GrGpu* gpu() = 0;
virtual GrRenderTarget* renderTarget() = 0;
virtual void onSubmit() = 0;
// overridden by backend-specific derived class to perform the draw call.
virtual void onDraw(const GrPipeline&,
const GrPrimitiveProcessor&,
const GrMesh*,
int meshCount,
const SkRect& bounds) = 0;
// overridden by backend-specific derived class to perform the clear.
virtual void onClear(GrRenderTarget*, const GrFixedClip&, GrColor) = 0;
virtual void onClearStencilClip(GrRenderTarget*, const GrFixedClip&,
bool insideStencilMask) = 0;
};
#endif