| /* |
| * Copyright 2021 Google LLC |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| #include "src/gpu/graphite/RenderPassTask.h" |
| |
| #include "src/gpu/graphite/CommandBuffer.h" |
| #include "src/gpu/graphite/ContextPriv.h" |
| #include "src/gpu/graphite/DrawPass.h" |
| #include "src/gpu/graphite/Log.h" |
| #include "src/gpu/graphite/ResourceProvider.h" |
| #include "src/gpu/graphite/Texture.h" |
| #include "src/gpu/graphite/TextureProxy.h" |
| |
| namespace skgpu::graphite { |
| |
| sk_sp<RenderPassTask> RenderPassTask::Make(std::vector<std::unique_ptr<DrawPass>> passes, |
| const RenderPassDesc& desc, |
| sk_sp<TextureProxy> target) { |
| // For now we have one DrawPass per RenderPassTask |
| SkASSERT(passes.size() == 1); |
| if (!target) { |
| return nullptr; |
| } |
| |
| return sk_sp<RenderPassTask>(new RenderPassTask(std::move(passes), desc, target)); |
| } |
| |
| RenderPassTask::RenderPassTask(std::vector<std::unique_ptr<DrawPass>> passes, |
| const RenderPassDesc& desc, |
| sk_sp<TextureProxy> target) |
| : fDrawPasses(std::move(passes)) |
| , fRenderPassDesc(desc) |
| , fTarget(std::move(target)) {} |
| |
| RenderPassTask::~RenderPassTask() = default; |
| |
| bool RenderPassTask::prepareResources(ResourceProvider* resourceProvider, |
| const RuntimeEffectDictionary* runtimeDict) { |
| SkASSERT(fTarget); |
| if (!TextureProxy::InstantiateIfNotLazy(resourceProvider, fTarget.get())) { |
| SKGPU_LOG_W("Failed to instantiate RenderPassTask target. Will not create renderpass!"); |
| SKGPU_LOG_W("Dimensions are (%d, %d).", |
| fTarget->dimensions().width(), fTarget->dimensions().height()); |
| return false; |
| } |
| |
| // Assuming one draw pass per renderpasstask for now |
| SkASSERT(fDrawPasses.size() == 1); |
| for (const auto& drawPass: fDrawPasses) { |
| if (!drawPass->prepareResources(resourceProvider, runtimeDict, fRenderPassDesc)) { |
| return false; |
| } |
| } |
| return true; |
| } |
| |
| bool RenderPassTask::addCommands(Context* context, CommandBuffer* commandBuffer) { |
| // TBD: Expose the surfaces that will need to be attached within the renderpass? |
| |
| // TODO: for task execution, start the render pass, then iterate passes and |
| // possibly(?) start each subpass, and call DrawPass::addCommands() on the command buffer |
| // provided to the task. Then close the render pass and we should have pixels.. |
| |
| // Instantiate the target |
| SkASSERT(fTarget && fTarget->isInstantiated()); |
| |
| // We don't instantiate the MSAA or DS attachments in prepareResources because we want to use |
| // the discardable attachments from the Context. |
| ResourceProvider* resourceProvider = context->priv().resourceProvider(); |
| sk_sp<Texture> colorAttachment; |
| sk_sp<Texture> resolveAttachment; |
| if (fRenderPassDesc.fColorResolveAttachment.fTextureInfo.isValid()) { |
| SkASSERT(fTarget->numSamples() == 1 && |
| fRenderPassDesc.fColorAttachment.fTextureInfo.numSamples() > 1); |
| colorAttachment = resourceProvider->findOrCreateDiscardableMSAAAttachment( |
| fTarget->dimensions(), fRenderPassDesc.fColorAttachment.fTextureInfo); |
| if (!colorAttachment) { |
| SKGPU_LOG_W("Could not get Color attachment for RenderPassTask"); |
| return false; |
| } |
| resolveAttachment = fTarget->refTexture(); |
| } else { |
| colorAttachment = fTarget->refTexture(); |
| } |
| |
| sk_sp<Texture> depthStencilAttachment; |
| if (fRenderPassDesc.fDepthStencilAttachment.fTextureInfo.isValid()) { |
| // TODO: ensure this is a scratch/recycled texture |
| depthStencilAttachment = resourceProvider->findOrCreateDepthStencilAttachment( |
| fTarget->dimensions(), fRenderPassDesc.fDepthStencilAttachment.fTextureInfo); |
| if (!depthStencilAttachment) { |
| SKGPU_LOG_W("Could not get DepthStencil attachment for RenderPassTask"); |
| return false; |
| } |
| } |
| |
| // TODO: We need to handle the case where we need to load the single sampled target's data into |
| // the discardable MSAA Surface. On different backends this will be done in various ways. On |
| // Metal we can simply insert a draw at the start of the render pass sampling the single target |
| // texture as normal. In Vulkan, we need to create a whole new subpass at the start, use the |
| // single sample resolve as an input attachment in that subpass, and then do a draw. The big |
| // thing with Vulkan is that this input attachment and subpass means we also need to update |
| // the fRenderPassDesc here. |
| return commandBuffer->addRenderPass(fRenderPassDesc, |
| std::move(colorAttachment), |
| std::move(resolveAttachment), |
| std::move(depthStencilAttachment), |
| SkRect::Make(fTarget->dimensions()), |
| fDrawPasses); |
| } |
| |
| } // namespace skgpu::graphite |