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/*
* Copyright 2021 Google LLC
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef skgpu_graphite_DrawContext_DEFINED
#define skgpu_graphite_DrawContext_DEFINED
#include "include/core/SkImageInfo.h"
#include "include/core/SkRefCnt.h"
#include "include/core/SkSurfaceProps.h"
#include "include/private/base/SkTArray.h"
#include "src/gpu/graphite/DrawList.h"
#include "src/gpu/graphite/DrawOrder.h"
#include "src/gpu/graphite/DrawTypes.h"
#include "src/gpu/graphite/ResourceTypes.h"
#include "src/gpu/graphite/TextureProxyView.h"
#include "src/gpu/graphite/task/UploadTask.h"
#include <vector>
class SkPixmap;
namespace skgpu::graphite {
class Geometry;
class Recorder;
class Transform;
class Caps;
class ComputePathAtlas;
class DrawTask;
class PathAtlas;
class Task;
class TextureProxy;
/**
* DrawContext records draw commands into a specific Surface, via a general task graph
* representing GPU work and their inter-dependencies.
*/
class DrawContext final : public SkRefCnt {
public:
static sk_sp<DrawContext> Make(const Caps* caps,
sk_sp<TextureProxy> target,
SkISize deviceSize,
const SkColorInfo&,
const SkSurfaceProps&);
~DrawContext() override;
const SkImageInfo& imageInfo() const { return fImageInfo; }
const SkColorInfo& colorInfo() const { return fImageInfo.colorInfo(); }
TextureProxy* target() { return fTarget.get(); }
const TextureProxy* target() const { return fTarget.get(); }
sk_sp<TextureProxy> refTarget() const { return fTarget; }
// May be null if the target is not texturable.
const TextureProxyView& readSurfaceView() const { return fReadView; }
const SkSurfaceProps& surfaceProps() const { return fSurfaceProps; }
int pendingRenderSteps() const { return fPendingDraws->renderStepCount(); }
void clear(const SkColor4f& clearColor);
void discard();
void recordDraw(const Renderer* renderer,
const Transform& localToDevice,
const Geometry& geometry,
const Clip& clip,
DrawOrder ordering,
const PaintParams* paint,
const StrokeStyle* stroke);
bool recordUpload(Recorder* recorder,
sk_sp<TextureProxy> targetProxy,
const SkColorInfo& srcColorInfo,
const SkColorInfo& dstColorInfo,
const std::vector<MipLevel>& levels,
const SkIRect& dstRect,
std::unique_ptr<ConditionalUploadContext>);
// Add a Task that will be executed *before* any of the pending draws and uploads are
// executed as part of the next flush(). Dependency
void recordDependency(sk_sp<Task>);
// Returns the transient path atlas that uses compute to accumulate coverage masks for atlas
// draws recorded to this SDC. The atlas gets created lazily upon request. Returns nullptr
// if compute path generation is not supported.
PathAtlas* getComputePathAtlas(Recorder*);
// Moves all accumulated pending recorded operations (draws and uploads), and any other
// dependent tasks into the DrawTask currently being built.
void flush(Recorder*);
// Flushes (if needed) and completes the current DrawTask, returning it to the caller.
// Subsequent recorded operations will be added to a new DrawTask.
sk_sp<Task> snapDrawTask(Recorder*);
private:
DrawContext(const Caps*, sk_sp<TextureProxy>, const SkImageInfo&, const SkSurfaceProps&);
sk_sp<TextureProxy> fTarget;
TextureProxyView fReadView;
SkImageInfo fImageInfo;
const SkSurfaceProps fSurfaceProps;
// The in-progress DrawTask that will be snapped and returned when some external requirement
// must depend on the contents of this DrawContext's target. As higher-level Skia operations
// are recorded, it can be necessary to flush pending draws and uploads into the task list.
// This provides a place to reset scratch textures or buffers as their previous state will have
// been consumed by the flushed tasks rendering to this DrawContext's target.
sk_sp<DrawTask> fCurrentDrawTask;
// Stores the most immediately recorded draws and uploads into the DrawContext's target. These
// are collected outside of the DrawTask so that encoder switches can be minimized when
// flushing.
std::unique_ptr<DrawList> fPendingDraws;
std::unique_ptr<UploadList> fPendingUploads;
// Load and store information for the current pending draws.
LoadOp fPendingLoadOp = LoadOp::kLoad;
StoreOp fPendingStoreOp = StoreOp::kStore;
std::array<float, 4> fPendingClearColor = { 0, 0, 0, 0 };
// Accumulates atlas coverage masks generated by compute dispatches that are required by one or
// more entries in `fPendingDraws`. When pending draws are snapped into a new DrawPass, a
// compute dispatch group gets recorded which schedules the accumulated masks to get drawn into
// an atlas texture. The accumulated masks are then cleared which frees up the atlas for
// future draws.
//
// TODO: Currently every PathAtlas contains a single texture. If multiple snapped draw
// passes resulted in multiple ComputePathAtlas dispatch groups, the later dispatches would
// overwrite the atlas texture since all compute tasks are scheduled before render tasks. This
// is currently not an issue since there is only one DrawPass per flush but we may want to
// either support one atlas texture per DrawPass or record the dispatches once per
// RenderPassTask rather than DrawPass.
std::unique_ptr<ComputePathAtlas> fComputePathAtlas;
};
} // namespace skgpu::graphite
#endif // skgpu_graphite_DrawContext_DEFINED