blob: dd511f70af490c553e13be7e3a2da0f126863a00 [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.
*/
#include "src/gpu/GrOpsRenderPass.h"
#include "include/core/SkRect.h"
#include "include/gpu/GrContext.h"
#include "src/gpu/GrCaps.h"
#include "src/gpu/GrContextPriv.h"
#include "src/gpu/GrFixedClip.h"
#include "src/gpu/GrGpu.h"
#include "src/gpu/GrMesh.h"
#include "src/gpu/GrPrimitiveProcessor.h"
#include "src/gpu/GrProgramInfo.h"
#include "src/gpu/GrRenderTarget.h"
#include "src/gpu/GrRenderTargetPriv.h"
#include "src/gpu/GrTexturePriv.h"
void GrOpsRenderPass::clear(const GrFixedClip& clip, const SkPMColor4f& color) {
SkASSERT(fRenderTarget);
// A clear at this level will always be a true clear, so make sure clears were not supposed to
// be redirected to draws instead
SkASSERT(!this->gpu()->caps()->performColorClearsAsDraws());
SkASSERT(!clip.scissorEnabled() || !this->gpu()->caps()->performPartialClearsAsDraws());
fDrawPipelineStatus = DrawPipelineStatus::kNotConfigured;
this->onClear(clip, color);
}
void GrOpsRenderPass::clearStencilClip(const GrFixedClip& clip, bool insideStencilMask) {
// As above, make sure the stencil clear wasn't supposed to be a draw rect with stencil settings
SkASSERT(!this->gpu()->caps()->performStencilClearsAsDraws());
fDrawPipelineStatus = DrawPipelineStatus::kNotConfigured;
this->onClearStencilClip(clip, insideStencilMask);
}
void GrOpsRenderPass::executeDrawable(std::unique_ptr<SkDrawable::GpuDrawHandler> drawable) {
fDrawPipelineStatus = DrawPipelineStatus::kNotConfigured;
this->onExecuteDrawable(std::move(drawable));
}
void GrOpsRenderPass::bindPipeline(const GrProgramInfo& programInfo, const SkRect& drawBounds) {
#ifdef SK_DEBUG
if (programInfo.primProc().hasInstanceAttributes()) {
SkASSERT(this->gpu()->caps()->instanceAttribSupport());
}
if (programInfo.pipeline().usesConservativeRaster()) {
SkASSERT(this->gpu()->caps()->conservativeRasterSupport());
// Conservative raster, by default, only supports triangles. Implementations can
// optionally indicate that they also support points and lines, but we don't currently
// query or track that info.
SkASSERT(GrIsPrimTypeTris(programInfo.primitiveType()));
}
if (programInfo.pipeline().isWireframe()) {
SkASSERT(this->gpu()->caps()->wireframeSupport());
}
if (GrPrimitiveType::kPatches == programInfo.primitiveType()) {
SkASSERT(this->gpu()->caps()->shaderCaps()->tessellationSupport());
}
programInfo.checkAllInstantiated();
programInfo.checkMSAAAndMIPSAreResolved();
#endif
if (programInfo.primProc().numVertexAttributes() > this->gpu()->caps()->maxVertexAttributes()) {
fDrawPipelineStatus = DrawPipelineStatus::kFailedToBind;
return;
}
if (!this->onBindPipeline(programInfo, drawBounds)) {
fDrawPipelineStatus = DrawPipelineStatus::kFailedToBind;
return;
}
#ifdef SK_DEBUG
GrProcessor::CustomFeatures processorFeatures = programInfo.requestedFeatures();
if (GrProcessor::CustomFeatures::kSampleLocations & processorFeatures) {
// Verify we always have the same sample pattern key, regardless of graphics state.
SkASSERT(this->gpu()->findOrAssignSamplePatternKey(fRenderTarget)
== fRenderTarget->renderTargetPriv().getSamplePatternKey());
}
#endif
fDrawPipelineStatus = DrawPipelineStatus::kOk;
}
void GrOpsRenderPass::drawMeshes(const GrProgramInfo& programInfo, const GrMesh meshes[],
int meshCount) {
if (DrawPipelineStatus::kOk != fDrawPipelineStatus) {
SkASSERT(DrawPipelineStatus::kNotConfigured != fDrawPipelineStatus);
this->gpu()->stats()->incNumFailedDraws();
return;
}
#ifdef SK_DEBUG
if (int numDynamicStateArrays = programInfo.numDynamicStateArrays()) {
SkASSERT(meshCount == numDynamicStateArrays);
}
for (int i = 0; i < meshCount; ++i) {
SkASSERT(programInfo.primProc().hasVertexAttributes() ==
SkToBool(meshes[i].vertexBuffer()));
SkASSERT(programInfo.primProc().hasInstanceAttributes() ==
SkToBool(meshes[i].instanceBuffer()));
if (GrPrimitiveRestart::kYes == meshes[i].primitiveRestart()) {
SkASSERT(this->gpu()->caps()->usePrimitiveRestart());
}
}
#endif
if (meshCount) {
this->onDrawMeshes(programInfo, meshes, meshCount);
}
}