blob: 585ffe348f02ffbafbb20ed0ef74059baf7069aa [file] [log] [blame]
/*
* Copyright 2024 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_ComputePathAtlas_DEFINED
#define skgpu_graphite_ComputePathAtlas_DEFINED
#include "src/gpu/graphite/PathAtlas.h"
#include "src/gpu/RectanizerSkyline.h"
#ifdef SK_ENABLE_VELLO_SHADERS
#include "src/gpu/graphite/compute/VelloRenderer.h"
#endif
#include <memory>
namespace skgpu::graphite {
class DispatchGroup;
/**
* Base class for PathAtlas implementations that rasterize coverage masks on the GPU using compute
* shaders.
*
* When a new shape gets added, it gets tracked as input to a series of GPU compute passes. This
* data is recorded by `recordDispatches()` into a DispatchGroup which can be added to a
* ComputeTask.
*
* After a successful call to `recordDispatches()`, the client is free to call `reset()` and start
* adding new shapes for a future atlas render.
*/
class ComputePathAtlas : public PathAtlas {
public:
// Returns the currently preferred ComputePathAtlas implementation.
static std::unique_ptr<ComputePathAtlas> CreateDefault(Recorder*);
virtual std::unique_ptr<DispatchGroup> recordDispatches(Recorder*) const = 0;
// Clear all scheduled atlas draws and free up atlas allocations, if necessary. After this call
// the atlas can be considered cleared and available for new shape insertions. However this
// method does not have any bearing on the contents of any atlas textures themselves, which may
// be in use by GPU commands that are in-flight or yet to be submitted.
void reset();
protected:
explicit ComputePathAtlas(Recorder*);
const TextureProxy* texture() const { return fTexture.get(); }
const TextureProxy* addRect(skvx::half2 maskSize,
SkIPoint16* outPos);
bool isSuitableForAtlasing(const Rect& transformedShapeBounds) const override;
virtual void onReset() = 0;
private:
bool initializeTextureIfNeeded();
skgpu::RectanizerSkyline fRectanizer;
// ComputePathAtlas lazily requests a texture from the AtlasProvider when the first shape gets
// added to it and references the same texture for the duration of its lifetime. A reference to
// this texture is stored here, which is used by AtlasShapeRenderStep when encoding the render
// pass.
sk_sp<TextureProxy> fTexture;
};
} // namespace skgpu::graphite
#endif // skgpu_graphite_ComputePathAtlas_DEFINED