blob: 2d7b4dff45a914dce6be67d9a6efb1e64225dba1 [file] [log] [blame]
/*
* 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/DrawContext.h"
#include "include/core/SkColorSpace.h"
#include "include/core/SkPixmap.h"
#include "include/private/SkColorData.h"
#include "include/gpu/graphite/Context.h"
#include "include/gpu/graphite/Recorder.h"
#include "src/core/SkTraceEvent.h"
#include "src/gpu/graphite/AtlasProvider.h"
#include "src/gpu/graphite/Buffer.h"
#include "src/gpu/graphite/Caps.h"
#include "src/gpu/graphite/CommandBuffer.h"
#include "src/gpu/graphite/ComputePathAtlas.h"
#include "src/gpu/graphite/ContextPriv.h"
#include "src/gpu/graphite/DrawList.h"
#include "src/gpu/graphite/DrawPass.h"
#include "src/gpu/graphite/Log.h"
#include "src/gpu/graphite/RasterPathAtlas.h"
#include "src/gpu/graphite/RecorderPriv.h"
#include "src/gpu/graphite/ResourceTypes.h"
#include "src/gpu/graphite/SharedContext.h"
#include "src/gpu/graphite/TextureProxy.h"
#include "src/gpu/graphite/TextureProxyView.h"
#include "src/gpu/graphite/compute/DispatchGroup.h"
#include "src/gpu/graphite/geom/BoundsManager.h"
#include "src/gpu/graphite/geom/Geometry.h"
#include "src/gpu/graphite/task/ComputeTask.h"
#include "src/gpu/graphite/task/DrawTask.h"
#include "src/gpu/graphite/task/RenderPassTask.h"
#include "src/gpu/graphite/task/UploadTask.h"
#include "src/gpu/graphite/text/TextAtlasManager.h"
namespace skgpu::graphite {
namespace {
// Discarding content on floating point textures can leave nans as the prior color for a pixel,
// in which case hardware blending (when enabled) will fail even if the src, dst coefficients
// and coverage would produce the unmodified src value.
bool discard_op_should_use_clear(SkColorType ct) {
switch(ct) {
case kRGBA_F16Norm_SkColorType:
case kRGBA_F16_SkColorType:
case kRGBA_F32_SkColorType:
case kA16_float_SkColorType:
case kR16G16_float_SkColorType:
return true;
default:
return false;
}
}
} // anonymous namespace
sk_sp<DrawContext> DrawContext::Make(const Caps* caps,
sk_sp<TextureProxy> target,
SkISize deviceSize,
const SkColorInfo& colorInfo,
const SkSurfaceProps& props,
bool addInitialClear) {
if (!target) {
return nullptr;
}
// We don't render to unknown or unpremul alphatypes
if (colorInfo.alphaType() == kUnknown_SkAlphaType ||
colorInfo.alphaType() == kUnpremul_SkAlphaType) {
return nullptr;
}
if (!caps->isRenderable(target->textureInfo())) {
return nullptr;
}
// Accept an approximate-fit texture, but make sure it's at least as large as the device's
// logical size.
// TODO: validate that the color type and alpha type are compatible with the target's info
SkASSERT(target->isFullyLazy() || (target->dimensions().width() >= deviceSize.width() &&
target->dimensions().height() >= deviceSize.height()));
SkImageInfo imageInfo = SkImageInfo::Make(deviceSize, colorInfo);
sk_sp<DrawContext> dc{new DrawContext(caps, std::move(target), imageInfo, props)};
if (addInitialClear) {
dc->clear(SkColors::kTransparent);
}
return dc;
}
DrawContext::DrawContext(const Caps* caps,
sk_sp<TextureProxy> target,
const SkImageInfo& ii,
const SkSurfaceProps& props)
: fTarget(std::move(target))
, fImageInfo(ii)
, fSurfaceProps(props)
, fCurrentDrawTask(sk_make_sp<DrawTask>(fTarget))
, fPendingDraws(std::make_unique<DrawList>())
, fPendingUploads(std::make_unique<UploadList>()) {
if (!caps->isTexturable(fTarget->textureInfo())) {
fReadView = {}; // Presumably this DrawContext is rendering into a swap chain
} else {
Swizzle swizzle = caps->getReadSwizzle(ii.colorType(), fTarget->textureInfo());
fReadView = {fTarget, swizzle};
}
// TBD - Will probably want DrawLists (and its internal commands) to come from an arena
// that the DC manages.
if (fTarget->isFullyLazy()) {
// For fully lazy targets, there can be valid content beyond the region this DrawContext
// represents, and presumably the existing content within the region should be blended
// against.
fPendingLoadOp = LoadOp::kLoad;
} else if (discard_op_should_use_clear(ii.colorType())) {
fPendingLoadOp = LoadOp::kClear;
}
}
DrawContext::~DrawContext() = default;
void DrawContext::clear(const SkColor4f& clearColor) {
this->discard();
fPendingLoadOp = LoadOp::kClear;
SkPMColor4f pmColor = clearColor.premul();
fPendingClearColor = pmColor.array();
}
void DrawContext::discard() {
// Non-loading operations on a fully lazy target can corrupt data beyond the DrawContext's
// region so should be avoided.
SkASSERT(!fTarget->isFullyLazy());
// A fullscreen clear or discard will overwrite anything that came before, so clear the DrawList
// NOTE: Eventually the current DrawTask should be reset, once there are no longer implicit
// dependencies on atlas tasks between DrawContexts. When that's resolved, the only tasks in the
// current DrawTask are those that directly impact the target, which becomes irrelevant with the
// clear op overwriting it. For now, preserve the previous tasks that might include atlas
// uploads that are not explicitly shared between DrawContexts.
if (fPendingDraws->renderStepCount() > 0) {
fPendingDraws = std::make_unique<DrawList>();
}
if (fComputePathAtlas) {
fComputePathAtlas->reset();
}
if (discard_op_should_use_clear(fImageInfo.colorType())) {
// In theory the clear color shouldn't matter since a discardable state should be fully
// overwritten by later draws, but if a previous call to clear() had injected bad data,
// the discard should not inherit it.
fPendingClearColor = {0.f, 0.f, 0.f, 0.f};
fPendingLoadOp = LoadOp::kClear;
} else {
fPendingLoadOp = LoadOp::kDiscard;
}
}
void DrawContext::recordDraw(const Renderer* renderer,
const Transform& localToDevice,
const Geometry& geometry,
const Clip& clip,
DrawOrder ordering,
const PaintParams* paint,
const StrokeStyle* stroke) {
SkASSERT(SkIRect::MakeSize(this->imageInfo().dimensions()).contains(clip.scissor()));
fPendingDraws->recordDraw(renderer, localToDevice, geometry, clip, ordering, paint, stroke);
}
bool DrawContext::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> condContext) {
// Our caller should have clipped to the bounds of the surface already.
SkASSERT(targetProxy->isFullyLazy() ||
SkIRect::MakeSize(targetProxy->dimensions()).contains(dstRect));
return fPendingUploads->recordUpload(recorder,
std::move(targetProxy),
srcColorInfo,
dstColorInfo,
levels,
dstRect,
std::move(condContext));
}
PathAtlas* DrawContext::getComputePathAtlas(Recorder* recorder) {
if (!fComputePathAtlas) {
fComputePathAtlas = recorder->priv().atlasProvider()->createComputePathAtlas(recorder);
}
return fComputePathAtlas.get();
}
void DrawContext::flush(Recorder* recorder) {
if (fPendingUploads->size() > 0) {
TRACE_EVENT_INSTANT1("skia.gpu", TRACE_FUNC, TRACE_EVENT_SCOPE_THREAD,
"# uploads", fPendingUploads->size());
fCurrentDrawTask->addTask(UploadTask::Make(fPendingUploads.get()));
// The UploadTask steals the collected upload instances, automatically resetting this list
SkASSERT(fPendingUploads->size() == 0);
}
// Generate compute dispatches that render into the atlas texture used by pending draws.
// TODO: Once compute atlas caching is implemented, DrawContext might not hold onto to this
// at which point a recordDispatch() could be added and it stores a pending dispatches list that
// much like how uploads are handled. In that case, Device would be responsible for triggering
// the recording of dispatches, but that may happen naturally in AtlasProvider::recordUploads().
if (fComputePathAtlas) {
auto dispatchGroup = fComputePathAtlas->recordDispatches(recorder);
fComputePathAtlas->reset();
if (dispatchGroup) {
// For now this check is valid as all coverage mask draws involve dispatches
SkASSERT(fPendingDraws->hasCoverageMaskDraws());
TRACE_EVENT_INSTANT1("skia.gpu", TRACE_FUNC, TRACE_EVENT_SCOPE_THREAD,
"# dispatches", dispatchGroup->dispatches().size());
ComputeTask::DispatchGroupList dispatches;
dispatches.emplace_back(std::move(dispatchGroup));
fCurrentDrawTask->addTask(ComputeTask::Make(std::move(dispatches)));
} // else no pending compute work needed to be recorded
} // else platform doesn't support compute or atlas was never initialized.
if (fPendingDraws->renderStepCount() == 0 && fPendingLoadOp != LoadOp::kClear) {
// Nothing will be rasterized to the target that warrants a RenderPassTask, but we preserve
// any added uploads or compute tasks since those could also affect the target w/o
// rasterizing anything directly.
return;
}
// Convert the pending draws and load/store ops into a DrawPass that will be executed after
// the collected uploads and compute dispatches.
// TODO: At this point, there's only ever one DrawPass in a RenderPassTask to a target. When
// subpasses are implemented, they will either be collected alongside fPendingDraws or added
// to the RenderPassTask separately.
std::unique_ptr<DrawPass> pass = DrawPass::Make(recorder,
std::move(fPendingDraws),
fTarget,
this->imageInfo(),
std::make_pair(fPendingLoadOp, fPendingStoreOp),
fPendingClearColor);
fPendingDraws = std::make_unique<DrawList>();
// Now that there is content drawn to the target, that content must be loaded on any subsequent
// render pass.
fPendingLoadOp = LoadOp::kLoad;
fPendingStoreOp = StoreOp::kStore;
if (pass) {
SkASSERT(fTarget.get() == pass->target());
const Caps* caps = recorder->priv().caps();
auto [loadOp, storeOp] = pass->ops();
auto writeSwizzle = caps->getWriteSwizzle(this->colorInfo().colorType(),
fTarget->textureInfo());
RenderPassDesc desc = RenderPassDesc::Make(caps, fTarget->textureInfo(), loadOp, storeOp,
pass->depthStencilFlags(),
pass->clearColor(),
pass->requiresMSAA(),
writeSwizzle);
RenderPassTask::DrawPassList passes;
passes.emplace_back(std::move(pass));
fCurrentDrawTask->addTask(RenderPassTask::Make(std::move(passes), desc, fTarget));
}
// else pass creation failed, DrawPass will have logged why. Don't discard the previously
// accumulated tasks, however, since they may represent operations on an atlas that other
// DrawContexts now implicitly depend on.
}
sk_sp<Task> DrawContext::snapDrawTask(Recorder* recorder) {
// If flush() was explicitly called earlier and no new work was recorded, this call to flush()
// is a no-op and shouldn't hurt performance.
this->flush(recorder);
if (!fCurrentDrawTask->hasTasks()) {
return nullptr;
}
sk_sp<Task> snappedTask = std::move(fCurrentDrawTask);
fCurrentDrawTask = sk_make_sp<DrawTask>(fTarget);
return snappedTask;
}
RenderPassDesc RenderPassDesc::Make(const Caps* caps,
const TextureInfo& targetInfo,
LoadOp loadOp,
StoreOp storeOp,
SkEnumBitMask<DepthStencilFlags> depthStencilFlags,
const std::array<float, 4>& clearColor,
bool requiresMSAA,
Swizzle writeSwizzle) {
RenderPassDesc desc;
desc.fWriteSwizzle = writeSwizzle;
desc.fSampleCount = 1;
// It doesn't make sense to have a storeOp for our main target not be store. Why are we doing
// this DrawPass then
SkASSERT(storeOp == StoreOp::kStore);
if (requiresMSAA) {
if (caps->msaaRenderToSingleSampledSupport()) {
desc.fColorAttachment.fTextureInfo = targetInfo;
desc.fColorAttachment.fLoadOp = loadOp;
desc.fColorAttachment.fStoreOp = storeOp;
desc.fSampleCount = caps->defaultMSAASamplesCount();
} else {
// TODO: If the resolve texture isn't readable, the MSAA color attachment will need to
// be persistently associated with the framebuffer, in which case it's not discardable.
auto msaaTextureInfo = caps->getDefaultMSAATextureInfo(targetInfo, Discardable::kYes);
if (msaaTextureInfo.isValid()) {
desc.fColorAttachment.fTextureInfo = msaaTextureInfo;
if (loadOp != LoadOp::kClear) {
desc.fColorAttachment.fLoadOp = LoadOp::kDiscard;
} else {
desc.fColorAttachment.fLoadOp = LoadOp::kClear;
}
desc.fColorAttachment.fStoreOp = StoreOp::kDiscard;
desc.fColorResolveAttachment.fTextureInfo = targetInfo;
if (loadOp != LoadOp::kLoad) {
desc.fColorResolveAttachment.fLoadOp = LoadOp::kDiscard;
} else {
desc.fColorResolveAttachment.fLoadOp = LoadOp::kLoad;
}
desc.fColorResolveAttachment.fStoreOp = storeOp;
desc.fSampleCount = msaaTextureInfo.numSamples();
} else {
// fall back to single sampled
desc.fColorAttachment.fTextureInfo = targetInfo;
desc.fColorAttachment.fLoadOp = loadOp;
desc.fColorAttachment.fStoreOp = storeOp;
}
}
} else {
desc.fColorAttachment.fTextureInfo = targetInfo;
desc.fColorAttachment.fLoadOp = loadOp;
desc.fColorAttachment.fStoreOp = storeOp;
}
desc.fClearColor = clearColor;
if (depthStencilFlags != DepthStencilFlags::kNone) {
desc.fDepthStencilAttachment.fTextureInfo = caps->getDefaultDepthStencilTextureInfo(
depthStencilFlags, desc.fSampleCount, targetInfo.isProtected());
// Always clear the depth and stencil to 0 at the start of a DrawPass, but discard at the
// end since their contents do not affect the next frame.
desc.fDepthStencilAttachment.fLoadOp = LoadOp::kClear;
desc.fClearDepth = 0.f;
desc.fClearStencil = 0;
desc.fDepthStencilAttachment.fStoreOp = StoreOp::kDiscard;
}
return desc;
}
} // namespace skgpu::graphite