blob: 60385203d6a70fad3d6e904a23741a9515de8277 [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/GrGpuCommandBuffer.h"
#include "include/core/SkRect.h"
#include "include/gpu/GrContext.h"
#include "include/gpu/GrRenderTarget.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/GrRenderTargetPriv.h"
void GrGpuRTCommandBuffer::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());
this->onClear(clip, color);
}
void GrGpuRTCommandBuffer::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());
this->onClearStencilClip(clip, insideStencilMask);
}
bool GrGpuRTCommandBuffer::draw(const GrPrimitiveProcessor& primProc, const GrPipeline& pipeline,
const GrPipeline::FixedDynamicState* fixedDynamicState,
const GrPipeline::DynamicStateArrays* dynamicStateArrays,
const GrMesh meshes[], int meshCount, const SkRect& bounds) {
#ifdef SK_DEBUG
SkASSERT(!primProc.hasInstanceAttributes() || this->gpu()->caps()->instanceAttribSupport());
for (int i = 0; i < meshCount; ++i) {
SkASSERT(!GrPrimTypeRequiresGeometryShaderSupport(meshes[i].primitiveType()) ||
this->gpu()->caps()->shaderCaps()->geometryShaderSupport());
SkASSERT(primProc.hasVertexAttributes() == meshes[i].hasVertexData());
SkASSERT(primProc.hasInstanceAttributes() == meshes[i].hasInstanceData());
}
#endif
SkASSERT(!pipeline.isScissorEnabled() || fixedDynamicState ||
(dynamicStateArrays && dynamicStateArrays->fScissorRects));
SkASSERT(!pipeline.isBad());
#ifdef SK_DEBUG
if (fixedDynamicState && fixedDynamicState->fPrimitiveProcessorTextures) {
GrTextureProxy** processorProxies = fixedDynamicState->fPrimitiveProcessorTextures;
for (int i = 0; i < primProc.numTextureSamplers(); ++i) {
SkASSERT(processorProxies[i]->isInstantiated());
}
}
if (dynamicStateArrays && dynamicStateArrays->fPrimitiveProcessorTextures) {
int n = primProc.numTextureSamplers() * meshCount;
const auto* textures = dynamicStateArrays->fPrimitiveProcessorTextures;
for (int i = 0; i < n; ++i) {
SkASSERT(textures[i]->isInstantiated());
}
SkASSERT(meshCount >= 1);
const GrTextureProxy* const* primProcProxies =
dynamicStateArrays->fPrimitiveProcessorTextures;
for (int i = 0; i < primProc.numTextureSamplers(); ++i) {
const GrBackendFormat& format = primProcProxies[i]->backendFormat();
GrTextureType type = primProcProxies[i]->textureType();
GrPixelConfig config = primProcProxies[i]->config();
for (int j = 1; j < meshCount; ++j) {
const GrTextureProxy* testProxy =
primProcProxies[j*primProc.numTextureSamplers() + i];
SkASSERT(testProxy->backendFormat() == format);
SkASSERT(testProxy->textureType() == type);
SkASSERT(testProxy->config() == config);
}
}
}
#endif
if (primProc.numVertexAttributes() > this->gpu()->caps()->maxVertexAttributes()) {
this->gpu()->stats()->incNumFailedDraws();
return false;
}
this->onDraw(primProc, pipeline, fixedDynamicState, dynamicStateArrays, meshes, meshCount,
bounds);
#ifdef SK_DEBUG
GrProcessor::CustomFeatures processorFeatures = primProc.requestedFeatures();
for (int i = 0; i < pipeline.numFragmentProcessors(); ++i) {
processorFeatures |= pipeline.getFragmentProcessor(i).requestedFeatures();
}
processorFeatures |= pipeline.getXferProcessor().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
return true;
}