blob: 421d057ff6f9365d5c33f7fcb5701229b1b6f523 [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 "GrGpuCommandBuffer.h"
#include "GrContext.h"
#include "GrCaps.h"
#include "GrFixedClip.h"
#include "GrGpu.h"
#include "GrMesh.h"
#include "GrPrimitiveProcessor.h"
#include "GrRenderTarget.h"
#include "SkRect.h"
void GrGpuRTCommandBuffer::clear(const GrFixedClip& clip, GrColor color) {
SkASSERT(fRenderTarget);
this->onClear(clip, color);
}
void GrGpuRTCommandBuffer::clearStencilClip(const GrFixedClip& clip, bool insideStencilMask) {
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].isInstanced());
}
#endif
SkASSERT(!pipeline.isScissorEnabled() || fixedDynamicState ||
(dynamicStateArrays && dynamicStateArrays->fScissorRects));
auto resourceProvider = this->gpu()->getContext()->contextPriv().resourceProvider();
if (pipeline.isBad()) {
return false;
}
if (fixedDynamicState && fixedDynamicState->fPrimitiveProcessorTextures) {
for (int i = 0; i < primProc.numTextureSamplers(); ++i) {
if (!fixedDynamicState->fPrimitiveProcessorTextures[i]->instantiate(resourceProvider)) {
return false;
}
}
}
if (dynamicStateArrays && dynamicStateArrays->fPrimitiveProcessorTextures) {
int n = primProc.numTextureSamplers() * meshCount;
const auto* textures = dynamicStateArrays->fPrimitiveProcessorTextures;
for (int i = 0; i < n; ++i) {
if (!textures[i]->instantiate(resourceProvider)) {
return false;
}
}
}
if (primProc.numVertexAttributes() > this->gpu()->caps()->maxVertexAttributes()) {
this->gpu()->stats()->incNumFailedDraws();
return false;
}
this->onDraw(primProc, pipeline, fixedDynamicState, dynamicStateArrays, meshes, meshCount,
bounds);
return true;
}