blob: 14a955cdaae655c391fd8b529014758436f15cd0 [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.
*/
#ifndef GrVkGpuCommandBuffer_DEFINED
#define GrVkGpuCommandBuffer_DEFINED
#include "src/gpu/GrGpuCommandBuffer.h"
#include "include/gpu/GrTypes.h"
#include "include/gpu/vk/GrVkTypes.h"
#include "src/gpu/GrColor.h"
#include "src/gpu/GrMesh.h"
#include "src/gpu/GrTRecorder.h"
#include "src/gpu/vk/GrVkPipelineState.h"
class GrVkGpu;
class GrVkImage;
class GrVkRenderPass;
class GrVkRenderTarget;
class GrVkSecondaryCommandBuffer;
/** Base class for tasks executed on primary command buffer, between secondary command buffers. */
class GrVkPrimaryCommandBufferTask {
public:
virtual ~GrVkPrimaryCommandBufferTask();
struct Args {
GrGpu* fGpu;
GrSurface* fSurface;
};
virtual void execute(const Args& args) = 0;
protected:
GrVkPrimaryCommandBufferTask();
GrVkPrimaryCommandBufferTask(const GrVkPrimaryCommandBufferTask&) = delete;
GrVkPrimaryCommandBufferTask& operator=(const GrVkPrimaryCommandBufferTask&) = delete;
};
class GrVkGpuTextureCommandBuffer : public GrGpuTextureCommandBuffer {
public:
GrVkGpuTextureCommandBuffer(GrVkGpu* gpu) : fGpu(gpu) {}
void copy(GrSurface* src, const SkIRect& srcRect, const SkIPoint& dstPoint) override;
void transferFrom(const SkIRect& srcRect, GrColorType surfaceColorType,
GrColorType bufferColorType, GrGpuBuffer* transferBuffer,
size_t offset) override;
void insertEventMarker(const char*) override;
void reset() {
fTasks.reset();
fTexture = nullptr;
#ifdef SK_DEBUG
fIsActive = false;
#endif
}
void setVk(GrTexture* tex, GrSurfaceOrigin origin) {
#ifdef SK_DEBUG
fIsActive = true;
#endif
this->INHERITED::set(tex, origin);
}
#ifdef SK_DEBUG
bool isActive() const { return fIsActive; }
#endif
void submit();
private:
GrVkGpu* fGpu;
GrTRecorder<GrVkPrimaryCommandBufferTask> fTasks{1024};
#ifdef SK_DEBUG
// When we are actively recording into the GrVkGpuCommandBuffer we set this flag to true. This
// then allows us to assert that we never submit a primary command buffer to the queue while in
// a recording state. This is needed since when we submit to the queue we change command pools
// and may trigger the old one to be reset, but a recording GrVkGpuCommandBuffer may still have
// a outstanding secondary command buffer allocated from that pool that we'll try to access
// after the pool as been reset.
bool fIsActive = false;
#endif
typedef GrGpuTextureCommandBuffer INHERITED;
};
class GrVkGpuRTCommandBuffer : public GrGpuRTCommandBuffer, private GrMesh::SendToGpuImpl {
public:
GrVkGpuRTCommandBuffer(GrVkGpu*);
~GrVkGpuRTCommandBuffer() override;
void begin() override { }
void end() override;
void insertEventMarker(const char*) override;
void inlineUpload(GrOpFlushState* state, GrDeferredTextureUploadFn& upload) override;
void copy(GrSurface* src, const SkIRect& srcRect, const SkIPoint& dstPoint) override;
void transferFrom(const SkIRect& srcRect, GrColorType surfaceColorType,
GrColorType bufferColorType, GrGpuBuffer* transferBuffer,
size_t offset) override;
void executeDrawable(std::unique_ptr<SkDrawable::GpuDrawHandler>) override;
void set(GrRenderTarget*, GrSurfaceOrigin,
const GrGpuRTCommandBuffer::LoadAndStoreInfo&,
const GrGpuRTCommandBuffer::StencilLoadAndStoreInfo&);
void reset();
void submit();
#ifdef SK_DEBUG
bool isActive() const { return fIsActive; }
#endif
private:
void init();
// Called instead of init when we are drawing to a render target that already wraps a secondary
// command buffer.
void initWrapped();
bool wrapsSecondaryCommandBuffer() const;
GrGpu* gpu() override;
// Bind vertex and index buffers
void bindGeometry(const GrGpuBuffer* indexBuffer,
const GrGpuBuffer* vertexBuffer,
const GrGpuBuffer* instanceBuffer);
GrVkPipelineState* prepareDrawState(const GrPrimitiveProcessor&,
const GrPipeline&,
const GrPipeline::FixedDynamicState*,
const GrPipeline::DynamicStateArrays*,
GrPrimitiveType);
void onDraw(const GrPrimitiveProcessor&,
const GrPipeline&,
const GrPipeline::FixedDynamicState*,
const GrPipeline::DynamicStateArrays*,
const GrMesh[],
int meshCount,
const SkRect& bounds) override;
// GrMesh::SendToGpuImpl methods. These issue the actual Vulkan draw commands.
// Marked final as a hint to the compiler to not use virtual dispatch.
void sendMeshToGpu(GrPrimitiveType primType, const GrBuffer* vertexBuffer, int vertexCount,
int baseVertex) final {
this->sendInstancedMeshToGpu(primType, vertexBuffer, vertexCount, baseVertex, nullptr, 1,
0);
}
void sendIndexedMeshToGpu(GrPrimitiveType primType, const GrBuffer* indexBuffer, int indexCount,
int baseIndex, uint16_t /*minIndexValue*/, uint16_t /*maxIndexValue*/,
const GrBuffer* vertexBuffer, int baseVertex,
GrPrimitiveRestart restart) final {
SkASSERT(restart == GrPrimitiveRestart::kNo);
this->sendIndexedInstancedMeshToGpu(primType, indexBuffer, indexCount, baseIndex,
vertexBuffer, baseVertex, nullptr, 1, 0,
GrPrimitiveRestart::kNo);
}
void sendInstancedMeshToGpu(GrPrimitiveType, const GrBuffer* vertexBuffer, int vertexCount,
int baseVertex, const GrBuffer* instanceBuffer, int instanceCount,
int baseInstance) final;
void sendIndexedInstancedMeshToGpu(GrPrimitiveType, const GrBuffer* indexBuffer, int indexCount,
int baseIndex, const GrBuffer* vertexBuffer, int baseVertex,
const GrBuffer* instanceBuffer, int instanceCount,
int baseInstance, GrPrimitiveRestart) final;
void onClear(const GrFixedClip&, const SkPMColor4f& color) override;
void onClearStencilClip(const GrFixedClip&, bool insideStencilMask) override;
void addAdditionalRenderPass();
enum class LoadStoreState {
kUnknown,
kStartsWithClear,
kStartsWithDiscard,
kLoadAndStore,
};
struct CommandBufferInfo {
using SampledTexture = GrPendingIOResource<GrVkTexture, kRead_GrIOType>;
const GrVkRenderPass* fRenderPass;
std::unique_ptr<GrVkSecondaryCommandBuffer> fCommandBuffer;
int fNumPreCmds = 0;
VkClearValue fColorClearValue;
SkRect fBounds;
bool fIsEmpty = true;
LoadStoreState fLoadStoreState = LoadStoreState::kUnknown;
// Array of images that will be sampled and thus need to be transferred to sampled layout
// before submitting the secondary command buffers. This must happen after we do any predraw
// uploads or copies.
SkTArray<SampledTexture> fSampledTextures;
GrVkSecondaryCommandBuffer* currentCmdBuf() {
return fCommandBuffer.get();
}
};
SkTArray<CommandBufferInfo> fCommandBufferInfos;
GrTRecorder<GrVkPrimaryCommandBufferTask> fPreCommandBufferTasks{1024};
GrVkGpu* fGpu;
GrVkPipelineState* fLastPipelineState = nullptr;
SkPMColor4f fClearColor;
VkAttachmentLoadOp fVkColorLoadOp;
VkAttachmentStoreOp fVkColorStoreOp;
VkAttachmentLoadOp fVkStencilLoadOp;
VkAttachmentStoreOp fVkStencilStoreOp;
int fCurrentCmdInfo = -1;
#ifdef SK_DEBUG
// When we are actively recording into the GrVkGpuCommandBuffer we set this flag to true. This
// then allows us to assert that we never submit a primary command buffer to the queue while in
// a recording state. This is needed since when we submit to the queue we change command pools
// and may trigger the old one to be reset, but a recording GrVkGpuCommandBuffer may still have
// a outstanding secondary command buffer allocated from that pool that we'll try to access
// after the pool as been reset.
bool fIsActive = false;
#endif
typedef GrGpuRTCommandBuffer INHERITED;
};
#endif