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/*
* Copyright 2021 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_task_Task_DEFINED
#define skgpu_graphite_task_Task_DEFINED
#include "include/core/SkPoint.h"
#include "include/core/SkRefCnt.h"
namespace skgpu::graphite {
class CommandBuffer;
class Context;
class ResourceProvider;
class RuntimeEffectDictionary;
class ScratchResourceManager;
class Texture;
class Task : public SkRefCnt {
public:
// Holds a render target and translation to use in the task's work, if necessary.
struct ReplayTargetData {
const Texture* fTarget;
SkIVector fTranslation;
};
enum class Status {
// The task step (prepareResources or addCommands) succeeded, proceed to the next task.
// If the Recording is replayed, this task should be executed again.
kSuccess,
// The task step succeeded, but it was a one-time-only operation and should be removed from
// the task list. If this is returned from prepareResources(), the task is removed before
// addCommands() will ever be called. If this is returned from addCommands(), it will not
// be part of any replayed Recording, but any added commands from the first call will be
// executed once.
//
// NOTE: If a task step needs to be conditionally processed but repeatable, it should
// internally skip work and still return kSuccess instead of kDiscard.
kDiscard,
// The step failed and cannot be recovered so the Recording is invalidated.
kFail
};
// Instantiate and prepare any Resources that must happen while the Task is still on the
// Recorder.
virtual Status prepareResources(ResourceProvider*,
ScratchResourceManager*,
const RuntimeEffectDictionary*) = 0;
// Returns true on success; false on failure.
virtual Status addCommands(Context*, CommandBuffer*, ReplayTargetData) = 0;
};
} // namespace skgpu::graphite
#endif // skgpu_graphite_task_Task_DEFINED