| /* |
| * 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 "experimental/graphite/include/Context.h" |
| |
| #include "experimental/graphite/include/BackendTexture.h" |
| #include "experimental/graphite/include/Recorder.h" |
| #include "experimental/graphite/include/Recording.h" |
| #include "experimental/graphite/include/TextureInfo.h" |
| #include "experimental/graphite/src/Caps.h" |
| #include "experimental/graphite/src/CommandBuffer.h" |
| #include "experimental/graphite/src/ContextUtils.h" |
| #include "experimental/graphite/src/Gpu.h" |
| #include "experimental/graphite/src/GraphicsPipelineDesc.h" |
| #include "experimental/graphite/src/Renderer.h" |
| #include "include/core/SkPathTypes.h" |
| #include "include/private/SkShaderCodeDictionary.h" |
| #include "src/core/SkKeyHelpers.h" |
| |
| #ifdef SK_METAL |
| #include "experimental/graphite/src/mtl/MtlTrampoline.h" |
| #endif |
| |
| namespace skgpu { |
| |
| Context::Context(sk_sp<Gpu> gpu, BackendApi backend) |
| : fGpu(std::move(gpu)) |
| , fBackend(backend) |
| , fShaderCodeDictionary(std::make_unique<SkShaderCodeDictionary>()) { |
| } |
| Context::~Context() {} |
| |
| #ifdef SK_METAL |
| sk_sp<Context> Context::MakeMetal(const mtl::BackendContext& backendContext) { |
| sk_sp<Gpu> gpu = mtl::Trampoline::MakeGpu(backendContext); |
| if (!gpu) { |
| return nullptr; |
| } |
| |
| return sk_sp<Context>(new Context(std::move(gpu), BackendApi::kMetal)); |
| } |
| #endif |
| |
| std::unique_ptr<Recorder> Context::makeRecorder() { |
| return std::unique_ptr<Recorder>(new Recorder(sk_ref_sp(this))); |
| } |
| |
| void Context::insertRecording(std::unique_ptr<Recording> recording) { |
| fRecordings.emplace_back(std::move(recording)); |
| } |
| |
| void Context::submit(SyncToCpu syncToCpu) { |
| // TODO: we want Gpu::submit to take an array of command buffers but, for now, it just takes |
| // one. Once we have more than one recording queued up we will need to extract the |
| // command buffers and submit them as a block. |
| SkASSERT(fRecordings.size() == 1); |
| fGpu->submit(fRecordings[0]->fCommandBuffer); |
| |
| fGpu->checkForFinishedWork(syncToCpu); |
| fRecordings.clear(); |
| } |
| |
| void Context::preCompile(const PaintCombo& paintCombo) { |
| static const Renderer* kRenderers[] = { |
| &Renderer::StencilAndFillPath(SkPathFillType::kWinding), |
| &Renderer::StencilAndFillPath(SkPathFillType::kEvenOdd), |
| &Renderer::StencilAndFillPath(SkPathFillType::kInverseWinding), |
| &Renderer::StencilAndFillPath(SkPathFillType::kInverseEvenOdd) |
| }; |
| |
| for (auto bm: paintCombo.fBlendModes) { |
| for (auto& shaderCombo: paintCombo.fShaders) { |
| for (auto shaderType: shaderCombo.fTypes) { |
| for (auto tm: shaderCombo.fTileModes) { |
| SkPaintParamsKey key = CreateKey(shaderType, tm, bm); |
| |
| GraphicsPipelineDesc desc; |
| |
| for (const Renderer* r : kRenderers) { |
| for (auto&& s : r->steps()) { |
| if (s->performsShading()) { |
| |
| auto entry = fShaderCodeDictionary->findOrCreate(key); |
| desc.setProgram(s, entry->uniqueID()); |
| } |
| // TODO: Combine with renderpass description set to generate full |
| // GraphicsPipeline and MSL program. Cache that compiled pipeline on |
| // the resource provider in a map from desc -> pipeline so that any |
| // later desc created from equivalent RenderStep + Combination get it. |
| } |
| } |
| } |
| } |
| } |
| } |
| // TODO: Iterate over the renderers and make descriptions for the steps that don't perform |
| // shading, and just use ShaderType::kNone. |
| } |
| |
| BackendTexture Context::createBackendTexture(SkISize dimensions, const TextureInfo& info) { |
| if (!info.isValid() || info.backend() != this->backend()) { |
| return {}; |
| } |
| return fGpu->createBackendTexture(dimensions, info); |
| } |
| |
| void Context::deleteBackendTexture(BackendTexture& texture) { |
| if (!texture.isValid() || texture.backend() != this->backend()) { |
| return; |
| } |
| fGpu->deleteBackendTexture(texture); |
| } |
| |
| } // namespace skgpu |