| /* | |
| * 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 GrGpuCommandBuffer_DEFINED | |
| #define GrGpuCommandBuffer_DEFINED | |
| #include "GrColor.h" | |
| class GrFixedClip; | |
| class GrGpu; | |
| class GrMesh; | |
| class GrPipeline; | |
| class GrPrimitiveProcessor; | |
| class GrRenderTarget; | |
| struct SkIRect; | |
| /** | |
| * The GrGpuCommandBuffer is a series of commands (draws, clears, and discards), which all target | |
| * the same render target. It is possible that these commands execute immediately (GL), or get | |
| * buffered up for later execution (Vulkan). GrBatches will execute their draw commands into a | |
| * GrGpuCommandBuffer. | |
| */ | |
| class GrGpuCommandBuffer { | |
| public: | |
| enum class LoadOp { | |
| kLoad, | |
| kClear, | |
| kDiscard, | |
| }; | |
| enum class StoreOp { | |
| kStore, | |
| kDiscard, | |
| }; | |
| struct LoadAndStoreInfo { | |
| LoadOp fLoadOp; | |
| StoreOp fStoreOp; | |
| GrColor fClearColor; | |
| }; | |
| GrGpuCommandBuffer() {} | |
| virtual ~GrGpuCommandBuffer() {} | |
| // Signals the end of recording to the command buffer and that it can now be submitted. | |
| virtual void end() = 0; | |
| // Sends the command buffer off to the GPU object to execute the commands built up in the | |
| // buffer. The gpu object is allowed to defer execution of the commands until it is flushed. | |
| // The bounds should represent the bounds of all the draws put into the command buffer. | |
| void submit(const SkIRect& bounds); | |
| // We pass in an array of meshCount GrMesh to the draw. The backend should loop over each | |
| // GrMesh object and emit a draw for it. Each draw will use the same GrPipeline and | |
| // GrPrimitiveProcessor. This may fail if the draw would exceed any resource limits (e.g. | |
| // number of vertex attributes is too large). | |
| bool draw(const GrPipeline&, | |
| const GrPrimitiveProcessor&, | |
| const GrMesh*, | |
| int meshCount); | |
| /** | |
| * Clear the passed in render target. Ignores the draw state and clip. | |
| */ | |
| void clear(const GrFixedClip&, GrColor, GrRenderTarget*); | |
| void clearStencilClip(const GrFixedClip&, bool insideStencilMask, GrRenderTarget*); | |
| /** | |
| * Discards the contents render target. nullptr indicates that the current render target should | |
| * be discarded. | |
| **/ | |
| // TODO: This should be removed in the future to favor using the load and store ops for discard | |
| virtual void discard(GrRenderTarget* = nullptr) = 0; | |
| private: | |
| virtual GrGpu* gpu() = 0; | |
| virtual void onSubmit(const SkIRect& bounds) = 0; | |
| // overridden by backend-specific derived class to perform the draw call. | |
| virtual void onDraw(const GrPipeline&, | |
| const GrPrimitiveProcessor&, | |
| const GrMesh*, | |
| int meshCount) = 0; | |
| // overridden by backend-specific derived class to perform the clear. | |
| virtual void onClear(GrRenderTarget*, const GrFixedClip&, GrColor) = 0; | |
| virtual void onClearStencilClip(GrRenderTarget*, | |
| const GrFixedClip&, | |
| bool insideStencilMask) = 0; | |
| }; | |
| #endif |