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/*
* Copyright 2023 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_PathAtlas_DEFINED
#define skgpu_graphite_PathAtlas_DEFINED
#include "include/core/SkStrokeRec.h"
#include "src/core/SkAutoPixmapStorage.h"
#include "src/gpu/RectanizerSkyline.h"
#include "src/gpu/graphite/geom/CoverageMaskShape.h"
#ifdef SK_ENABLE_VELLO_SHADERS
#include "src/gpu/graphite/compute/VelloRenderer.h"
#endif
#include <memory>
namespace skgpu::graphite {
class DrawContext;
class Recorder;
class Rect;
class Shape;
class TextureProxy;
class Transform;
/**
* PathAtlas manages one or more atlas textures that store coverage masks for path rendering.
*
* The contents of a PathAtlas are intended to be transient: atlas regions are considered valid only
* for the scope of the render passes that sample them. Unlike DrawAtlas, PathAtlas does not support
* partial eviction and reuse of subregions. Once an atlas texture is filled up, all of its
* sub-allocations must be invalidated before it can be reused.
*
* PathAtlas does not prescribe how atlas contents get uploaded to the GPU. The specific task
* mechanism is defined by subclasses.
*/
class PathAtlas {
public:
PathAtlas(uint32_t width, uint32_t height);
virtual ~PathAtlas();
/**
* Searches the atlas for a slot that can fit a coverage mask for a clipped shape with the given
* bounds in device coordinates and submits the mask to be drawn into the found atlas region.
*
* Returns false if a the shape cannot fit in the atlas. Otherwise, returns true and populates
* `outAtlasBounds` with the atlas-space boundaries of the mask region.
*
* The bounds of the atlas entry is laid out with a 1 pixel outset from the given dimensions.
*
* `shape` will be drawn after applying the linear components (scale, rotation, skew) of the
* provided `localToDevice` transform. This is done by translating the shape by the inverse of
* the rounded out `transformedShapeBounds` offset. For an unclipped shape this amounts to
* translating it back to its origin while preserving any sub-pixel translation. For a clipped
* shape, this ensures that the visible portions of the mask are centered in the atlas slot
* while invisible portions that would lie outside the atlas slot get clipped out.
*
* `addShape()` schedules the shape to be drawn but when and how the rendering happens is
* specified by the subclass implementation.
*
* The stroke-and-fill style is drawn as a single combined coverage mask containing the stroke
* and the fill.
*
* This method lazily creates a TextureProxy that can be referenced by tasks that want to sample
* the atlas.
*/
bool addShape(Recorder*,
const Rect& transformedShapeBounds,
const Shape& shape,
const Transform& localToDevice,
const SkStrokeRec& style,
CoverageMaskShape::MaskInfo* outMaskInfo);
// Clear all scheduled atlas draws and free up atlas allocations. After this call the atlas can
// be considered cleared and available for new shape insertions. However this method does not
// have any bearing on the contents of the atlas texture itself, which may be in use by GPU
// commands that are in-flight or yet to be submitted.
void reset();
// Returns a pointer to the atlas texture.
const TextureProxy* texture() const { return fTexture.get(); }
uint32_t width() const { return static_cast<uint32_t>(fRectanizer.width()); }
uint32_t height() const { return static_cast<uint32_t>(fRectanizer.height()); }
protected:
virtual void onAddShape(const Shape&,
const Transform& transform,
const Rect& atlasBounds,
skvx::int2 deviceOffset,
const SkStrokeRec&) = 0;
virtual void onReset() = 0;
private:
skgpu::RectanizerSkyline fRectanizer;
// A PathAtlas lazily requests a texture from the AtlasProvider when the first shape gets added
// to it and references the same texture for the duration of its lifetime. A reference to this
// texture is stored here, which is used by AtlasShapeRenderStep when encoding the render pass.
//
// TODO: Rather than permanently assigning a texture we may want PathAtlases to request one from
// a pool on demand while encoding a dispatch. Currently all PathAtlases reference the same
// TextureProxy and the RenderStep can reference it easily via the PathAtlas. We may want to
// revise how a RenderStep obtains the correct texture if we move to a pooled approach.
sk_sp<TextureProxy> fTexture;
};
class DispatchGroup;
/**
* Base class for PathAtlas implementations that rasterize coverage masks on the GPU using compute
* shaders.
*
* When a new shape gets added, it gets tracked as input to a series of GPU compute passes. This
* data is recorded by `recordDispatches()` into a DispatchGroup which can be added to a
* ComputeTask.
*
* After a successful call to `recordDispatches()`, the client is free to call `reset()` and start
* adding new shapes for a future atlas render.
*/
class ComputePathAtlas : public PathAtlas {
public:
ComputePathAtlas();
virtual std::unique_ptr<DispatchGroup> recordDispatches(Recorder*) const = 0;
};
#ifdef SK_ENABLE_VELLO_SHADERS
/**
* ComputePathAtlas that uses a VelloRenderer.
*/
class VelloComputePathAtlas final : public ComputePathAtlas {
public:
// Record the compute dispatches that will draw the atlas contents.
std::unique_ptr<DispatchGroup> recordDispatches(Recorder*) const override;
private:
void onAddShape(
const Shape&, const Transform&, const Rect&, skvx::int2, const SkStrokeRec&) override;
void onReset() override {
fScene.reset();
fOccuppiedWidth = fOccuppiedHeight = 0;
}
// Contains the encoded scene buffer data that serves as the input to a vello compute pass.
VelloScene fScene;
// Occuppied bounds of the atlas
uint32_t fOccuppiedWidth = 0;
uint32_t fOccuppiedHeight = 0;
};
#endif // SK_ENABLE_VELLO_SHADERS
/**
* PathAtlas class that rasterizes coverage masks on the CPU.
*
* When a new shape gets added, its path is rasterized in preparation for upload. These
* uploads are recorded by `recordUploads()` and subsequently added to an UploadTask.
*
* After a successful call to `recordUploads()`, the client is free to call `reset()` and start
* adding new shapes for a future atlas render.
* TODO: We should cache Shapes for future frames to avoid the cost of software rendering.
*/
class SoftwarePathAtlas : public PathAtlas {
public:
SoftwarePathAtlas();
~SoftwarePathAtlas() override {}
void recordUploads(DrawContext*, Recorder*);
protected:
void onAddShape(const Shape&,
const Transform& transform,
const Rect& atlasBounds,
skvx::int2 deviceOffset,
const SkStrokeRec&) override;
void onReset() override;
SkAutoPixmapStorage fPixels;
SkIRect fDirtyRect;
};
} // namespace skgpu::graphite
#endif // skgpu_graphite_PathAtlas_DEFINED