blob: b2f5b80513c5ca794f89482f65c4d40bc3ad7296 [file] [log] [blame]
/*
* 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 "src/gpu/graphite/task/RenderPassTask.h"
#include "include/core/SkPoint.h"
#include "include/core/SkSize.h"
#include "include/core/SkSpan.h"
#include "include/gpu/graphite/Context.h"
#include "include/gpu/graphite/TextureInfo.h"
#include "include/private/base/SkAssert.h"
#include "src/gpu/SkBackingFit.h"
#include "src/gpu/graphite/Caps.h"
#include "src/gpu/graphite/CommandBuffer.h"
#include "src/gpu/graphite/ContextPriv.h"
#include "src/gpu/graphite/DrawPass.h"
#include "src/gpu/graphite/Log.h"
#include "src/gpu/graphite/ResourceProvider.h"
#include "src/gpu/graphite/ResourceTypes.h"
#include "src/gpu/graphite/ScratchResourceManager.h"
#include "src/gpu/graphite/Texture.h"
#include "src/gpu/graphite/TextureFormat.h"
#include "src/gpu/graphite/TextureProxy.h"
#include <tuple>
#include <utility>
namespace skgpu::graphite {
class GraphicsPipeline;
namespace {
// Get the required MSAA size for the render pass.
// In some scenarios, the MSAA size can be smaller than the target texture. As long as it is big
// enough to contain the draws' bounds.
std::pair<SkISize, SkIPoint> get_msaa_size_and_resolve_offset(const SkISize& targetSize,
const SkIRect& drawBounds,
const Caps& caps,
LoadOp loadOp) {
if (caps.differentResolveAttachmentSizeSupport()) {
// If possible, use approx size that can fit all draws. This reduces the MSAA texture size
// and also reuses the textures better.
// Note: we don't do this if loadOp=Clear because it's supposed to update the whole target
// texture.
auto smallEnoughBounds = drawBounds;
if (loadOp != LoadOp::kClear && !smallEnoughBounds.isEmpty() &&
smallEnoughBounds.intersect(SkIRect::MakeSize(targetSize))) {
SkIPoint resolveOffset = smallEnoughBounds.topLeft();
return {GetApproxSize(smallEnoughBounds.size()), resolveOffset};
} else {
return {GetApproxSize(targetSize), {0, 0}};
}
}
return {targetSize, {0, 0}};
}
} // anonymous namespace
sk_sp<RenderPassTask> RenderPassTask::Make(DrawPassList passes,
const RenderPassDesc& desc,
sk_sp<TextureProxy> target,
sk_sp<TextureProxy> dstCopy,
SkIRect dstReadBounds) {
// For now we have one DrawPass per RenderPassTask
SkASSERT(passes.size() == 1);
// If we have a dst copy texture, ensure it is big enough to cover the copy bounds that
// will be sampled.
SkASSERT(!dstCopy || (dstCopy->dimensions().width() >= dstReadBounds.width() &&
dstCopy->dimensions().height() >= dstReadBounds.height()));
if (!target) {
return nullptr;
}
if (desc.fColorResolveAttachment.fFormat != TextureFormat::kUnsupported) {
// The resolve attachment must match `target`, since that is what's resolved to.
SkASSERT(desc.fColorResolveAttachment.isCompatible(target->textureInfo()));
// The resolve attachment should be single sampled and not depth/stencil
SkASSERT(desc.fColorResolveAttachment.fSampleCount == SampleCount::k1);
SkASSERT(!TextureFormatIsDepthOrStencil(desc.fColorResolveAttachment.fFormat));
// If there's a resolve attachment, the color attachment should have the same format and
// more samples than the resolve.
SkASSERT(desc.fColorAttachment.fFormat == desc.fColorResolveAttachment.fFormat);
SkASSERT(desc.fColorAttachment.fSampleCount > SampleCount::k1);
// The render pass's sample count must match the color attachment's sample count
SkASSERT(desc.fSampleCount == desc.fColorAttachment.fSampleCount);
} else {
// The color attachment must match `target`, as it will be used to render directly into.
SkASSERT(desc.fColorAttachment.isCompatible(target->textureInfo()));
// The render pass's sample count must match or the color attachment's must be 1 and
// the render pass has a higher sample count for msaa-render-to-single-sampled extensions.
SkASSERT(desc.fColorAttachment.fSampleCount == desc.fSampleCount ||
(desc.fColorAttachment.fSampleCount == SampleCount::k1 &&
desc.fSampleCount > SampleCount::k1));
}
if (desc.fDepthStencilAttachment.fFormat != TextureFormat::kUnsupported) {
// The sample count for any depth/stencil buffer must match the color attachment
SkASSERT(TextureFormatIsDepthOrStencil(desc.fDepthStencilAttachment.fFormat));
SkASSERT(desc.fDepthStencilAttachment.fSampleCount == desc.fColorAttachment.fSampleCount);
}
return sk_sp<RenderPassTask>(new RenderPassTask(std::move(passes),
desc,
std::move(target),
std::move(dstCopy),
dstReadBounds));
}
RenderPassTask::RenderPassTask(DrawPassList passes,
const RenderPassDesc& desc,
sk_sp<TextureProxy> target,
sk_sp<TextureProxy> dstCopy,
SkIRect dstReadBounds)
: fDrawPasses(std::move(passes))
, fRenderPassDesc(desc)
, fTarget(std::move(target))
, fDstCopy(std::move(dstCopy))
, fDstReadBounds(dstReadBounds) {}
RenderPassTask::~RenderPassTask() = default;
Task::Status RenderPassTask::prepareResources(ResourceProvider* resourceProvider,
ScratchResourceManager* scratchManager,
sk_sp<const RuntimeEffectDictionary> runtimeDict) {
SkASSERT(fTarget);
bool instantiated;
if (scratchManager->pendingReadCount(fTarget.get()) == 0) {
// TODO(b/389908339, b/338976898): If there are no pending reads on a scratch texture
// instantiation request, it means that the scratch Device was caught by a
// Recorder::flushTrackedDevices() event but hasn't actually been restored to its parent. In
// this case, the eventual read of the surface will be in another Recording and it can't be
// allocated as a true scratch resource.
//
// Without pending reads, DrawTask does not track its lifecycle to return the scratch
// resource, so we need to match that and instantiate with a regular non-shareable resource.
instantiated = TextureProxy::InstantiateIfNotLazy(resourceProvider, fTarget.get());
} else {
instantiated = TextureProxy::InstantiateIfNotLazy(scratchManager, fTarget.get());
}
if (!instantiated) {
SKGPU_LOG_W("Failed to instantiate RenderPassTask target. Will not create renderpass!");
SKGPU_LOG_W("Dimensions are (%d, %d).",
fTarget->dimensions().width(), fTarget->dimensions().height());
return Status::kFail;
}
// Assuming one draw pass per renderpasstask for now
SkASSERT(fDrawPasses.size() == 1);
for (const auto& drawPass: fDrawPasses) {
if (!drawPass->prepareResources(resourceProvider, runtimeDict, fRenderPassDesc)) {
return Status::kFail;
}
}
// Once all internal resources have been prepared and instantiated, reclaim any pending returns
// from the scratch manager, since at the equivalent point in the task graph's addCommands()
// phase, the renderpass will have sampled from any scratch textures and their contents no
// longer have to be preserved.
scratchManager->notifyResourcesConsumed();
return Status::kSuccess;
}
Task::Status RenderPassTask::addCommands(Context* context,
CommandBuffer* commandBuffer,
ReplayTargetData replayData) {
// TBD: Expose the surfaces that will need to be attached within the renderpass?
// Instantiate the target
SkASSERT(fTarget && fTarget->isInstantiated());
SkASSERT(!fDstCopy || fDstCopy->isInstantiated());
// Assuming one draw pass per renderpasstask for now
SkASSERT(fDrawPasses.size() == 1);
const auto& drawBounds = fDrawPasses[0]->bounds();
// Only apply the replay translation and clip if we're drawing to the final replay target.
SkIVector replayTranslation = {0, 0};
SkIRect replayClip = SkIRect::MakeEmpty();
if (fTarget->texture() == replayData.fTarget) {
replayTranslation = replayData.fTranslation;
replayClip = replayData.fClip;
}
// We don't instantiate the MSAA or DS attachments in prepareResources because we want to use
// the discardable attachments from the Context.
ResourceProvider* resourceProvider = context->priv().resourceProvider();
sk_sp<Texture> colorAttachment;
sk_sp<Texture> resolveAttachment;
SkIPoint resolveOffset = SkIPoint::Make(0, 0);
if (fRenderPassDesc.fColorResolveAttachment.fFormat != TextureFormat::kUnsupported) {
// We always make color msaa attachments shareable. Between any render pass we discard
// the values of the MSAA texture. Thus it is safe to be used by multiple different render
// passes without worry of stomping on each other's data. CommandBuffer::addRenderPass is
// responsible for loading this attachment with the resolve target's original contents.
TextureInfo colorInfo = context->priv().caps()->getDefaultAttachmentTextureInfo(
fRenderPassDesc.fColorAttachment, fTarget->isProtected(), Discardable::kYes);
SkISize msaaSize;
std::tie(msaaSize, resolveOffset) =
get_msaa_size_and_resolve_offset(fTarget->dimensions(),
drawBounds.makeOffset(replayTranslation),
*context->priv().caps(),
fRenderPassDesc.fColorAttachment.fLoadOp);
colorAttachment = resourceProvider->findOrCreateShareableTexture(
msaaSize, colorInfo, "DiscardableMSAAAttachment");
if (!colorAttachment) {
SKGPU_LOG_W("Could not get Color attachment for RenderPassTask");
return Status::kFail;
}
resolveAttachment = fTarget->refTexture();
} else {
colorAttachment = fTarget->refTexture();
}
sk_sp<Texture> depthStencilAttachment;
if (fRenderPassDesc.fDepthStencilAttachment.fFormat != TextureFormat::kUnsupported) {
// We always make depth and stencil attachments shareable. Between any render pass the
// values are reset. Thus it is safe to be used by multiple different render passes without
// worry of stomping on each other's data.
TextureInfo dsInfo = context->priv().caps()->getDefaultAttachmentTextureInfo(
fRenderPassDesc.fDepthStencilAttachment, fTarget->isProtected(), Discardable::kYes);
SkISize dimensions = context->priv().caps()->getDepthAttachmentDimensions(
colorAttachment->textureInfo(), colorAttachment->dimensions());
depthStencilAttachment = resourceProvider->findOrCreateShareableTexture(
dimensions, dsInfo, "DepthStencilAttachment");
if (!depthStencilAttachment) {
SKGPU_LOG_W("Could not get DepthStencil attachment for RenderPassTask");
return Status::kFail;
}
}
// The clip set here will intersect with the render target bounds, and then any scissor set
// during this render pass. If there is no intersection between the clip and the render target
// bounds, we can skip this entire render pass.
// Note: if the MSAA texture is allocated smaller than the target texture, we need to apply an
// additional translation (-resolveOffset) so that the draws' bounds' top left corner
// will be at (0, 0) on the MSAA texture
const SkIRect renderTargetBounds = SkIRect::MakeSize(colorAttachment->dimensions());
if (!commandBuffer->setReplayTranslationAndClip(
replayTranslation - resolveOffset, replayClip, renderTargetBounds)) {
return Status::kSuccess;
}
// TODO(b/313629288) we always pass in the render target's dimensions as the viewport here.
// Using the dimensions of the logical device that we're drawing to could reduce flakiness in
// rendering.
if (commandBuffer->addRenderPass(fRenderPassDesc,
std::move(colorAttachment),
std::move(resolveAttachment),
std::move(depthStencilAttachment),
fDstCopy ? fDstCopy->texture() : nullptr,
fDstReadBounds,
resolveOffset,
fTarget->dimensions(),
fDrawPasses)) {
return Status::kSuccess;
} else {
return Status::kFail;
}
}
bool RenderPassTask::visitPipelines(const std::function<bool(const GraphicsPipeline*)>& visitor) {
for (const std::unique_ptr<DrawPass>& pass : fDrawPasses) {
for (const sk_sp<GraphicsPipeline>& pipeline : pass->pipelines()) {
if (!visitor(pipeline.get())) {
return false;
}
}
}
return true;
}
bool RenderPassTask::visitProxies(const std::function<bool(const TextureProxy*)>& visitor,
bool readsOnly) {
for (const std::unique_ptr<DrawPass>& pass : fDrawPasses) {
for (const sk_sp<TextureProxy>& proxy : pass->sampledTextures()) {
if (!visitor(proxy.get())) {
return false;
}
}
if (fDstCopy && !visitor(fDstCopy.get())) {
return false;
}
// Skip visiting the target if we're only visiting read textures
if (!readsOnly && fTarget && !visitor(fTarget.get())) {
return false;
}
}
return true;
}
} // namespace skgpu::graphite