| /* |
| * 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 |