blob: 4b2abc1ceb12360e02cb1adc317ebfcee9e803c8 [file] [log] [blame]
/*
* 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 GrOpsRenderPass_DEFINED
#define GrOpsRenderPass_DEFINED
#include "include/core/SkDrawable.h"
#include "src/gpu/GrPipeline.h"
#include "src/gpu/ops/GrDrawOp.h"
class GrOpFlushState;
class GrFixedClip;
class GrGpu;
class GrMesh;
class GrPipeline;
class GrPrimitiveProcessor;
class GrProgramInfo;
class GrRenderTarget;
class GrSemaphore;
struct SkIRect;
struct SkRect;
/**
* The GrOpsRenderPass 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). GrOps execute into a GrOpsRenderPass.
*/
class GrOpsRenderPass {
public:
virtual ~GrOpsRenderPass() {}
struct LoadAndStoreInfo {
GrLoadOp fLoadOp;
GrStoreOp fStoreOp;
SkPMColor4f fClearColor;
};
// Load-time clears of the stencil buffer are always to 0 so we don't store
// an 'fStencilClearValue'
struct StencilLoadAndStoreInfo {
GrLoadOp fLoadOp;
GrStoreOp fStoreOp;
};
virtual void begin() = 0;
// Signals the end of recording to the GrOpsRenderPass and that it can now be submitted.
virtual void end() = 0;
// 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 GrProgramInfo&, const GrMesh[], int meshCount, const SkRect& bounds);
// Performs an upload of vertex data in the middle of a set of a set of draws
virtual void inlineUpload(GrOpFlushState*, GrDeferredTextureUploadFn&) = 0;
/**
* Clear the owned render target. Ignores the draw state and clip.
*/
void clear(const GrFixedClip&, const SkPMColor4f&);
void clearStencilClip(const GrFixedClip&, bool insideStencilMask);
/**
* Executes the SkDrawable object for the underlying backend.
*/
virtual void executeDrawable(std::unique_ptr<SkDrawable::GpuDrawHandler>) {}
protected:
GrOpsRenderPass() : fOrigin(kTopLeft_GrSurfaceOrigin), fRenderTarget(nullptr) {}
GrOpsRenderPass(GrRenderTarget* rt, GrSurfaceOrigin origin)
: fOrigin(origin)
, fRenderTarget(rt) {
}
void set(GrRenderTarget* rt, GrSurfaceOrigin origin) {
SkASSERT(!fRenderTarget);
fRenderTarget = rt;
fOrigin = origin;
}
GrSurfaceOrigin fOrigin;
GrRenderTarget* fRenderTarget;
private:
virtual GrGpu* gpu() = 0;
// overridden by backend-specific derived class to perform the draw call.
virtual void onDraw(const GrProgramInfo&, const GrMesh[], int meshCount,
const SkRect& bounds) = 0;
// overridden by backend-specific derived class to perform the clear.
virtual void onClear(const GrFixedClip&, const SkPMColor4f&) = 0;
virtual void onClearStencilClip(const GrFixedClip&, bool insideStencilMask) = 0;
typedef GrOpsRenderPass INHERITED;
};
#endif