blob: 0d9d500849bd94e4b8cbd8da8e8f2e4b16f6c894 [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 "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/ScratchResourceManager.h"
#include "src/gpu/graphite/Texture.h"
#include "src/gpu/graphite/TextureProxy.h"
namespace skgpu::graphite {
sk_sp<RenderPassTask> RenderPassTask::Make(DrawPassList passes,
const RenderPassDesc& desc,
sk_sp<TextureProxy> target) {
// For now we have one DrawPass per RenderPassTask
SkASSERT(passes.size() == 1);
if (!target) {
return nullptr;
}
if (desc.fColorAttachment.fTextureInfo.isValid()) {
// The color attachment's samples count must ether match the render pass's samples count
// or be 1 (when multisampled render to single sampled is used).
SkASSERT(desc.fSampleCount == desc.fColorAttachment.fTextureInfo.numSamples() ||
1 == desc.fColorAttachment.fTextureInfo.numSamples());
}
if (desc.fDepthStencilAttachment.fTextureInfo.isValid()) {
SkASSERT(desc.fSampleCount == desc.fDepthStencilAttachment.fTextureInfo.numSamples());
}
return sk_sp<RenderPassTask>(new RenderPassTask(std::move(passes), desc, target));
}
RenderPassTask::RenderPassTask(DrawPassList passes,
const RenderPassDesc& desc,
sk_sp<TextureProxy> target)
: fDrawPasses(std::move(passes)), fRenderPassDesc(desc), fTarget(std::move(target)) {}
RenderPassTask::~RenderPassTask() = default;
Task::Status RenderPassTask::prepareResources(ResourceProvider* resourceProvider,
ScratchResourceManager* scratchManager,
const RuntimeEffectDictionary* runtimeDict) {
SkASSERT(fTarget);
if (!TextureProxy::InstantiateIfNotLazy(scratchManager, fTarget.get())) {
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?
// TODO: for task execution, start the render pass, then iterate passes and
// possibly(?) start each subpass, and call DrawPass::addCommands() on the command buffer
// provided to the task. Then close the render pass and we should have pixels..
// Instantiate the target
SkASSERT(fTarget && fTarget->isInstantiated());
if (fTarget->texture() == replayData.fTarget) {
commandBuffer->setReplayTranslation(replayData.fTranslation);
} else {
commandBuffer->clearReplayTranslation();
}
// 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;
if (fRenderPassDesc.fColorResolveAttachment.fTextureInfo.isValid()) {
SkASSERT(fTarget->numSamples() == 1 &&
fRenderPassDesc.fColorAttachment.fTextureInfo.numSamples() > 1);
colorAttachment = resourceProvider->findOrCreateDiscardableMSAAAttachment(
fTarget->dimensions(), fRenderPassDesc.fColorAttachment.fTextureInfo);
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.fTextureInfo.isValid()) {
// TODO: ensure this is a scratch/recycled texture
SkASSERT(fTarget->isInstantiated());
SkISize dimensions = context->priv().caps()->getDepthAttachmentDimensions(
fTarget->texture()->textureInfo(), fTarget->dimensions());
depthStencilAttachment = resourceProvider->findOrCreateDepthStencilAttachment(
dimensions, fRenderPassDesc.fDepthStencilAttachment.fTextureInfo);
if (!depthStencilAttachment) {
SKGPU_LOG_W("Could not get DepthStencil attachment for RenderPassTask");
return Status::kFail;
}
}
// 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),
SkRect::Make(fTarget->dimensions()),
fDrawPasses)) {
return Status::kSuccess;
} else {
return Status::kFail;
}
}
} // namespace skgpu::graphite