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* Copyright 2021 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_DrawPass_DEFINED
#define skgpu_graphite_DrawPass_DEFINED
#include "include/core/SkColor.h"
#include "include/core/SkRect.h"
#include "include/core/SkRefCnt.h"
#include "src/core/SkEnumBitMask.h"
#include "src/core/SkTBlockList.h"
#include "src/gpu/graphite/AttachmentTypes.h"
#include "src/gpu/graphite/DrawCommands.h"
#include "src/gpu/graphite/DrawTypes.h"
#include "src/gpu/graphite/GraphicsPipelineDesc.h"
#include "src/gpu/graphite/ResourceTypes.h"
#include <memory>
#include <vector>
class SkTextureDataBlock;
namespace skgpu::graphite {
class BoundsManager;
class CommandBuffer;
class DrawList;
class GraphicsPipeline;
class Recorder;
struct RenderPassDesc;
class ResourceProvider;
class Sampler;
struct SamplerDesc;
class TextureProxy;
class Texture;
enum class UniformSlot;
* DrawPass is analogous to a subpass, storing the drawing operations in the order they are stored
* in the eventual command buffer, as well as the surface proxy the operations are intended for.
* DrawPasses are grouped into a RenderPassTask for execution within a single render pass if the
* subpasses are compatible with each other.
* Unlike DrawList, DrawPasses are immutable and represent as closely as possible what will be
* stored in the command buffer while being flexible as to how the pass is incorporated. Depending
* on the backend, it may even be able to write accumulated vertex and uniform data directly to
* mapped GPU memory, although that is the extent of the CPU->GPU work they perform before they are
* executed by a RenderPassTask.
class DrawPass {
// TODO: Replace SDC with the SDC's surface proxy view
static std::unique_ptr<DrawPass> Make(Recorder*,
std::pair<LoadOp, StoreOp>,
std::array<float, 4> clearColor);
// Defined relative to the top-left corner of the surface the DrawPass renders to, and is
// contained within its dimensions.
const SkIRect& bounds() const { return fBounds; }
TextureProxy* target() const { return fTarget.get(); }
std::pair<LoadOp, StoreOp> ops() const { return fOps; }
std::array<float, 4> clearColor() const { return fClearColor; }
bool requiresDstTexture() const { return false; }
bool requiresMSAA() const { return fRequiresMSAA; }
SkEnumBitMask<DepthStencilFlags> depthStencilFlags() const { return fDepthStencilFlags; }
size_t vertexBufferSize() const { return 0; }
size_t uniformBufferSize() const { return 0; }
// Instantiate and prepare any resources used by the DrawPass that require the Recorder's
// ResourceProvider. This includes things likes GraphicsPipelines, sampled Textures, Samplers,
// etc.
bool prepareResources(ResourceProvider*, const RenderPassDesc&);
DrawPassCommands::List::Iter commands() const {
return fCommandList.commands();
const GraphicsPipeline* getPipeline(size_t index) const {
return fFullPipelines[index].get();
const Texture* getTexture(size_t index) const;
const Sampler* getSampler(size_t index) const;
void addResourceRefs(CommandBuffer*) const;
class SortKey;
class Drawer;
DrawPass(sk_sp<TextureProxy> target,
std::pair<LoadOp, StoreOp> ops,
std::array<float, 4> clearColor,
int renderStepCount);
DrawPassCommands::List fCommandList;
// The pipelines are referenced by index in BindGraphicsPipeline, but that will index into a
// an array of actual GraphicsPipelines. fPipelineDescs only needs to accumulate encountered
// GraphicsPipelineDescs and provide stable pointers, hence SkTBlockList.
SkTBlockList<GraphicsPipelineDesc, 32> fPipelineDescs;
std::vector<SamplerDesc> fSamplerDescs;
sk_sp<TextureProxy> fTarget;
SkIRect fBounds;
std::pair<LoadOp, StoreOp> fOps;
std::array<float, 4> fClearColor;
SkEnumBitMask<DepthStencilFlags> fDepthStencilFlags = DepthStencilFlags::kNone;
bool fRequiresMSAA = false;
// These resources all get instantiated during prepareResources.
// Use a vector instead of SkTBlockList for the full pipelines so that random access is fast.
std::vector<sk_sp<GraphicsPipeline>> fFullPipelines;
std::vector<sk_sp<TextureProxy>> fSampledTextures;
std::vector<sk_sp<Sampler>> fSamplers;
} // namespace skgpu::graphite
#endif // skgpu_graphite_DrawPass_DEFINED