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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_DrawContext_DEFINED
#define skgpu_DrawContext_DEFINED
#include "include/core/SkImageInfo.h"
#include "include/core/SkRefCnt.h"
#include "experimental/graphite/src/DrawList.h"
#include "experimental/graphite/src/DrawOrder.h"
#include "experimental/graphite/src/DrawTypes.h"
#include <vector>
namespace skgpu {
class BoundsManager;
class Recorder;
class Shape;
class Transform;
class DrawPass;
class Task;
class TextureProxy;
* DrawContext records draw commands into a specific Surface, via a general task graph
* representing GPU work and their inter-dependencies.
class DrawContext final : public SkRefCnt {
static sk_sp<DrawContext> Make(sk_sp<TextureProxy> target,
sk_sp<SkColorSpace> colorSpace,
SkColorType colorType,
SkAlphaType alphaType);
~DrawContext() override;
const SkImageInfo& imageInfo() const { return fImageInfo; }
TextureProxy* target() { return fTarget.get(); }
const TextureProxy* target() const { return fTarget.get(); }
int pendingDrawCount() const { return fPendingDraws->drawCount(); }
// TODO: need color/depth clearing functions (so DCL will probably need those too)
void clear(const SkColor4f& clearColor);
void stencilAndFillPath(const Transform& localToDevice,
const Shape& shape,
const Clip& clip,
DrawOrder order,
const PaintParams* paint);
void fillConvexPath(const Transform& localToDevice,
const Shape& shape,
const Clip& clip,
DrawOrder order,
const PaintParams* paint);
void strokePath(const Transform& localToDevice,
const Shape& shape,
const StrokeParams& stroke,
const Clip& clip,
DrawOrder order,
const PaintParams* paint);
// Ends the current DrawList being accumulated by the SDC, converting it into an optimized and
// immutable DrawPass. The DrawPass will be ordered after any other snapped DrawPasses or
// appended DrawPasses from a child SDC. A new DrawList is started to record subsequent drawing
// operations.
// If 'occlusionCuller' is null, then culling is skipped when converting the DrawList into a
// DrawPass.
// TBD - should this also return the task so the caller can point to it with its own
// dependencies? Or will that be mostly automatic based on draws and proxy refs?
void snapDrawPass(Recorder*, const BoundsManager* occlusionCuller);
// TBD: snapRenderPassTask() might not need to be public, and could be spec'ed to require that
// snapDrawPass() must have been called first. A lot of it will depend on how the task graph is
// managed.
// Ends the current DrawList if needed, as in 'snapDrawPass', and moves the new DrawPass and all
// prior accumulated DrawPasses into a RenderPassTask that can be drawn and depended on. The
// caller is responsible for configuring the returned Tasks's dependencies.
// Returns null if there are no pending commands or draw passes to move into a task.
sk_sp<Task> snapRenderPassTask(Recorder*, const BoundsManager* occlusionCuller);
DrawContext(sk_sp<TextureProxy>, const SkImageInfo&);
sk_sp<TextureProxy> fTarget;
SkImageInfo fImageInfo;
// Stores the most immediately recorded draws into the SDC's surface. This list is mutable and
// can be appended to, or have its commands rewritten if they are inlined into a parent SDC.
std::unique_ptr<DrawList> fPendingDraws;
// Load and store information for the current pending draws.
LoadOp fPendingLoadOp = LoadOp::kLoad;
StoreOp fPendingStoreOp = StoreOp::kStore;
std::array<float, 4> fPendingClearColor = { 0, 0, 0, 0 };
// Stores previously snapped DrawPasses of this SDC, or inlined child SDCs whose content
// couldn't have been copied directly to fPendingDraws. While each DrawPass is immutable, the
// list of DrawPasses is not final until there is an external dependency on the SDC's content
// that requires it to be resolved as its own render pass (vs. inlining the SDC's passes into a
// parent's render pass).
// TODO: It will be easier to debug/understand the DrawPass structure of a context if
// consecutive DrawPasses to the same target are stored in a DrawPassChain. A DrawContext with
// multiple DrawPassChains is then clearly accumulating subpasses across multiple targets.
std::vector<std::unique_ptr<DrawPass>> fDrawPasses;
} // namespace skgpu
#endif // skgpu_DrawContext_DEFINED