blob: fb6f176558496e05d0f43366a34f6b485c04b26d [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 "experimental/graphite/src/RenderPassTask.h"
#include "experimental/graphite/src/CommandBuffer.h"
#include "experimental/graphite/src/ContextPriv.h"
#include "experimental/graphite/src/DrawPass.h"
#include "experimental/graphite/src/Log.h"
#include "experimental/graphite/src/ResourceProvider.h"
#include "experimental/graphite/src/Texture.h"
#include "experimental/graphite/src/TextureProxy.h"
namespace skgpu {
sk_sp<RenderPassTask> RenderPassTask::Make(std::vector<std::unique_ptr<DrawPass>> passes,
const RenderPassDesc& desc,
sk_sp<TextureProxy> target) {
// For now we have one DrawPass per RenderPassTask
SkASSERT(passes.size() == 1);
return sk_sp<RenderPassTask>(new RenderPassTask(std::move(passes), desc, target));
RenderPassTask::RenderPassTask(std::vector<std::unique_ptr<DrawPass>> passes,
const RenderPassDesc& desc,
sk_sp<TextureProxy> target)
: fDrawPasses(std::move(passes))
, fRenderPassDesc(desc)
, fTarget(std::move(target)) {}
RenderPassTask::~RenderPassTask() = default;
void RenderPassTask::addCommands(ResourceProvider* resourceProvider, CommandBuffer* commandBuffer) {
// 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
if (fTarget) {
if (!fTarget->instantiate(resourceProvider)) {
SKGPU_LOG_W("Given invalid texture proxy. Will not create renderpass!");
SKGPU_LOG_W("Dimensions are (%d, %d).",
fTarget->dimensions().width(), fTarget->dimensions().height());
sk_sp<Texture> depthStencilTexture;
if (fRenderPassDesc.fDepthStencilAttachment.fTextureInfo.isValid()) {
// TODO: ensure this is a scratch/recycled texture
depthStencilTexture = resourceProvider->findOrCreateTexture(
fTarget->dimensions(), fRenderPassDesc.fDepthStencilAttachment.fTextureInfo);
if (commandBuffer->beginRenderPass(fRenderPassDesc, fTarget->refTexture(), nullptr,
std::move(depthStencilTexture))) {
// Assuming one draw pass per renderpasstask for now
SkASSERT(fDrawPasses.size() == 1);
for (const auto& drawPass: fDrawPasses) {
drawPass->addCommands(resourceProvider, commandBuffer, fRenderPassDesc);
} // namespace skgpu