| /* |
| * 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 GrGpuCommandBuffer_DEFINED |
| #define GrGpuCommandBuffer_DEFINED |
| |
| #include "GrColor.h" |
| #include "ops/GrDrawOp.h" |
| |
| class GrOpFlushState; |
| class GrFixedClip; |
| class GrGpu; |
| class GrMesh; |
| class GrPipeline; |
| class GrPrimitiveProcessor; |
| class GrRenderTarget; |
| struct SkIRect; |
| struct SkRect; |
| |
| /** |
| * The GrGpuCommandBuffer 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). GrBatches will execute their draw commands into a |
| * GrGpuCommandBuffer. |
| * |
| * Ideally we'd know the GrRenderTarget, or at least its properties when the GrGpuCommandBuffer, is |
| * created. We also then wouldn't include it in the GrPipeline or as a parameter to the clear and |
| * discard methods. The logical place for that will be in GrRenderTargetOpList post-MDB. For now |
| * the render target is redundantly passed to each operation, though it will always be the same |
| * render target for a given command buffer even pre-MDB. |
| */ |
| class GrGpuCommandBuffer { |
| public: |
| enum class LoadOp { |
| kLoad, |
| kClear, |
| kDiscard, |
| }; |
| |
| enum class StoreOp { |
| kStore, |
| kDiscard, |
| }; |
| |
| struct LoadAndStoreInfo { |
| LoadOp fLoadOp; |
| StoreOp fStoreOp; |
| GrColor fClearColor; |
| }; |
| |
| GrGpuCommandBuffer() {} |
| virtual ~GrGpuCommandBuffer() {} |
| |
| // Signals the end of recording to the command buffer and that it can now be submitted. |
| virtual void end() = 0; |
| |
| // Sends the command buffer off to the GPU object to execute the commands built up in the |
| // buffer. The gpu object is allowed to defer execution of the commands until it is flushed. |
| void submit(); |
| |
| // 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 GrPipeline&, |
| const GrPrimitiveProcessor&, |
| 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* state, GrDrawOp::DeferredUploadFn& upload) = 0; |
| |
| /** |
| * Clear the passed in render target. Ignores the draw state and clip. |
| */ |
| void clear(GrRenderTarget*, const GrFixedClip&, GrColor); |
| |
| void clearStencilClip(GrRenderTarget*, const GrFixedClip&, bool insideStencilMask); |
| |
| /** |
| * Discards the contents render target. nullptr indicates that the current render target should |
| * be discarded. |
| */ |
| // TODO: This should be removed in the future to favor using the load and store ops for discard |
| virtual void discard(GrRenderTarget*) = 0; |
| |
| private: |
| virtual GrGpu* gpu() = 0; |
| virtual GrRenderTarget* renderTarget() = 0; |
| |
| virtual void onSubmit() = 0; |
| |
| // overridden by backend-specific derived class to perform the draw call. |
| virtual void onDraw(const GrPipeline&, |
| const GrPrimitiveProcessor&, |
| const GrMesh*, |
| int meshCount, |
| const SkRect& bounds) = 0; |
| |
| // overridden by backend-specific derived class to perform the clear. |
| virtual void onClear(GrRenderTarget*, const GrFixedClip&, GrColor) = 0; |
| |
| virtual void onClearStencilClip(GrRenderTarget*, const GrFixedClip&, |
| bool insideStencilMask) = 0; |
| |
| }; |
| |
| #endif |