/* * Copyright 2015 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef GrBatchBuffer_DEFINED #define GrBatchBuffer_DEFINED #include "GrBufferAllocPool.h" #include "batches/GrVertexBatch.h" class GrGpuCommandBuffer; class GrResourceProvider; /** Tracks the state across all the GrBatches in a GrDrawTarget flush. */ class GrBatchFlushState { public: GrBatchFlushState(GrGpu*, GrResourceProvider*); ~GrBatchFlushState() { this->reset(); } /** Inserts an upload to be executed after all batches in the flush prepared their draws but before the draws are executed to the backend 3D API. */ void addASAPUpload(GrDrawBatch::DeferredUploadFn&& upload) { fAsapUploads.emplace_back(std::move(upload)); } const GrCaps& caps() const { return *fGpu->caps(); } GrResourceProvider* resourceProvider() const { return fResourceProvider; } /** Has the token been flushed to the backend 3D API. */ bool hasDrawBeenFlushed(GrBatchDrawToken token) const { return token.fSequenceNumber <= fLastFlushedToken.fSequenceNumber; } /** Issue a token to an operation that is being enqueued. */ GrBatchDrawToken issueDrawToken() { return GrBatchDrawToken(++fLastIssuedToken.fSequenceNumber); } /** Call every time a draw that was issued a token is flushed */ void flushToken() { ++fLastFlushedToken.fSequenceNumber; } /** Gets the next draw token that will be issued. */ GrBatchDrawToken nextDrawToken() const { return GrBatchDrawToken(fLastIssuedToken.fSequenceNumber + 1); } /** The last token flushed to all the way to the backend API. */ GrBatchDrawToken nextTokenToFlush() const { return GrBatchDrawToken(fLastFlushedToken.fSequenceNumber + 1); } void* makeVertexSpace(size_t vertexSize, int vertexCount, const GrBuffer** buffer, int* startVertex); uint16_t* makeIndexSpace(int indexCount, const GrBuffer** buffer, int* startIndex); /** This is called after each batch has a chance to prepare its draws and before the draws are issued. */ void preIssueDraws() { fVertexPool.unmap(); fIndexPool.unmap(); int uploadCount = fAsapUploads.count(); for (int i = 0; i < uploadCount; i++) { this->doUpload(fAsapUploads[i]); } fAsapUploads.reset(); } void doUpload(GrDrawBatch::DeferredUploadFn& upload) { GrDrawBatch::WritePixelsFn wp = [this] (GrSurface* surface, int left, int top, int width, int height, GrPixelConfig config, const void* buffer, size_t rowBytes) -> bool { return this->fGpu->writePixels(surface, left, top, width, height, config, buffer, rowBytes); }; upload(wp); } void putBackIndices(size_t indices) { fIndexPool.putBack(indices * sizeof(uint16_t)); } void putBackVertexSpace(size_t sizeInBytes) { fVertexPool.putBack(sizeInBytes); } GrGpuCommandBuffer* commandBuffer() { return fCommandBuffer; } void setCommandBuffer(GrGpuCommandBuffer* buffer) { fCommandBuffer = buffer; } GrGpu* gpu() { return fGpu; } void reset() { fVertexPool.reset(); fIndexPool.reset(); } private: GrGpu* fGpu; GrResourceProvider* fResourceProvider; GrGpuCommandBuffer* fCommandBuffer; GrVertexBufferAllocPool fVertexPool; GrIndexBufferAllocPool fIndexPool; SkSTArray<4, GrDrawBatch::DeferredUploadFn> fAsapUploads; GrBatchDrawToken fLastIssuedToken; GrBatchDrawToken fLastFlushedToken; }; /** * A word about uploads and tokens: Batches should usually schedule their uploads to occur at the * begining of a frame whenever possible. These are called ASAP uploads. Of course, this requires * that there are no draws that have yet to be flushed that rely on the old texture contents. In * that case the ASAP upload would happen prior to the previous draw causing the draw to read the * new (wrong) texture data. In that case they should schedule an inline upload. * * Batches, in conjunction with helpers such as GrBatchAtlas, can use the token system to know * what the most recent draw was that referenced a resource (or portion of a resource). Each draw * is assigned a token. A resource (or portion) can be tagged with the most recent draw's * token. The target provides a facility for testing whether the draw corresponding to the token * has been flushed. If it has not been flushed then the batch must perform an inline upload * instead. When scheduling an inline upload the batch provides the token of the draw that the * upload must occur before. The upload will then occur between the draw that requires the new * data but after the token that requires the old data. * * TODO: Currently the token/upload interface is spread over GrDrawBatch, GrVertexBatch, * GrDrawBatch::Target, and GrVertexBatch::Target. However, the interface at the GrDrawBatch * level is not complete and isn't useful. We should push it down to GrVertexBatch until it * is required at the GrDrawBatch level. */ /** * GrDrawBatch instances use this object to allocate space for their geometry and to issue the draws * that render their batch. */ class GrDrawBatch::Target { public: Target(GrBatchFlushState* state, GrDrawBatch* batch) : fState(state), fBatch(batch) {} /** Returns the token of the draw that this upload will occur before. */ GrBatchDrawToken addInlineUpload(DeferredUploadFn&& upload) { fBatch->fInlineUploads.emplace_back(std::move(upload), fState->nextDrawToken()); return fBatch->fInlineUploads.back().fUploadBeforeToken; } /** Returns the token of the draw that this upload will occur before. Since ASAP uploads are done first during a flush, this will be the first token since the most recent flush. */ GrBatchDrawToken addAsapUpload(DeferredUploadFn&& upload) { fState->addASAPUpload(std::move(upload)); return fState->nextTokenToFlush(); } bool hasDrawBeenFlushed(GrBatchDrawToken token) const { return fState->hasDrawBeenFlushed(token); } /** Gets the next draw token that will be issued by this target. This can be used by a batch to record that the next draw it issues will use a resource (e.g. texture) while preparing that draw. */ GrBatchDrawToken nextDrawToken() const { return fState->nextDrawToken(); } const GrCaps& caps() const { return fState->caps(); } GrResourceProvider* resourceProvider() const { return fState->resourceProvider(); } protected: GrDrawBatch* batch() { return fBatch; } GrBatchFlushState* state() { return fState; } private: GrBatchFlushState* fState; GrDrawBatch* fBatch; }; /** Extension of GrDrawBatch::Target for use by GrVertexBatch. Adds the ability to create vertex draws. */ class GrVertexBatch::Target : public GrDrawBatch::Target { public: Target(GrBatchFlushState* state, GrVertexBatch* batch) : INHERITED(state, batch) {} void draw(const GrGeometryProcessor* gp, const GrMesh& mesh); void* makeVertexSpace(size_t vertexSize, int vertexCount, const GrBuffer** buffer, int* startVertex) { return this->state()->makeVertexSpace(vertexSize, vertexCount, buffer, startVertex); } uint16_t* makeIndexSpace(int indexCount, const GrBuffer** buffer, int* startIndex) { return this->state()->makeIndexSpace(indexCount, buffer, startIndex); } /** Helpers for batches which over-allocate and then return data to the pool. */ void putBackIndices(int indices) { this->state()->putBackIndices(indices); } void putBackVertices(int vertices, size_t vertexStride) { this->state()->putBackVertexSpace(vertices * vertexStride); } private: GrVertexBatch* vertexBatch() { return static_cast(this->batch()); } typedef GrDrawBatch::Target INHERITED; }; #endif