/* * 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" class GrGpu; class GrMesh; class GrPipeline; class GrPrimitiveProcessor; class GrRenderTarget; struct SkIRect; /** * 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. */ 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. // The bounds should represent the bounds of all the draws put into the command buffer. void submit(const SkIRect& bounds); // 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); /** * Clear the passed in render target. Ignores the draw state and clip. */ void clear(const SkIRect& rect, GrColor color, GrRenderTarget* renderTarget); void clearStencilClip(const SkIRect& rect, bool insideClip, GrRenderTarget* renderTarget); /** * 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* = nullptr) = 0; private: virtual GrGpu* gpu() = 0; virtual void onSubmit(const SkIRect& bounds) = 0; // overridden by backend-specific derived class to perform the draw call. virtual void onDraw(const GrPipeline&, const GrPrimitiveProcessor&, const GrMesh*, int meshCount) = 0; // overridden by backend-specific derived class to perform the clear. virtual void onClear(GrRenderTarget*, const SkIRect& rect, GrColor color) = 0; virtual void onClearStencilClip(GrRenderTarget*, const SkIRect& rect, bool insideClip) = 0; }; #endif