/* * 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 "batches/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