/* * Copyright 2016 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "GrGpuCommandBuffer.h" #include "GrContext.h" #include "GrCaps.h" #include "GrFixedClip.h" #include "GrGpu.h" #include "GrMesh.h" #include "GrPrimitiveProcessor.h" #include "GrRenderTarget.h" #include "SkRect.h" void GrGpuRTCommandBuffer::clear(const GrFixedClip& clip, const SkPMColor4f& color) { SkASSERT(fRenderTarget); // A clear at this level will always be a true clear, so make sure clears were not supposed to // be redirected to draws instead SkASSERT(!this->gpu()->caps()->performColorClearsAsDraws()); SkASSERT(!clip.scissorEnabled() || !this->gpu()->caps()->performPartialClearsAsDraws()); this->onClear(clip, color); } void GrGpuRTCommandBuffer::clearStencilClip(const GrFixedClip& clip, bool insideStencilMask) { // As above, make sure the stencil clear wasn't supposed to be a draw rect with stencil settings SkASSERT(!this->gpu()->caps()->performStencilClearsAsDraws()); this->onClearStencilClip(clip, insideStencilMask); } bool GrGpuRTCommandBuffer::draw(const GrPrimitiveProcessor& primProc, const GrPipeline& pipeline, const GrPipeline::FixedDynamicState* fixedDynamicState, const GrPipeline::DynamicStateArrays* dynamicStateArrays, const GrMesh meshes[], int meshCount, const SkRect& bounds) { #ifdef SK_DEBUG SkASSERT(!primProc.hasInstanceAttributes() || this->gpu()->caps()->instanceAttribSupport()); for (int i = 0; i < meshCount; ++i) { SkASSERT(!GrPrimTypeRequiresGeometryShaderSupport(meshes[i].primitiveType()) || this->gpu()->caps()->shaderCaps()->geometryShaderSupport()); SkASSERT(primProc.hasVertexAttributes() == meshes[i].hasVertexData()); SkASSERT(primProc.hasInstanceAttributes() == meshes[i].isInstanced()); } #endif SkASSERT(!pipeline.isScissorEnabled() || fixedDynamicState || (dynamicStateArrays && dynamicStateArrays->fScissorRects)); auto resourceProvider = this->gpu()->getContext()->contextPriv().resourceProvider(); if (pipeline.isBad()) { return false; } if (fixedDynamicState && fixedDynamicState->fPrimitiveProcessorTextures) { for (int i = 0; i < primProc.numTextureSamplers(); ++i) { if (!fixedDynamicState->fPrimitiveProcessorTextures[i]->instantiate(resourceProvider)) { return false; } } } if (dynamicStateArrays && dynamicStateArrays->fPrimitiveProcessorTextures) { int n = primProc.numTextureSamplers() * meshCount; const auto* textures = dynamicStateArrays->fPrimitiveProcessorTextures; for (int i = 0; i < n; ++i) { if (!textures[i]->instantiate(resourceProvider)) { return false; } } #ifdef SK_DEBUG SkASSERT(meshCount >= 1); const GrTextureProxy* const* primProcProxies = dynamicStateArrays->fPrimitiveProcessorTextures; for (int i = 0; i < primProc.numTextureSamplers(); ++i) { const GrBackendFormat& format = primProcProxies[i]->backendFormat(); GrTextureType type = primProcProxies[i]->textureType(); GrPixelConfig config = primProcProxies[i]->config(); for (int j = 1; j < meshCount; ++j) { const GrTextureProxy* testProxy = primProcProxies[j*primProc.numTextureSamplers() + i]; SkASSERT(testProxy->backendFormat() == format); SkASSERT(testProxy->textureType() == type); SkASSERT(testProxy->config() == config); } } #endif } if (primProc.numVertexAttributes() > this->gpu()->caps()->maxVertexAttributes()) { this->gpu()->stats()->incNumFailedDraws(); return false; } this->onDraw(primProc, pipeline, fixedDynamicState, dynamicStateArrays, meshes, meshCount, bounds); return true; }