/* * Copyright 2015 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "GrOpFlushState.h" #include "GrContextPriv.h" #include "GrDrawOpAtlas.h" #include "GrGpu.h" #include "GrResourceProvider.h" #include "GrTexture.h" ////////////////////////////////////////////////////////////////////////////// GrOpFlushState::GrOpFlushState(GrGpu* gpu, GrResourceProvider* resourceProvider, GrTokenTracker* tokenTracker, void* vertexSpace, void* indexSpace) : fVertexPool(gpu, vertexSpace) , fIndexPool(gpu, indexSpace) , fGpu(gpu) , fResourceProvider(resourceProvider) , fTokenTracker(tokenTracker) {} const GrCaps& GrOpFlushState::caps() const { return *fGpu->caps(); } GrGpuRTCommandBuffer* GrOpFlushState::rtCommandBuffer() { return fCommandBuffer->asRTCommandBuffer(); } void GrOpFlushState::executeDrawsAndUploadsForMeshDrawOp(const GrOp* op, const SkRect& opBounds) { SkASSERT(this->rtCommandBuffer()); while (fCurrDraw != fDraws.end() && fCurrDraw->fOp == op) { GrDeferredUploadToken drawToken = fTokenTracker->nextTokenToFlush(); while (fCurrUpload != fInlineUploads.end() && fCurrUpload->fUploadBeforeToken == drawToken) { this->rtCommandBuffer()->inlineUpload(this, fCurrUpload->fUpload); ++fCurrUpload; } this->rtCommandBuffer()->draw(*fCurrDraw->fGeometryProcessor, *fCurrDraw->fPipeline, fCurrDraw->fFixedDynamicState, fCurrDraw->fDynamicStateArrays, fCurrDraw->fMeshes, fCurrDraw->fMeshCnt, opBounds); fTokenTracker->flushToken(); ++fCurrDraw; } } void GrOpFlushState::preExecuteDraws() { fVertexPool.unmap(); fIndexPool.unmap(); for (auto& upload : fASAPUploads) { this->doUpload(upload); } // Setup execution iterators. fCurrDraw = fDraws.begin(); fCurrUpload = fInlineUploads.begin(); } void GrOpFlushState::reset() { SkASSERT(fCurrDraw == fDraws.end()); SkASSERT(fCurrUpload == fInlineUploads.end()); fVertexPool.reset(); fIndexPool.reset(); fArena.reset(); fASAPUploads.reset(); fInlineUploads.reset(); fDraws.reset(); fBaseDrawToken = GrDeferredUploadToken::AlreadyFlushedToken(); } void GrOpFlushState::doUpload(GrDeferredTextureUploadFn& upload) { GrDeferredTextureUploadWritePixelsFn wp = [this](GrTextureProxy* dstProxy, int left, int top, int width, int height, GrColorType srcColorType, const void* buffer, size_t rowBytes) { GrSurface* dstSurface = dstProxy->peekSurface(); if (!fGpu->caps()->surfaceSupportsWritePixels(dstSurface) && fGpu->caps()->supportedWritePixelsColorType(dstSurface->config(), srcColorType) != srcColorType) { return false; } return this->fGpu->writePixels(dstSurface, left, top, width, height, srcColorType, buffer, rowBytes); }; upload(wp); } GrDeferredUploadToken GrOpFlushState::addInlineUpload(GrDeferredTextureUploadFn&& upload) { return fInlineUploads.append(&fArena, std::move(upload), fTokenTracker->nextDrawToken()) .fUploadBeforeToken; } GrDeferredUploadToken GrOpFlushState::addASAPUpload(GrDeferredTextureUploadFn&& upload) { fASAPUploads.append(&fArena, std::move(upload)); return fTokenTracker->nextTokenToFlush(); } void GrOpFlushState::draw(sk_sp<const GrGeometryProcessor> gp, const GrPipeline* pipeline, const GrPipeline::FixedDynamicState* fixedDynamicState, const GrPipeline::DynamicStateArrays* dynamicStateArrays, const GrMesh meshes[], int meshCnt) { SkASSERT(fOpArgs); SkASSERT(fOpArgs->fOp); bool firstDraw = fDraws.begin() == fDraws.end(); auto& draw = fDraws.append(&fArena); GrDeferredUploadToken token = fTokenTracker->issueDrawToken(); if (fixedDynamicState && fixedDynamicState->fPrimitiveProcessorTextures) { for (int i = 0; i < gp->numTextureSamplers(); ++i) { fixedDynamicState->fPrimitiveProcessorTextures[i]->addPendingRead(); } } if (dynamicStateArrays && dynamicStateArrays->fPrimitiveProcessorTextures) { int n = gp->numTextureSamplers() * meshCnt; for (int i = 0; i < n; ++i) { dynamicStateArrays->fPrimitiveProcessorTextures[i]->addPendingRead(); } } draw.fGeometryProcessor = std::move(gp); draw.fPipeline = pipeline; draw.fFixedDynamicState = fixedDynamicState; draw.fDynamicStateArrays = dynamicStateArrays; draw.fMeshes = meshes; draw.fMeshCnt = meshCnt; draw.fOp = fOpArgs->fOp; if (firstDraw) { fBaseDrawToken = token; } } void* GrOpFlushState::makeVertexSpace(size_t vertexSize, int vertexCount, sk_sp<const GrBuffer>* buffer, int* startVertex) { return fVertexPool.makeSpace(vertexSize, vertexCount, buffer, startVertex); } uint16_t* GrOpFlushState::makeIndexSpace(int indexCount, sk_sp<const GrBuffer>* buffer, int* startIndex) { return reinterpret_cast<uint16_t*>(fIndexPool.makeSpace(indexCount, buffer, startIndex)); } void* GrOpFlushState::makeVertexSpaceAtLeast(size_t vertexSize, int minVertexCount, int fallbackVertexCount, sk_sp<const GrBuffer>* buffer, int* startVertex, int* actualVertexCount) { return fVertexPool.makeSpaceAtLeast(vertexSize, minVertexCount, fallbackVertexCount, buffer, startVertex, actualVertexCount); } uint16_t* GrOpFlushState::makeIndexSpaceAtLeast(int minIndexCount, int fallbackIndexCount, sk_sp<const GrBuffer>* buffer, int* startIndex, int* actualIndexCount) { return reinterpret_cast<uint16_t*>(fIndexPool.makeSpaceAtLeast( minIndexCount, fallbackIndexCount, buffer, startIndex, actualIndexCount)); } void GrOpFlushState::putBackIndices(int indexCount) { fIndexPool.putBack(indexCount * sizeof(uint16_t)); } void GrOpFlushState::putBackVertices(int vertices, size_t vertexStride) { fVertexPool.putBack(vertices * vertexStride); } GrAppliedClip GrOpFlushState::detachAppliedClip() { return fOpArgs->fAppliedClip ? std::move(*fOpArgs->fAppliedClip) : GrAppliedClip(); } GrStrikeCache* GrOpFlushState::glyphCache() const { return fGpu->getContext()->contextPriv().getGlyphCache(); } GrAtlasManager* GrOpFlushState::atlasManager() const { return fGpu->getContext()->contextPriv().getAtlasManager(); } ////////////////////////////////////////////////////////////////////////////// GrOpFlushState::Draw::~Draw() { if (fFixedDynamicState && fFixedDynamicState->fPrimitiveProcessorTextures) { for (int i = 0; i < fGeometryProcessor->numTextureSamplers(); ++i) { fFixedDynamicState->fPrimitiveProcessorTextures[i]->completedRead(); } } if (fDynamicStateArrays && fDynamicStateArrays->fPrimitiveProcessorTextures) { int n = fGeometryProcessor->numTextureSamplers() * fMeshCnt; const auto* textures = fDynamicStateArrays->fPrimitiveProcessorTextures; for (int i = 0; i < n; ++i) { textures[i]->completedRead(); } } }