/*
* 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();
}
}
}