Home | History | Annotate | Download | only in gpu
      1 /*
      2 * Copyright 2016 Google Inc.
      3 *
      4 * Use of this source code is governed by a BSD-style license that can be
      5 * found in the LICENSE file.
      6 */
      7 
      8 #include "GrGpuCommandBuffer.h"
      9 
     10 #include "GrContext.h"
     11 #include "GrCaps.h"
     12 #include "GrFixedClip.h"
     13 #include "GrGpu.h"
     14 #include "GrMesh.h"
     15 #include "GrPrimitiveProcessor.h"
     16 #include "GrRenderTarget.h"
     17 #include "SkRect.h"
     18 
     19 void GrGpuRTCommandBuffer::clear(const GrFixedClip& clip, const SkPMColor4f& color) {
     20     SkASSERT(fRenderTarget);
     21     // A clear at this level will always be a true clear, so make sure clears were not supposed to
     22     // be redirected to draws instead
     23     SkASSERT(!this->gpu()->caps()->performColorClearsAsDraws());
     24     SkASSERT(!clip.scissorEnabled() || !this->gpu()->caps()->performPartialClearsAsDraws());
     25     this->onClear(clip, color);
     26 }
     27 
     28 void GrGpuRTCommandBuffer::clearStencilClip(const GrFixedClip& clip, bool insideStencilMask) {
     29     // As above, make sure the stencil clear wasn't supposed to be a draw rect with stencil settings
     30     SkASSERT(!this->gpu()->caps()->performStencilClearsAsDraws());
     31     this->onClearStencilClip(clip, insideStencilMask);
     32 }
     33 
     34 bool GrGpuRTCommandBuffer::draw(const GrPrimitiveProcessor& primProc, const GrPipeline& pipeline,
     35                                 const GrPipeline::FixedDynamicState* fixedDynamicState,
     36                                 const GrPipeline::DynamicStateArrays* dynamicStateArrays,
     37                                 const GrMesh meshes[], int meshCount, const SkRect& bounds) {
     38 #ifdef SK_DEBUG
     39     SkASSERT(!primProc.hasInstanceAttributes() || this->gpu()->caps()->instanceAttribSupport());
     40     for (int i = 0; i < meshCount; ++i) {
     41         SkASSERT(!GrPrimTypeRequiresGeometryShaderSupport(meshes[i].primitiveType()) ||
     42                  this->gpu()->caps()->shaderCaps()->geometryShaderSupport());
     43         SkASSERT(primProc.hasVertexAttributes() == meshes[i].hasVertexData());
     44         SkASSERT(primProc.hasInstanceAttributes() == meshes[i].isInstanced());
     45     }
     46 #endif
     47     SkASSERT(!pipeline.isScissorEnabled() || fixedDynamicState ||
     48              (dynamicStateArrays && dynamicStateArrays->fScissorRects));
     49 
     50     auto resourceProvider = this->gpu()->getContext()->contextPriv().resourceProvider();
     51 
     52     if (pipeline.isBad()) {
     53         return false;
     54     }
     55     if (fixedDynamicState && fixedDynamicState->fPrimitiveProcessorTextures) {
     56         for (int i = 0; i < primProc.numTextureSamplers(); ++i) {
     57             if (!fixedDynamicState->fPrimitiveProcessorTextures[i]->instantiate(resourceProvider)) {
     58                 return false;
     59             }
     60         }
     61     }
     62     if (dynamicStateArrays && dynamicStateArrays->fPrimitiveProcessorTextures) {
     63         int n = primProc.numTextureSamplers() * meshCount;
     64         const auto* textures = dynamicStateArrays->fPrimitiveProcessorTextures;
     65         for (int i = 0; i < n; ++i) {
     66             if (!textures[i]->instantiate(resourceProvider)) {
     67                 return false;
     68             }
     69         }
     70 #ifdef SK_DEBUG
     71         SkASSERT(meshCount >= 1);
     72         const GrTextureProxy* const* primProcProxies =
     73                 dynamicStateArrays->fPrimitiveProcessorTextures;
     74         for (int i = 0; i < primProc.numTextureSamplers(); ++i) {
     75             const GrBackendFormat& format = primProcProxies[i]->backendFormat();
     76             GrTextureType type = primProcProxies[i]->textureType();
     77             GrPixelConfig config = primProcProxies[i]->config();
     78             for (int j = 1; j < meshCount; ++j) {
     79                 const GrTextureProxy* testProxy =
     80                         primProcProxies[j*primProc.numTextureSamplers() + i];
     81                 SkASSERT(testProxy->backendFormat() == format);
     82                 SkASSERT(testProxy->textureType() == type);
     83                 SkASSERT(testProxy->config() == config);
     84             }
     85         }
     86 #endif
     87 
     88     }
     89 
     90     if (primProc.numVertexAttributes() > this->gpu()->caps()->maxVertexAttributes()) {
     91         this->gpu()->stats()->incNumFailedDraws();
     92         return false;
     93     }
     94     this->onDraw(primProc, pipeline, fixedDynamicState, dynamicStateArrays, meshes, meshCount,
     95                  bounds);
     96     return true;
     97 }
     98