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- /*
- * 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 "src/gpu/GrGpuCommandBuffer.h"
- #include "include/core/SkRect.h"
- #include "include/gpu/GrContext.h"
- #include "include/gpu/GrRenderTarget.h"
- #include "src/gpu/GrCaps.h"
- #include "src/gpu/GrContextPriv.h"
- #include "src/gpu/GrFixedClip.h"
- #include "src/gpu/GrGpu.h"
- #include "src/gpu/GrMesh.h"
- #include "src/gpu/GrPrimitiveProcessor.h"
- #include "src/gpu/GrRenderTargetPriv.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].hasInstanceData());
- }
- #endif
- SkASSERT(!pipeline.isScissorEnabled() || fixedDynamicState ||
- (dynamicStateArrays && dynamicStateArrays->fScissorRects));
- SkASSERT(!pipeline.isBad());
- #ifdef SK_DEBUG
- if (fixedDynamicState && fixedDynamicState->fPrimitiveProcessorTextures) {
- GrTextureProxy** processorProxies = fixedDynamicState->fPrimitiveProcessorTextures;
- for (int i = 0; i < primProc.numTextureSamplers(); ++i) {
- SkASSERT(processorProxies[i]->isInstantiated());
- }
- }
- if (dynamicStateArrays && dynamicStateArrays->fPrimitiveProcessorTextures) {
- int n = primProc.numTextureSamplers() * meshCount;
- const auto* textures = dynamicStateArrays->fPrimitiveProcessorTextures;
- for (int i = 0; i < n; ++i) {
- SkASSERT(textures[i]->isInstantiated());
- }
- 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);
- #ifdef SK_DEBUG
- GrProcessor::CustomFeatures processorFeatures = primProc.requestedFeatures();
- for (int i = 0; i < pipeline.numFragmentProcessors(); ++i) {
- processorFeatures |= pipeline.getFragmentProcessor(i).requestedFeatures();
- }
- processorFeatures |= pipeline.getXferProcessor().requestedFeatures();
- if (GrProcessor::CustomFeatures::kSampleLocations & processorFeatures) {
- // Verify we always have the same sample pattern key, regardless of graphics state.
- SkASSERT(this->gpu()->findOrAssignSamplePatternKey(fRenderTarget)
- == fRenderTarget->renderTargetPriv().getSamplePatternKey());
- }
- #endif
- return true;
- }
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