Index: src/gpu/GrGpuCommandBuffer.h |
diff --git a/src/gpu/GrGpuCommandBuffer.h b/src/gpu/GrGpuCommandBuffer.h |
index 3c6e6116fb6a17f61bd0fb23ac0b270de0baa0c9..9abcc20fc712777870ffba939ef405f97105e62c 100644 |
--- a/src/gpu/GrGpuCommandBuffer.h |
+++ b/src/gpu/GrGpuCommandBuffer.h |
@@ -10,17 +10,36 @@ |
#include "GrColor.h" |
+class GrGpu; |
+class GrMesh; |
+class GrPipeline; |
+class GrPrimitiveProcessor; |
class GrRenderTarget; |
+struct SkIRect; |
+/** |
+ * The GrGpuCommandBuffer is a series of commands (draws, clears, and discards), which all target |
+ * the same render target. It is possible that these commands execute immediately (GL), or get |
+ * buffered up for later execution (Vulkan). GrBatches will execute their draw commands into a |
+ * GrGpuCommandBuffer. |
+ */ |
class GrGpuCommandBuffer { |
public: |
- enum LoadAndStoreOp { |
- kLoadAndStore_LoadAndStoreOp, |
- kLoadAndDiscard_LoadAndStoreOp, |
- kClearAndStore_LoadAndStoreOp, |
- kClearAndDiscard_LoadAndStoreOp, |
- kDiscardAndStore_LoadAndStoreOp, |
- kDiscardAndDiscard_LoadAndStoreOp, |
+ enum class LoadOp { |
+ kLoad, |
+ kClear, |
+ kDiscard, |
+ }; |
+ |
+ enum class StoreOp { |
+ kStore, |
+ kDiscard, |
+ }; |
+ |
+ struct LoadAndStoreInfo { |
+ LoadOp fLoadOp; |
+ StoreOp fStoreOp; |
+ GrColor fClearColor; |
}; |
GrGpuCommandBuffer() {} |
@@ -31,7 +50,46 @@ public: |
// Sends the command buffer off to the GPU object to execute the commands built up in the |
// buffer. The gpu object is allowed to defer execution of the commands until it is flushed. |
- virtual void submit() = 0; |
+ // The bounds should represent the bounds of all the draws put into the command buffer. |
+ void submit(const SkIRect& bounds); |
+ |
+ // We pass in an array of meshCount GrMesh to the draw. The backend should loop over each |
+ // GrMesh object and emit a draw for it. Each draw will use the same GrPipeline and |
+ // GrPrimitiveProcessor. This may fail if the draw would exceed any resource limits (e.g. |
+ // number of vertex attributes is too large). |
+ bool draw(const GrPipeline&, |
+ const GrPrimitiveProcessor&, |
+ const GrMesh*, |
+ int meshCount); |
+ |
+ /** |
+ * Clear the passed in render target. Ignores the draw state and clip. |
+ */ |
+ void clear(const SkIRect& rect, GrColor color, GrRenderTarget* renderTarget); |
+ |
+ void clearStencilClip(const SkIRect& rect, bool insideClip, GrRenderTarget* renderTarget); |
+ /** |
+ * Discards the contents render target. nullptr indicates that the current render target should |
+ * be discarded. |
+ **/ |
+ // TODO: This should be removed in the future to favor using the load and store ops for discard |
+ virtual void discard(GrRenderTarget* = nullptr) = 0; |
+ |
+private: |
+ virtual GrGpu* gpu() = 0; |
+ virtual void onSubmit(const SkIRect& bounds) = 0; |
+ |
+ // overridden by backend-specific derived class to perform the draw call. |
+ virtual void onDraw(const GrPipeline&, |
+ const GrPrimitiveProcessor&, |
+ const GrMesh*, |
+ int meshCount) = 0; |
+ |
+ // overridden by backend-specific derived class to perform the clear. |
+ virtual void onClear(GrRenderTarget*, const SkIRect& rect, GrColor color) = 0; |
+ |
+ virtual void onClearStencilClip(GrRenderTarget*, const SkIRect& rect, bool insideClip) = 0; |
+ |
}; |
#endif |