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Unified Diff: src/gpu/GrGpuCommandBuffer.h

Issue 2078483002: Start using GrGpuCommandBuffer in GrDrawTarget. (Closed) Base URL: https://skia.googlesource.com/skia.git@memoryWAR
Patch Set: review nits Created 4 years, 6 months ago
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Index: src/gpu/GrGpuCommandBuffer.h
diff --git a/src/gpu/GrGpuCommandBuffer.h b/src/gpu/GrGpuCommandBuffer.h
index 3c6e6116fb6a17f61bd0fb23ac0b270de0baa0c9..aa051dae61b8b71301b3cc555a16b94ae1b7001a 100644
--- a/src/gpu/GrGpuCommandBuffer.h
+++ b/src/gpu/GrGpuCommandBuffer.h
@@ -10,7 +10,12 @@
#include "GrColor.h"
+class GrGpu;
+class GrMesh;
+class GrPipeline;
+class GrPrimitiveProcessor;
class GrRenderTarget;
+struct SkIRect;
class GrGpuCommandBuffer {
public:
@@ -31,7 +36,46 @@ 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
bsalomon 2016/06/20 16:51:14 Go ahead and remove this whenever you feel like it
egdaniel 2016/06/22 15:26:57 Ill do this in a follow up.
+ 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

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