Clear and discard stencil buffers on tilers, take 2

Bug: skia:
Change-Id: I6a3bc7e50f8d4f211ed4afb2a614581b2778b27a
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/245300
Reviewed-by: Greg Daniel <egdaniel@google.com>
Commit-Queue: Chris Dalton <csmartdalton@google.com>
This commit is contained in:
Chris Dalton 2019-09-30 20:49:39 -06:00 committed by Skia Commit-Bot
parent 9e514a183b
commit 674f77a24b
11 changed files with 277 additions and 91 deletions

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@ -177,7 +177,7 @@ void GrCaps::dumpJSON(SkJSONWriter* writer) const {
writer->appendBool("MSAA Resolves Automatically", fMSAAResolvesAutomatically);
writer->appendBool("Use primitive restart", fUsePrimitiveRestart);
writer->appendBool("Prefer client-side dynamic buffers", fPreferClientSideDynamicBuffers);
writer->appendBool("Prefer fullscreen clears", fPreferFullscreenClears);
writer->appendBool("Prefer fullscreen clears (and stencil discard)", fPreferFullscreenClears);
writer->appendBool("Must clear buffer memory", fMustClearUploadedBufferData);
writer->appendBool("Should initialize textures", fShouldInitializeTextures);
writer->appendBool("Supports importing AHardwareBuffers", fSupportsAHardwareBufferImages);

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@ -64,6 +64,14 @@ public:
// initialize each tile with a constant value rather than loading each pixel from memory.
bool preferFullscreenClears() const { return fPreferFullscreenClears; }
// Should we discard stencil values after a render pass? (Tilers get better performance if we
// always load stencil buffers with a "clear" op, and then discard the content when finished.)
bool discardStencilValuesAfterRenderPass() const {
// This method is actually just a duplicate of preferFullscreenClears(), with a descriptive
// name for the sake of readability.
return this->preferFullscreenClears();
}
bool preferVRAMUseOverFlushes() const { return fPreferVRAMUseOverFlushes; }
bool preferTrianglesOverSampleMask() const { return fPreferTrianglesOverSampleMask; }

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@ -18,8 +18,11 @@
#include "src/gpu/GrOpFlushState.h"
#include "src/gpu/GrOpsRenderPass.h"
#include "src/gpu/GrRecordingContextPriv.h"
#include "src/gpu/GrRenderTarget.h"
#include "src/gpu/GrRenderTargetContext.h"
#include "src/gpu/GrRenderTargetPriv.h"
#include "src/gpu/GrResourceAllocator.h"
#include "src/gpu/GrStencilAttachment.h"
#include "src/gpu/GrTexturePriv.h"
#include "src/gpu/geometry/GrRect.h"
#include "src/gpu/ops/GrClearOp.h"
@ -427,7 +430,7 @@ void GrOpsTask::onPrepare(GrOpFlushState* flushState) {
static GrOpsRenderPass* create_render_pass(
GrGpu* gpu, GrRenderTarget* rt, GrSurfaceOrigin origin, const SkIRect& bounds,
GrLoadOp colorLoadOp, const SkPMColor4f& loadClearColor, GrLoadOp stencilLoadOp,
const SkTArray<GrTextureProxy*, true>& sampledProxies) {
GrStoreOp stencilStoreOp, const SkTArray<GrTextureProxy*, true>& sampledProxies) {
const GrOpsRenderPass::LoadAndStoreInfo kColorLoadStoreInfo {
colorLoadOp,
GrStoreOp::kStore,
@ -441,7 +444,7 @@ static GrOpsRenderPass* create_render_pass(
// lower level (inside the VK command buffer).
const GrOpsRenderPass::StencilLoadAndStoreInfo stencilLoadAndStoreInfo {
stencilLoadOp,
GrStoreOp::kStore,
stencilStoreOp,
};
return gpu->getOpsRenderPass(rt, origin, bounds, kColorLoadStoreInfo, stencilLoadAndStoreInfo,
@ -463,23 +466,60 @@ bool GrOpsTask::onExecute(GrOpFlushState* flushState) {
SkASSERT(fTarget->peekRenderTarget());
TRACE_EVENT0("skia.gpu", TRACE_FUNC);
// TODO: at the very least, we want the stencil store op to always be discard (at this
// level). In Vulkan, sub-command buffers would still need to load & store the stencil buffer.
// Make sure load ops are not kClear if the GPU needs to use draws for clears
SkASSERT(fColorLoadOp != GrLoadOp::kClear ||
!flushState->gpu()->caps()->performColorClearsAsDraws());
SkASSERT(fStencilLoadOp != GrLoadOp::kClear ||
!flushState->gpu()->caps()->performStencilClearsAsDraws());
const GrCaps& caps = *flushState->gpu()->caps();
GrRenderTarget* renderTarget = fTarget.get()->peekRenderTarget();
SkASSERT(renderTarget);
GrStencilAttachment* stencil = renderTarget->renderTargetPriv().getStencilAttachment();
GrLoadOp stencilLoadOp;
switch (fInitialStencilContent) {
case StencilContent::kDontCare:
stencilLoadOp = GrLoadOp::kDiscard;
break;
case StencilContent::kUserBitsCleared:
SkASSERT(!caps.performStencilClearsAsDraws());
SkASSERT(stencil);
if (caps.discardStencilValuesAfterRenderPass()) {
// Always clear the stencil if it is being discarded after render passes. This is
// also an optimization because we are on a tiler and it avoids loading the values
// from memory.
stencilLoadOp = GrLoadOp::kClear;
break;
}
if (!stencil->hasPerformedInitialClear()) {
stencilLoadOp = GrLoadOp::kClear;
stencil->markHasPerformedInitialClear();
break;
}
// renderTargetContexts are required to leave the user stencil bits in a cleared state
// once finished, meaning the stencil values will always remain cleared after the
// initial clear. Just fall through to reloading the existing (cleared) stencil values
// from memory.
case StencilContent::kPreserved:
SkASSERT(stencil);
stencilLoadOp = GrLoadOp::kLoad;
break;
}
// NOTE: If fMustPreserveStencil is set, then we are executing a renderTargetContext that split
// its opsTask.
//
// FIXME: We don't currently flag render passes that don't use stencil at all. In that case
// their store op might be "discard", and we currently make the assumption that a discard will
// not invalidate what's already in main memory. This is probably ok for now, but certainly
// something we want to address soon.
GrStoreOp stencilStoreOp = (caps.discardStencilValuesAfterRenderPass() && !fMustPreserveStencil)
? GrStoreOp::kDiscard
: GrStoreOp::kStore;
GrOpsRenderPass* renderPass = create_render_pass(
flushState->gpu(),
fTarget->peekRenderTarget(),
fTarget->origin(),
fClippedContentBounds,
fColorLoadOp,
fLoadClearColor,
fStencilLoadOp,
fSampledProxies);
flushState->gpu(), fTarget->peekRenderTarget(), fTarget->origin(),
fClippedContentBounds, fColorLoadOp, fLoadClearColor, stencilLoadOp, stencilStoreOp,
fSampledProxies);
flushState->setOpsRenderPass(renderPass);
renderPass->begin();
@ -547,7 +587,7 @@ void GrOpsTask::discard() {
// opsTasks' color & stencil load ops.
if (this->isEmpty()) {
fColorLoadOp = GrLoadOp::kDiscard;
fStencilLoadOp = GrLoadOp::kDiscard;
fInitialStencilContent = StencilContent::kDontCare;
fTotalBounds.setEmpty();
}
}
@ -555,17 +595,34 @@ void GrOpsTask::discard() {
////////////////////////////////////////////////////////////////////////////////
#ifdef SK_DEBUG
static const char* load_op_to_name(GrLoadOp op) {
return GrLoadOp::kLoad == op ? "load" : GrLoadOp::kClear == op ? "clear" : "discard";
}
void GrOpsTask::dump(bool printDependencies) const {
GrRenderTask::dump(printDependencies);
SkDebugf("ColorLoadOp: %s %x StencilLoadOp: %s\n",
load_op_to_name(fColorLoadOp),
GrLoadOp::kClear == fColorLoadOp ? fLoadClearColor.toBytes_RGBA() : 0x0,
load_op_to_name(fStencilLoadOp));
SkDebugf("fColorLoadOp: ");
switch (fColorLoadOp) {
case GrLoadOp::kLoad:
SkDebugf("kLoad\n");
break;
case GrLoadOp::kClear:
SkDebugf("kClear (0x%x)\n", fLoadClearColor.toBytes_RGBA());
break;
case GrLoadOp::kDiscard:
SkDebugf("kDiscard\n");
break;
}
SkDebugf("fInitialStencilContent: ");
switch (fInitialStencilContent) {
case StencilContent::kDontCare:
SkDebugf("kDontCare\n");
break;
case StencilContent::kUserBitsCleared:
SkDebugf("kUserBitsCleared\n");
break;
case StencilContent::kPreserved:
SkDebugf("kPreserved\n");
break;
}
SkDebugf("ops (%d):\n", fOpChains.count());
for (int i = 0; i < fOpChains.count(); ++i) {

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@ -117,8 +117,30 @@ private:
void deleteOps();
// Must only be called if native stencil buffer clearing is enabled
void setStencilLoadOp(GrLoadOp op) { fStencilLoadOp = op; }
enum class StencilContent {
kDontCare,
kUserBitsCleared, // User bits: cleared
// Clip bit: don't care (Ganesh always pre-clears the clip bit.)
kPreserved
};
// Lets the caller specify what the content of the stencil buffer should be at the beginning
// of the render pass.
//
// When requesting kClear: Tilers will load the stencil buffer with a "clear" op; non-tilers
// will clear the stencil on first load, and then preserve it on subsequent loads. (Preserving
// works because renderTargetContexts are required to leave the user bits in a cleared state
// once finished.)
//
// NOTE: initialContent must not be kClear if caps.performStencilClearsAsDraws() is true.
void setInitialStencilContent(StencilContent initialContent) {
fInitialStencilContent = initialContent;
}
// If a renderTargetContext splits its opsTask, it uses this method to guarantee stencil values
// get preserved across its split tasks.
void setMustPreserveStencil() { fMustPreserveStencil = true; }
// Must only be called if native color buffer clearing is enabled.
void setColorLoadOp(GrLoadOp op, const SkPMColor4f& color);
// Sets the clear color to transparent black
@ -247,7 +269,8 @@ private:
GrLoadOp fColorLoadOp = GrLoadOp::kLoad;
SkPMColor4f fLoadClearColor = SK_PMColor4fTRANSPARENT;
GrLoadOp fStencilLoadOp = GrLoadOp::kLoad;
StencilContent fInitialStencilContent = StencilContent::kDontCare;
bool fMustPreserveStencil = false;
uint32_t fLastClipStackGenID;
SkIRect fLastDevClipBounds;

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@ -206,7 +206,20 @@ GrOpsTask* GrRenderTargetContext::getOpsTask() {
SkDEBUGCODE(this->validate();)
if (!fOpsTask || fOpsTask->isClosed()) {
fOpsTask = this->drawingManager()->newOpsTask(fRenderTargetProxy, fManagedOpsTask);
sk_sp<GrOpsTask> newOpsTask =
this->drawingManager()->newOpsTask(fRenderTargetProxy, fManagedOpsTask);
if (fNumStencilSamples > 0) {
// fNumStencilSamples is initially 0, and it should only get modified after the point
// that we've started building an opsTask.
SkASSERT(fOpsTask);
// Store the stencil values to memory upon completion of fOpsTask.
fOpsTask->setMustPreserveStencil();
// Reload the stencil buffer content at the beginning of newOpsTask.
// FIXME: Could the topo sort insert a task between these two that modifies the stencil
// values?
newOpsTask->setInitialStencilContent(GrOpsTask::StencilContent::kPreserved);
}
fOpsTask = std::move(newOpsTask);
}
return fOpsTask.get();
@ -739,7 +752,7 @@ GrOpsTask::CanDiscardPreviousOps GrRenderTargetContext::canDiscardPreviousOpsOnF
void GrRenderTargetContext::setNeedsStencil(bool multisampled) {
// Don't clear stencil until after we've changed fNumStencilSamples. This ensures we don't loop
// forever in the event that there are driver bugs and we need to clear as a draw.
bool needsStencilClear = !fNumStencilSamples;
bool hasInitializedStencil = fNumStencilSamples > 0;
int numRequiredSamples = this->numSamples();
if (multisampled && 1 == numRequiredSamples) {
@ -756,17 +769,14 @@ void GrRenderTargetContext::setNeedsStencil(bool multisampled) {
fRenderTargetProxy->setNeedsStencil(fNumStencilSamples);
}
if (needsStencilClear) {
if (!hasInitializedStencil) {
if (this->caps()->performStencilClearsAsDraws()) {
// There is a driver bug with clearing stencil. We must use an op to manually clear the
// stencil buffer before the op that required 'setNeedsStencil'.
this->internalStencilClear(GrFixedClip::Disabled(), /* inside mask */ false);
} else {
// Setting the clear stencil load op is preferable. On non-tilers, this lets the flush
// code note when the instantiated stencil buffer is already clear and skip the clear
// altogether. And on tilers, loading the stencil buffer cleared is even faster than
// preserving the previous contents.
this->getOpsTask()->setStencilLoadOp(GrLoadOp::kClear);
this->getOpsTask()->setInitialStencilContent(
GrOpsTask::StencilContent::kUserBitsCleared);
}
}
}

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@ -25,9 +25,9 @@ public:
int height() const { return fHeight; }
int bits() const { return fBits; }
int numSamples() const { return fSampleCnt; }
bool isDirty() const { return fIsDirty; }
void cleared() { fIsDirty = false; }
bool hasPerformedInitialClear() const { return fHasPerformedInitialClear; }
void markHasPerformedInitialClear() { fHasPerformedInitialClear = true; }
// We create a unique stencil buffer at each width, height and sampleCnt and share it for
// all render targets that require a stencil with those params.
@ -40,8 +40,7 @@ protected:
, fWidth(width)
, fHeight(height)
, fBits(bits)
, fSampleCnt(sampleCnt)
, fIsDirty(true) {
, fSampleCnt(sampleCnt) {
}
private:
@ -51,7 +50,7 @@ private:
int fHeight;
int fBits;
int fSampleCnt;
bool fIsDirty;
bool fHasPerformedInitialClear = false;
typedef GrGpuResource INHERITED;
};

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@ -88,7 +88,19 @@ static constexpr GrUserStencilSettings kIncrDecrStencil(
0xffff, 0xffff>()
);
// Resolves stencil winding counts to A8 coverage and resets stencil values to zero.
// Resolves stencil winding counts to A8 coverage. Leaves stencil values untouched.
static constexpr GrUserStencilSettings kResolveStencilCoverage(
GrUserStencilSettings::StaticInitSeparate<
0x0000, 0x0000,
GrUserStencilTest::kNotEqual, GrUserStencilTest::kNotEqual,
0xffff, 0x1,
GrUserStencilOp::kKeep, GrUserStencilOp::kKeep,
GrUserStencilOp::kKeep, GrUserStencilOp::kKeep,
0xffff, 0xffff>()
);
// Same as above, but also resets stencil values to zero. This is better for non-tilers
// where we prefer to not clear the stencil buffer at the beginning of every render pass.
static constexpr GrUserStencilSettings kResolveStencilCoverageAndReset(
GrUserStencilSettings::StaticInitSeparate<
0x0000, 0x0000,
@ -119,17 +131,22 @@ void GrStencilAtlasOp::onExecute(GrOpFlushState* flushState, const SkRect& chain
// not necessary, and will even cause artifacts if using mixed samples.
constexpr auto noHWAA = GrPipeline::InputFlags::kNone;
GrPipeline resolvePipeline(
GrScissorTest::kEnabled, SkBlendMode::kSrc, flushState->drawOpArgs().fOutputSwizzle,
noHWAA, &kResolveStencilCoverageAndReset);
const auto* stencilResolveSettings = (flushState->caps().discardStencilValuesAfterRenderPass())
// The next draw will be the final op in the renderTargetContext. So if Ganesh is
// planning to discard the stencil values anyway, we don't actually need to reset them
// back to zero.
? &kResolveStencilCoverage
: &kResolveStencilCoverageAndReset;
GrPipeline resolvePipeline(GrScissorTest::kEnabled, SkBlendMode::kSrc,
flushState->drawOpArgs().fOutputSwizzle, noHWAA,
stencilResolveSettings);
GrPipeline::FixedDynamicState scissorRectState(drawBoundsRect);
GrMesh mesh(GrPrimitiveType::kTriangleStrip);
mesh.setInstanced(
fResources->refStencilResolveBuffer(),
fEndStencilResolveInstance - fBaseStencilResolveInstance, fBaseStencilResolveInstance,
4);
flushState->opsRenderPass()->draw(
StencilResolveProcessor(), resolvePipeline, &scissorRectState, nullptr, &mesh, 1,
SkRect::Make(drawBoundsRect));
mesh.setInstanced(fResources->refStencilResolveBuffer(),
fEndStencilResolveInstance - fBaseStencilResolveInstance,
fBaseStencilResolveInstance, 4);
flushState->opsRenderPass()->draw(StencilResolveProcessor(), resolvePipeline, &scissorRectState,
nullptr, &mesh, 1, SkRect::Make(drawBoundsRect));
}

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@ -1289,7 +1289,7 @@ sk_sp<GrTexture> GrGLGpu::onCreateTexture(const GrSurfaceDesc& desc,
this->disableScissor();
this->disableWindowRectangles();
this->flushColorWrite(true);
this->flushClearColor(0, 0, 0, 0);
this->flushClearColor(SK_PMColor4fTRANSPARENT);
for (int i = 0; i < mipLevelCount; ++i) {
if (levelClearMask & (1U << i)) {
this->bindSurfaceFBOForPixelOps(tex.get(), i, GR_GL_FRAMEBUFFER,
@ -1846,16 +1846,7 @@ void GrGLGpu::clear(const GrFixedClip& clip, const SkPMColor4f& color,
this->flushScissor(clip.scissorState(), glRT->width(), glRT->height(), origin);
this->flushWindowRectangles(clip.windowRectsState(), glRT, origin);
this->flushColorWrite(true);
GrGLfloat r = color.fR, g = color.fG, b = color.fB, a = color.fA;
if (this->glCaps().clearToBoundaryValuesIsBroken() &&
(1 == r || 0 == r) && (1 == g || 0 == g) && (1 == b || 0 == b) && (1 == a || 0 == a)) {
static const GrGLfloat safeAlpha1 = nextafter(1.f, 2.f);
static const GrGLfloat safeAlpha0 = nextafter(0.f, -1.f);
a = (1 == a) ? safeAlpha1 : safeAlpha0;
}
this->flushClearColor(r, g, b, a);
this->flushClearColor(color);
GL_CALL(Clear(GR_GL_COLOR_BUFFER_BIT));
}
@ -1866,10 +1857,8 @@ void GrGLGpu::clearStencil(GrRenderTarget* target, int clearValue) {
return;
}
GrStencilAttachment* sb = target->renderTargetPriv().getStencilAttachment();
// this should only be called internally when we know we have a
// stencil buffer.
SkASSERT(sb);
// This should only be called internally when we know we have a stencil buffer.
SkASSERT(target->renderTargetPriv().getStencilAttachment());
GrGLRenderTarget* glRT = static_cast<GrGLRenderTarget*>(target);
this->flushRenderTargetNoColorWrites(glRT);
@ -1881,9 +1870,78 @@ void GrGLGpu::clearStencil(GrRenderTarget* target, int clearValue) {
GL_CALL(ClearStencil(clearValue));
GL_CALL(Clear(GR_GL_STENCIL_BUFFER_BIT));
fHWStencilSettings.invalidate();
if (!clearValue) {
sb->cleared();
}
void GrGLGpu::beginCommandBuffer(GrRenderTarget* rt,
const GrOpsRenderPass::LoadAndStoreInfo& colorLoadStore,
const GrOpsRenderPass::StencilLoadAndStoreInfo& stencilLoadStore) {
SkASSERT(!fIsExecutingCommandBuffer_DebugOnly);
this->handleDirtyContext();
auto glRT = static_cast<GrGLRenderTarget*>(rt);
this->flushRenderTarget(glRT);
SkDEBUGCODE(fIsExecutingCommandBuffer_DebugOnly = true);
GrGLbitfield clearMask = 0;
if (GrLoadOp::kClear == colorLoadStore.fLoadOp) {
SkASSERT(!this->caps()->performColorClearsAsDraws());
this->flushClearColor(colorLoadStore.fClearColor);
this->flushColorWrite(true);
clearMask |= GR_GL_COLOR_BUFFER_BIT;
}
if (GrLoadOp::kClear == stencilLoadStore.fLoadOp) {
SkASSERT(!this->caps()->performStencilClearsAsDraws());
GL_CALL(StencilMask(0xffffffff));
GL_CALL(ClearStencil(0));
clearMask |= GR_GL_STENCIL_BUFFER_BIT;
}
if (clearMask) {
this->disableScissor();
this->disableWindowRectangles();
GL_CALL(Clear(clearMask));
}
}
void GrGLGpu::endCommandBuffer(GrRenderTarget* rt,
const GrOpsRenderPass::LoadAndStoreInfo& colorLoadStore,
const GrOpsRenderPass::StencilLoadAndStoreInfo& stencilLoadStore) {
SkASSERT(fIsExecutingCommandBuffer_DebugOnly);
this->handleDirtyContext();
if (rt->uniqueID() != fHWBoundRenderTargetUniqueID) {
// The framebuffer binding changed in the middle of a command buffer. We should have already
// printed a warning during onFBOChanged.
return;
}
if (GrGLCaps::kNone_InvalidateFBType != this->glCaps().invalidateFBType()) {
auto glRT = static_cast<GrGLRenderTarget*>(rt);
SkSTArray<2, GrGLenum> discardAttachments;
if (GrStoreOp::kDiscard == colorLoadStore.fStoreOp) {
discardAttachments.push_back(
(0 == glRT->renderFBOID()) ? GR_GL_COLOR : GR_GL_COLOR_ATTACHMENT0);
}
if (GrStoreOp::kDiscard == stencilLoadStore.fStoreOp) {
discardAttachments.push_back(
(0 == glRT->renderFBOID()) ? GR_GL_STENCIL : GR_GL_STENCIL_ATTACHMENT);
}
if (!discardAttachments.empty()) {
if (GrGLCaps::kInvalidate_InvalidateFBType == this->glCaps().invalidateFBType()) {
GL_CALL(InvalidateFramebuffer(GR_GL_FRAMEBUFFER, discardAttachments.count(),
discardAttachments.begin()));
} else {
SkASSERT(GrGLCaps::kDiscard_InvalidateFBType == this->glCaps().invalidateFBType());
GL_CALL(DiscardFramebuffer(GR_GL_FRAMEBUFFER, discardAttachments.count(),
discardAttachments.begin()));
}
}
}
SkDEBUGCODE(fIsExecutingCommandBuffer_DebugOnly = false);
}
void GrGLGpu::clearStencilClip(const GrFixedClip& clip,
@ -2689,7 +2747,14 @@ void GrGLGpu::flushColorWrite(bool writeColor) {
}
}
void GrGLGpu::flushClearColor(GrGLfloat r, GrGLfloat g, GrGLfloat b, GrGLfloat a) {
void GrGLGpu::flushClearColor(const SkPMColor4f& color) {
GrGLfloat r = color.fR, g = color.fG, b = color.fB, a = color.fA;
if (this->glCaps().clearToBoundaryValuesIsBroken() &&
(1 == r || 0 == r) && (1 == g || 0 == g) && (1 == b || 0 == b) && (1 == a || 0 == a)) {
static const GrGLfloat safeAlpha1 = nextafter(1.f, 2.f);
static const GrGLfloat safeAlpha0 = nextafter(0.f, -1.f);
a = (1 == a) ? safeAlpha1 : safeAlpha0;
}
if (r != fHWClearColor[0] || g != fHWClearColor[1] ||
b != fHWClearColor[2] || a != fHWClearColor[3]) {
GL_CALL(ClearColor(r, g, b, a));
@ -2847,6 +2912,12 @@ void GrGLGpu::onFBOChanged() {
this->caps()->workarounds().restore_scissor_on_fbo_change) {
GL_CALL(Flush());
}
#ifdef SK_DEBUG
if (fIsExecutingCommandBuffer_DebugOnly) {
SkDebugf("WARNING: GL FBO binding changed while executing a command buffer. "
"This will severely hurt performance.\n");
}
#endif
}
void GrGLGpu::bindFramebuffer(GrGLenum target, GrGLuint fboid) {

View File

@ -117,6 +117,13 @@ public:
// stencil buffer as not dirty?
void clearStencil(GrRenderTarget*, int clearValue);
void beginCommandBuffer(GrRenderTarget*,
const GrOpsRenderPass::LoadAndStoreInfo& colorLoadStore,
const GrOpsRenderPass::StencilLoadAndStoreInfo& stencilLoadStore);
void endCommandBuffer(GrRenderTarget*, const GrOpsRenderPass::LoadAndStoreInfo& colorLoadStore,
const GrOpsRenderPass::StencilLoadAndStoreInfo& stencilLoadStore);
GrOpsRenderPass* getOpsRenderPass(
GrRenderTarget*, GrSurfaceOrigin, const SkIRect&,
const GrOpsRenderPass::LoadAndStoreInfo&,
@ -335,7 +342,7 @@ private:
};
void flushColorWrite(bool writeColor);
void flushClearColor(GrGLfloat r, GrGLfloat g, GrGLfloat b, GrGLfloat a);
void flushClearColor(const SkPMColor4f&);
// flushes the scissor. see the note on flushBoundTextureAndParams about
// flushing the scissor after that function is called.
@ -658,6 +665,9 @@ private:
GrGLsync fSync;
};
std::list<FinishCallback> fFinishCallbacks;
SkDEBUGCODE(bool fIsExecutingCommandBuffer_DebugOnly = false);
friend class GrGLPathRendering; // For accessing setTextureUnit.
typedef GrGpu INHERITED;

View File

@ -11,22 +11,9 @@
#include "src/gpu/GrFixedClip.h"
#include "src/gpu/GrRenderTargetPriv.h"
void GrGLOpsRenderPass::begin() {
if (GrLoadOp::kClear == fColorLoadAndStoreInfo.fLoadOp) {
fGpu->clear(GrFixedClip::Disabled(), fColorLoadAndStoreInfo.fClearColor,
fRenderTarget, fOrigin);
}
if (GrLoadOp::kClear == fStencilLoadAndStoreInfo.fLoadOp) {
GrStencilAttachment* sb = fRenderTarget->renderTargetPriv().getStencilAttachment();
if (sb && (sb->isDirty() || fRenderTarget->alwaysClearStencil())) {
fGpu->clearStencil(fRenderTarget, 0x0);
}
}
}
void GrGLOpsRenderPass::set(GrRenderTarget* rt, GrSurfaceOrigin origin,
const GrOpsRenderPass::LoadAndStoreInfo& colorInfo,
const GrOpsRenderPass::StencilLoadAndStoreInfo& stencilInfo) {
const LoadAndStoreInfo& colorInfo,
const StencilLoadAndStoreInfo& stencilInfo) {
SkASSERT(fGpu);
SkASSERT(!fRenderTarget);
SkASSERT(fGpu == rt->getContext()->priv().getGpu());

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@ -26,8 +26,13 @@ class GrGLOpsRenderPass : public GrOpsRenderPass {
public:
GrGLOpsRenderPass(GrGLGpu* gpu) : fGpu(gpu) {}
void begin() override;
void end() override {}
void begin() override {
fGpu->beginCommandBuffer(fRenderTarget, fColorLoadAndStoreInfo, fStencilLoadAndStoreInfo);
}
void end() override {
fGpu->endCommandBuffer(fRenderTarget, fColorLoadAndStoreInfo, fStencilLoadAndStoreInfo);
}
void insertEventMarker(const char* msg) override {
fGpu->insertEventMarker(msg);
@ -37,9 +42,8 @@ public:
state->doUpload(upload);
}
void set(GrRenderTarget*, GrSurfaceOrigin,
const GrOpsRenderPass::LoadAndStoreInfo&,
const GrOpsRenderPass::StencilLoadAndStoreInfo&);
void set(GrRenderTarget*, GrSurfaceOrigin, const LoadAndStoreInfo&,
const StencilLoadAndStoreInfo&);
void reset() {
fRenderTarget = nullptr;