1/*
2 * Copyright 2021 Google LLC
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 "experimental/graphite/src/RenderPassTask.h"
9
10#include "experimental/graphite/src/CommandBuffer.h"
11#include "experimental/graphite/src/DrawPass.h"
12#include "experimental/graphite/src/Texture.h"
13#include "experimental/graphite/src/TextureProxy.h"
14
15namespace skgpu {
16
17sk_sp<RenderPassTask> RenderPassTask::Make(std::vector<std::unique_ptr<DrawPass>> passes,
18                                           const RenderPassDesc& desc) {
19    // For now we have one DrawPass per RenderPassTask
20    SkASSERT(passes.size() == 1);
21
22    return sk_sp<RenderPassTask>(new RenderPassTask(std::move(passes), desc));
23}
24
25RenderPassTask::RenderPassTask(std::vector<std::unique_ptr<DrawPass>> passes,
26                               const RenderPassDesc& desc)
27        : fDrawPasses(std::move(passes))
28        , fRenderPassDesc(desc) {}
29
30RenderPassTask::~RenderPassTask() = default;
31
32void RenderPassTask::addCommands(ResourceProvider* resourceProvider, CommandBuffer* commandBuffer) {
33    // TBD: Expose the surfaces that will need to be attached within the renderpass?
34
35    // TODO: for task execution, start the render pass, then iterate passes and
36    // possibly(?) start each subpass, and call DrawPass::addCommands() on the command buffer
37    // provided to the task. Then close the render pass and we should have pixels..
38
39    // Instantiate the attachments
40    if (fRenderPassDesc.fColorAttachment.fTextureProxy) {
41        auto target = fRenderPassDesc.fColorAttachment.fTextureProxy;
42        if (!target->instantiate(resourceProvider)) {
43            SkDebugf("WARNING: given invalid texture proxy. Will not create renderpass!\n");
44            SkDebugf("Dimensions are (%d, %d).\n", target->dimensions().width(),
45                     target->dimensions().height());
46            return;
47        }
48    }
49    // TODO: instantiate depth and stencil
50
51    commandBuffer->beginRenderPass(fRenderPassDesc);
52
53    // Assuming one draw pass per renderpasstask for now
54    SkASSERT(fDrawPasses.size() == 1);
55    for (const auto& drawPass: fDrawPasses) {
56        drawPass->addCommands(commandBuffer);
57    }
58
59    commandBuffer->endRenderPass();
60}
61
62} // namespace skgpu
63