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// Copyright 2013 The Flutter Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef FLUTTER_IMPELLER_RENDERER_COMMAND_H_
#define FLUTTER_IMPELLER_RENDERER_COMMAND_H_
#include <cstdint>
#include <memory>
#include <optional>
#include <string>
#include "impeller/core/buffer_view.h"
#include "impeller/core/formats.h"
#include "impeller/core/sampler.h"
#include "impeller/core/shader_types.h"
#include "impeller/core/texture.h"
#include "impeller/geometry/rect.h"
#include "impeller/renderer/pipeline.h"
namespace impeller {
template <class T>
class Resource {
public:
using ResourceType = T;
ResourceType resource;
Resource() {}
Resource(const ShaderMetadata* metadata, ResourceType p_resource)
: resource(p_resource), metadata_(metadata) {}
const ShaderMetadata* GetMetadata() const {
return dynamic_metadata_ ? dynamic_metadata_.get() : metadata_;
}
static Resource MakeDynamic(std::unique_ptr<ShaderMetadata> metadata,
ResourceType p_resource) {
return Resource(std::move(metadata), p_resource);
}
private:
Resource(std::unique_ptr<ShaderMetadata> metadata, ResourceType p_resource)
: resource(p_resource), dynamic_metadata_(std::move(metadata)) {}
// Static shader metadata (typically generated by ImpellerC).
const ShaderMetadata* metadata_ = nullptr;
// Dynamically generated shader metadata.
std::unique_ptr<const ShaderMetadata> dynamic_metadata_ = nullptr;
};
using BufferResource = Resource<BufferView>;
using TextureResource = Resource<std::shared_ptr<const Texture>>;
/// @brief combines the texture, sampler and sampler slot information.
struct TextureAndSampler {
SampledImageSlot slot;
ShaderStage stage;
TextureResource texture;
raw_ptr<const Sampler> sampler;
};
//------------------------------------------------------------------------------
/// @brief An object used to specify work to the GPU along with references
/// to resources the GPU will used when doing said work.
///
/// To construct a valid command, follow these steps:
/// * Specify a valid pipeline.
/// * Specify vertex information via a call `BindVertices`
/// * Specify any stage bindings.
/// * (Optional) Specify a debug label.
///
/// Command can be created frequently and on demand. The resources
/// referenced in commands views into buffers managed by other
/// allocators and resource managers.
///
struct Command {
//----------------------------------------------------------------------------
/// The pipeline to use for this command.
///
PipelineRef pipeline;
/// An offset into render pass storage where bound buffers/texture metadata is
/// stored.
Range bound_buffers = Range{0, 0};
Range bound_textures = Range{0, 0};
#ifdef IMPELLER_DEBUG
//----------------------------------------------------------------------------
/// The debugging label to use for the command.
///
std::string label;
#endif // IMPELLER_DEBUG
//----------------------------------------------------------------------------
/// The reference value to use in stenciling operations. Stencil configuration
/// is part of pipeline setup and can be read from the pipelines descriptor.
///
/// @see `Pipeline`
/// @see `PipelineDescriptor`
///
uint32_t stencil_reference = 0u;
//----------------------------------------------------------------------------
/// The offset used when indexing into the vertex buffer.
///
uint64_t base_vertex = 0u;
//----------------------------------------------------------------------------
/// The viewport coordinates that the rasterizer linearly maps normalized
/// device coordinates to.
/// If unset, the viewport is the size of the render target with a zero
/// origin, znear=0, and zfar=1.
///
std::optional<Viewport> viewport;
//----------------------------------------------------------------------------
/// The scissor rect to use for clipping writes to the render target. The
/// scissor rect must lie entirely within the render target.
/// If unset, no scissor is applied.
///
std::optional<IRect> scissor;
//----------------------------------------------------------------------------
/// The number of instances of the given set of vertices to render. Not all
/// backends support rendering more than one instance at a time.
///
/// @warning Setting this to more than one will limit the availability of
/// backends to use with this command.
///
size_t instance_count = 1u;
//----------------------------------------------------------------------------
/// An offset and range of vertex buffers bound for this draw call.
///
/// The vertex buffers are stored on the render pass object.
Range vertex_buffers;
//----------------------------------------------------------------------------
/// The index buffer binding used by the vertex shader stage.
BufferView index_buffer;
//----------------------------------------------------------------------------
/// The number of elements to draw. When only a vertex buffer is set, this is
/// the vertex count. When an index buffer is set, this is the index count.
size_t element_count = 0u;
//----------------------------------------------------------------------------
/// The type of indices in the index buffer. The indices must be tightly
/// packed in the index buffer.
IndexType index_type = IndexType::kUnknown;
bool IsValid() const { return pipeline && pipeline->IsValid(); }
};
} // namespace impeller
#endif // FLUTTER_IMPELLER_RENDERER_COMMAND_H_