/*
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* Copyright 2015 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#include "GrOpFlushState.h"
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#include "GrContextPriv.h"
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#include "GrDrawOpAtlas.h"
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#include "GrGpu.h"
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#include "GrResourceProvider.h"
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#include "GrTexture.h"
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//////////////////////////////////////////////////////////////////////////////
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GrOpFlushState::GrOpFlushState(GrGpu* gpu, GrResourceProvider* resourceProvider,
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GrTokenTracker* tokenTracker, void* vertexSpace, void* indexSpace)
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: fVertexPool(gpu, vertexSpace)
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, fIndexPool(gpu, indexSpace)
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, fGpu(gpu)
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, fResourceProvider(resourceProvider)
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, fTokenTracker(tokenTracker) {}
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const GrCaps& GrOpFlushState::caps() const {
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return *fGpu->caps();
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}
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GrGpuRTCommandBuffer* GrOpFlushState::rtCommandBuffer() {
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return fCommandBuffer->asRTCommandBuffer();
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}
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void GrOpFlushState::executeDrawsAndUploadsForMeshDrawOp(const GrOp* op, const SkRect& opBounds) {
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SkASSERT(this->rtCommandBuffer());
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while (fCurrDraw != fDraws.end() && fCurrDraw->fOp == op) {
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GrDeferredUploadToken drawToken = fTokenTracker->nextTokenToFlush();
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while (fCurrUpload != fInlineUploads.end() &&
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fCurrUpload->fUploadBeforeToken == drawToken) {
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this->rtCommandBuffer()->inlineUpload(this, fCurrUpload->fUpload);
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++fCurrUpload;
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}
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this->rtCommandBuffer()->draw(*fCurrDraw->fGeometryProcessor, *fCurrDraw->fPipeline,
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fCurrDraw->fFixedDynamicState, fCurrDraw->fDynamicStateArrays,
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fCurrDraw->fMeshes, fCurrDraw->fMeshCnt, opBounds);
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fTokenTracker->flushToken();
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++fCurrDraw;
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}
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}
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void GrOpFlushState::preExecuteDraws() {
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fVertexPool.unmap();
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fIndexPool.unmap();
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for (auto& upload : fASAPUploads) {
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this->doUpload(upload);
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}
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// Setup execution iterators.
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fCurrDraw = fDraws.begin();
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fCurrUpload = fInlineUploads.begin();
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}
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void GrOpFlushState::reset() {
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SkASSERT(fCurrDraw == fDraws.end());
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SkASSERT(fCurrUpload == fInlineUploads.end());
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fVertexPool.reset();
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fIndexPool.reset();
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fArena.reset();
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fASAPUploads.reset();
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fInlineUploads.reset();
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fDraws.reset();
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fBaseDrawToken = GrDeferredUploadToken::AlreadyFlushedToken();
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}
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void GrOpFlushState::doUpload(GrDeferredTextureUploadFn& upload) {
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GrDeferredTextureUploadWritePixelsFn wp = [this](GrTextureProxy* dstProxy, int left, int top,
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int width, int height,
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GrColorType srcColorType, const void* buffer,
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size_t rowBytes) {
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GrSurface* dstSurface = dstProxy->peekSurface();
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if (!fGpu->caps()->surfaceSupportsWritePixels(dstSurface) &&
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fGpu->caps()->supportedWritePixelsColorType(dstSurface->config(), srcColorType) != srcColorType) {
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return false;
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}
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return this->fGpu->writePixels(dstSurface, left, top, width, height, srcColorType, buffer,
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rowBytes);
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};
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upload(wp);
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}
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GrDeferredUploadToken GrOpFlushState::addInlineUpload(GrDeferredTextureUploadFn&& upload) {
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return fInlineUploads.append(&fArena, std::move(upload), fTokenTracker->nextDrawToken())
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.fUploadBeforeToken;
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}
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GrDeferredUploadToken GrOpFlushState::addASAPUpload(GrDeferredTextureUploadFn&& upload) {
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fASAPUploads.append(&fArena, std::move(upload));
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return fTokenTracker->nextTokenToFlush();
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}
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void GrOpFlushState::draw(sk_sp<const GrGeometryProcessor> gp, const GrPipeline* pipeline,
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const GrPipeline::FixedDynamicState* fixedDynamicState,
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const GrPipeline::DynamicStateArrays* dynamicStateArrays,
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const GrMesh meshes[], int meshCnt) {
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SkASSERT(fOpArgs);
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SkASSERT(fOpArgs->fOp);
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bool firstDraw = fDraws.begin() == fDraws.end();
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auto& draw = fDraws.append(&fArena);
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GrDeferredUploadToken token = fTokenTracker->issueDrawToken();
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if (fixedDynamicState && fixedDynamicState->fPrimitiveProcessorTextures) {
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for (int i = 0; i < gp->numTextureSamplers(); ++i) {
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fixedDynamicState->fPrimitiveProcessorTextures[i]->addPendingRead();
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}
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}
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if (dynamicStateArrays && dynamicStateArrays->fPrimitiveProcessorTextures) {
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int n = gp->numTextureSamplers() * meshCnt;
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for (int i = 0; i < n; ++i) {
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dynamicStateArrays->fPrimitiveProcessorTextures[i]->addPendingRead();
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}
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}
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draw.fGeometryProcessor = std::move(gp);
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draw.fPipeline = pipeline;
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draw.fFixedDynamicState = fixedDynamicState;
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draw.fDynamicStateArrays = dynamicStateArrays;
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draw.fMeshes = meshes;
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draw.fMeshCnt = meshCnt;
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draw.fOp = fOpArgs->fOp;
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if (firstDraw) {
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fBaseDrawToken = token;
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}
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}
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void* GrOpFlushState::makeVertexSpace(size_t vertexSize, int vertexCount,
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sk_sp<const GrBuffer>* buffer, int* startVertex) {
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return fVertexPool.makeSpace(vertexSize, vertexCount, buffer, startVertex);
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}
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uint16_t* GrOpFlushState::makeIndexSpace(int indexCount, sk_sp<const GrBuffer>* buffer,
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int* startIndex) {
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return reinterpret_cast<uint16_t*>(fIndexPool.makeSpace(indexCount, buffer, startIndex));
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}
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void* GrOpFlushState::makeVertexSpaceAtLeast(size_t vertexSize, int minVertexCount,
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int fallbackVertexCount, sk_sp<const GrBuffer>* buffer,
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int* startVertex, int* actualVertexCount) {
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return fVertexPool.makeSpaceAtLeast(vertexSize, minVertexCount, fallbackVertexCount, buffer,
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startVertex, actualVertexCount);
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}
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uint16_t* GrOpFlushState::makeIndexSpaceAtLeast(int minIndexCount, int fallbackIndexCount,
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sk_sp<const GrBuffer>* buffer, int* startIndex,
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int* actualIndexCount) {
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return reinterpret_cast<uint16_t*>(fIndexPool.makeSpaceAtLeast(
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minIndexCount, fallbackIndexCount, buffer, startIndex, actualIndexCount));
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}
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void GrOpFlushState::putBackIndices(int indexCount) {
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fIndexPool.putBack(indexCount * sizeof(uint16_t));
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}
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void GrOpFlushState::putBackVertices(int vertices, size_t vertexStride) {
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fVertexPool.putBack(vertices * vertexStride);
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}
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GrAppliedClip GrOpFlushState::detachAppliedClip() {
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return fOpArgs->fAppliedClip ? std::move(*fOpArgs->fAppliedClip) : GrAppliedClip();
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}
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GrStrikeCache* GrOpFlushState::glyphCache() const {
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return fGpu->getContext()->contextPriv().getGlyphCache();
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}
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GrAtlasManager* GrOpFlushState::atlasManager() const {
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return fGpu->getContext()->contextPriv().getAtlasManager();
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}
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//////////////////////////////////////////////////////////////////////////////
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GrOpFlushState::Draw::~Draw() {
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if (fFixedDynamicState && fFixedDynamicState->fPrimitiveProcessorTextures) {
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for (int i = 0; i < fGeometryProcessor->numTextureSamplers(); ++i) {
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fFixedDynamicState->fPrimitiveProcessorTextures[i]->completedRead();
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}
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}
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if (fDynamicStateArrays && fDynamicStateArrays->fPrimitiveProcessorTextures) {
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int n = fGeometryProcessor->numTextureSamplers() * fMeshCnt;
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const auto* textures = fDynamicStateArrays->fPrimitiveProcessorTextures;
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for (int i = 0; i < n; ++i) {
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textures[i]->completedRead();
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}
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}
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}
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