/*
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* Copyright 2016 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 "GrGpuCommandBuffer.h"
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#include "GrContext.h"
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#include "GrCaps.h"
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#include "GrFixedClip.h"
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#include "GrGpu.h"
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#include "GrMesh.h"
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#include "GrPrimitiveProcessor.h"
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#include "GrRenderTarget.h"
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#include "SkRect.h"
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void GrGpuRTCommandBuffer::clear(const GrFixedClip& clip, const SkPMColor4f& color) {
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SkASSERT(fRenderTarget);
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// A clear at this level will always be a true clear, so make sure clears were not supposed to
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// be redirected to draws instead
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SkASSERT(!this->gpu()->caps()->performColorClearsAsDraws());
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SkASSERT(!clip.scissorEnabled() || !this->gpu()->caps()->performPartialClearsAsDraws());
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this->onClear(clip, color);
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}
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void GrGpuRTCommandBuffer::clearStencilClip(const GrFixedClip& clip, bool insideStencilMask) {
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// As above, make sure the stencil clear wasn't supposed to be a draw rect with stencil settings
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SkASSERT(!this->gpu()->caps()->performStencilClearsAsDraws());
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this->onClearStencilClip(clip, insideStencilMask);
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}
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bool GrGpuRTCommandBuffer::draw(const GrPrimitiveProcessor& primProc, 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 meshCount, const SkRect& bounds) {
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#ifdef SK_DEBUG
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SkASSERT(!primProc.hasInstanceAttributes() || this->gpu()->caps()->instanceAttribSupport());
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for (int i = 0; i < meshCount; ++i) {
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SkASSERT(!GrPrimTypeRequiresGeometryShaderSupport(meshes[i].primitiveType()) ||
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this->gpu()->caps()->shaderCaps()->geometryShaderSupport());
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SkASSERT(primProc.hasVertexAttributes() == meshes[i].hasVertexData());
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SkASSERT(primProc.hasInstanceAttributes() == meshes[i].isInstanced());
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}
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#endif
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SkASSERT(!pipeline.isScissorEnabled() || fixedDynamicState ||
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(dynamicStateArrays && dynamicStateArrays->fScissorRects));
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auto resourceProvider = this->gpu()->getContext()->contextPriv().resourceProvider();
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if (pipeline.isBad()) {
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return false;
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}
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if (fixedDynamicState && fixedDynamicState->fPrimitiveProcessorTextures) {
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for (int i = 0; i < primProc.numTextureSamplers(); ++i) {
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if (!fixedDynamicState->fPrimitiveProcessorTextures[i]->instantiate(resourceProvider)) {
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return false;
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}
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}
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}
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if (dynamicStateArrays && dynamicStateArrays->fPrimitiveProcessorTextures) {
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int n = primProc.numTextureSamplers() * meshCount;
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const auto* textures = dynamicStateArrays->fPrimitiveProcessorTextures;
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for (int i = 0; i < n; ++i) {
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if (!textures[i]->instantiate(resourceProvider)) {
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return false;
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}
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}
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#ifdef SK_DEBUG
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SkASSERT(meshCount >= 1);
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const GrTextureProxy* const* primProcProxies =
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dynamicStateArrays->fPrimitiveProcessorTextures;
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for (int i = 0; i < primProc.numTextureSamplers(); ++i) {
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const GrBackendFormat& format = primProcProxies[i]->backendFormat();
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GrTextureType type = primProcProxies[i]->textureType();
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GrPixelConfig config = primProcProxies[i]->config();
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for (int j = 1; j < meshCount; ++j) {
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const GrTextureProxy* testProxy =
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primProcProxies[j*primProc.numTextureSamplers() + i];
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SkASSERT(testProxy->backendFormat() == format);
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SkASSERT(testProxy->textureType() == type);
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SkASSERT(testProxy->config() == config);
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}
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}
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#endif
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}
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if (primProc.numVertexAttributes() > this->gpu()->caps()->maxVertexAttributes()) {
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this->gpu()->stats()->incNumFailedDraws();
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return false;
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}
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this->onDraw(primProc, pipeline, fixedDynamicState, dynamicStateArrays, meshes, meshCount,
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bounds);
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return true;
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}
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