Flutter Impeller
inline_pass_context.cc
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1 // Copyright 2013 The Flutter Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
4 
6 
7 #include <utility>
8 
10 #include "impeller/core/formats.h"
14 
15 namespace impeller {
16 
18  std::shared_ptr<Context> context,
19  EntityPassTarget& pass_target,
20  uint32_t pass_texture_reads,
21  uint32_t entity_count,
22  std::optional<RenderPassResult> collapsed_parent_pass)
23  : context_(std::move(context)),
24  pass_target_(pass_target),
25  entity_count_(entity_count),
26  is_collapsed_(collapsed_parent_pass.has_value()) {
27  if (collapsed_parent_pass.has_value()) {
28  pass_ = collapsed_parent_pass.value().pass;
29  }
30 }
31 
33  if (!is_collapsed_) {
34  EndPass();
35  }
36 }
37 
39  return pass_target_.IsValid();
40 }
41 
43  return pass_ != nullptr;
44 }
45 
46 std::shared_ptr<Texture> InlinePassContext::GetTexture() {
47  if (!IsValid()) {
48  return nullptr;
49  }
50  return pass_target_.GetRenderTarget().GetRenderTargetTexture();
51 }
52 
54  if (!IsActive()) {
55  return true;
56  }
57 
58  if (command_buffer_) {
59  if (!command_buffer_->EncodeAndSubmit(pass_)) {
61  << "Failed to encode and submit command buffer while ending "
62  "render pass.";
63  return false;
64  }
65  }
66 
67  pass_ = nullptr;
68  command_buffer_ = nullptr;
69 
70  return true;
71 }
72 
74  return pass_target_;
75 }
76 
78  uint32_t pass_depth) {
79  if (IsActive()) {
80  return {.pass = pass_};
81  }
82 
83  /// Create a new render pass if one isn't active. This path will run the first
84  /// time this method is called, but it'll also run if the pass has been
85  /// previously ended via `EndPass`.
86 
87  command_buffer_ = context_->CreateCommandBuffer();
88  if (!command_buffer_) {
89  VALIDATION_LOG << "Could not create command buffer.";
90  return {};
91  }
92 
93  if (pass_target_.GetRenderTarget().GetColorAttachments().empty()) {
94  VALIDATION_LOG << "Color attachment unexpectedly missing from the "
95  "EntityPass render target.";
96  return {};
97  }
98 
99  command_buffer_->SetLabel(
100  "EntityPass Command Buffer: Depth=" + std::to_string(pass_depth) +
101  " Count=" + std::to_string(pass_count_));
102 
103  RenderPassResult result;
104  {
105  // If the pass target has a resolve texture, then we're using MSAA.
106  bool is_msaa = pass_target_.GetRenderTarget()
108  .find(0)
109  ->second.resolve_texture != nullptr;
110  if (pass_count_ > 0 && is_msaa) {
111  result.backdrop_texture =
112  pass_target_.Flip(*context_->GetResourceAllocator());
113  if (!result.backdrop_texture) {
114  VALIDATION_LOG << "Could not flip the EntityPass render target.";
115  }
116  }
117  }
118 
119  // Find the color attachment a second time, since the target may have just
120  // flipped.
121  auto color0 =
122  pass_target_.GetRenderTarget().GetColorAttachments().find(0)->second;
123  bool is_msaa = color0.resolve_texture != nullptr;
124 
125  if (pass_count_ > 0) {
126  // When MSAA is being used, we end up overriding the entire backdrop by
127  // drawing the previous pass texture, and so we don't have to clear it and
128  // can use kDontCare.
129  color0.load_action = is_msaa ? LoadAction::kDontCare : LoadAction::kLoad;
130  } else {
131  color0.load_action = LoadAction::kClear;
132  }
133 
134  color0.store_action =
136 
137  auto stencil = pass_target_.GetRenderTarget().GetStencilAttachment();
138  if (!stencil.has_value()) {
139  VALIDATION_LOG << "Stencil attachment unexpectedly missing from the "
140  "EntityPass render target.";
141  return {};
142  }
143 
144  stencil->load_action = LoadAction::kClear;
145  stencil->store_action = StoreAction::kDontCare;
146  pass_target_.target_.SetStencilAttachment(stencil.value());
147  pass_target_.target_.SetColorAttachment(color0, 0);
148 
149  pass_ = command_buffer_->CreateRenderPass(pass_target_.GetRenderTarget());
150  if (!pass_) {
151  VALIDATION_LOG << "Could not create render pass.";
152  return {};
153  }
154  // Commands are fairly large (500B) objects, so re-allocation of the command
155  // buffer while encoding can add a surprising amount of overhead. We make a
156  // conservative npot estimate to avoid this case.
157  pass_->ReserveCommands(Allocation::NextPowerOfTwoSize(entity_count_));
158  pass_->SetLabel(
159  "EntityPass Render Pass: Depth=" + std::to_string(pass_depth) +
160  " Count=" + std::to_string(pass_count_));
161 
162  result.pass = pass_;
163 
164  if (!context_->GetCapabilities()->SupportsReadFromResolve() &&
165  result.backdrop_texture ==
166  result.pass->GetRenderTarget().GetRenderTargetTexture()) {
167  VALIDATION_LOG << "EntityPass backdrop restore configuration is not valid "
168  "for the current graphics backend.";
169  }
170 
171  ++pass_count_;
172  return result;
173 }
174 
176  return pass_count_;
177 }
178 
179 } // namespace impeller
impeller::StoreAction::kMultisampleResolve
@ kMultisampleResolve
impeller::LoadAction::kLoad
@ kLoad
impeller::EntityPassTarget::IsValid
bool IsValid() const
Definition: entity_pass_target.cc:72
impeller::Allocation::NextPowerOfTwoSize
static uint32_t NextPowerOfTwoSize(uint32_t x)
Definition: allocation.cc:41
impeller::RenderTarget::SetColorAttachment
RenderTarget & SetColorAttachment(const ColorAttachment &attachment, size_t index)
Definition: render_target.cc:180
texture_descriptor.h
formats.h
impeller::StoreAction::kDontCare
@ kDontCare
impeller::EntityPassTarget
Definition: entity_pass_target.h:15
impeller::RenderTarget::GetColorAttachments
const std::map< size_t, ColorAttachment > & GetColorAttachments() const
Definition: render_target.cc:209
impeller::InlinePassContext::RenderPassResult
Definition: inline_pass_context.h:19
validation.h
impeller::InlinePassContext::RenderPassResult::backdrop_texture
std::shared_ptr< Texture > backdrop_texture
Definition: inline_pass_context.h:21
impeller::InlinePassContext::GetPassCount
uint32_t GetPassCount() const
Definition: inline_pass_context.cc:175
impeller::LoadAction::kClear
@ kClear
impeller::RenderTarget::GetRenderTargetTexture
std::shared_ptr< Texture > GetRenderTargetTexture() const
Definition: render_target.cc:155
impeller::InlinePassContext::IsActive
bool IsActive() const
Definition: inline_pass_context.cc:42
impeller::InlinePassContext::GetRenderPass
RenderPassResult GetRenderPass(uint32_t pass_depth)
Definition: inline_pass_context.cc:77
impeller::InlinePassContext::GetTexture
std::shared_ptr< Texture > GetTexture()
Definition: inline_pass_context.cc:46
impeller::StoreAction::kStore
@ kStore
impeller::InlinePassContext::EndPass
bool EndPass()
Definition: inline_pass_context.cc:53
entity_pass_target.h
impeller::InlinePassContext::IsValid
bool IsValid() const
Definition: inline_pass_context.cc:38
impeller::InlinePassContext::InlinePassContext
InlinePassContext(std::shared_ptr< Context > context, EntityPassTarget &pass_target, uint32_t pass_texture_reads, uint32_t entity_count, std::optional< RenderPassResult > collapsed_parent_pass=std::nullopt)
Definition: inline_pass_context.cc:17
impeller::InlinePassContext::GetPassTarget
EntityPassTarget & GetPassTarget() const
Definition: inline_pass_context.cc:73
VALIDATION_LOG
#define VALIDATION_LOG
Definition: validation.h:67
command_buffer.h
impeller::RenderTarget::SetStencilAttachment
RenderTarget & SetStencilAttachment(std::optional< StencilAttachment > attachment)
Definition: render_target.cc:199
std
Definition: comparable.h:95
impeller::LoadAction::kDontCare
@ kDontCare
impeller::InlinePassContext::~InlinePassContext
~InlinePassContext()
Definition: inline_pass_context.cc:32
impeller::RenderTarget::GetStencilAttachment
const std::optional< StencilAttachment > & GetStencilAttachment() const
Definition: render_target.cc:218
impeller::InlinePassContext::RenderPassResult::pass
std::shared_ptr< RenderPass > pass
Definition: inline_pass_context.h:20
impeller
Definition: aiks_context.cc:10
impeller::EntityPassTarget::GetRenderTarget
const RenderTarget & GetRenderTarget() const
Definition: entity_pass_target.cc:68
inline_pass_context.h
impeller::EntityPassTarget::Flip
std::shared_ptr< Texture > Flip(Allocator &allocator)
Flips the backdrop and returns a readable texture that can be bound/sampled to restore the previous p...
Definition: entity_pass_target.cc:20