| 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
5 #include "impeller/entity/inline_pass_context.h"
6
7 #include <utility>
8
9 #include "flutter/fml/status.h"
10 #include "impeller/base/validation.h"
11 #include "impeller/core/formats.h"
12 #include "impeller/entity/contents/content_context.h"
13 #include "impeller/entity/entity_pass_target.h"
14 #include "impeller/renderer/command_buffer.h"
15 #include "impeller/renderer/render_pass.h"
16 #include "impeller/renderer/texture_util.h"
17
18 namespace impeller {
19
20 InlinePassContext::InlinePassContext(const ContentContext& renderer,
21 EntityPassTarget& pass_target)
22 : renderer_(renderer), pass_target_(pass_target) {}
23
24 InlinePassContext::~InlinePassContext() {
25 EndPass();
26 }
27
28 bool InlinePassContext::IsValid() const {
29 return pass_target_.IsValid();
30 }
31
32 bool InlinePassContext::IsActive() const {
33 return pass_ != nullptr;
34 }
35
36 std::shared_ptr<Texture> InlinePassContext::GetTexture() {
37 if (!IsValid()) {
38 return nullptr;
39 }
40 return pass_target_.GetRenderTarget().GetRenderTargetTexture();
41 }
42
43 bool InlinePassContext::EndPass(bool is_onscreen) {
44 if (!IsActive()) {
45 return true;
46 }
47 FML_DCHECK(command_buffer_);
48
49 if (!pass_->EncodeCommands()) {
50 VALIDATION_LOG << "Failed to encode and submit command buffer while ending "
51 "render pass.";
52 return false;
53 }
54
55 const std::shared_ptr<Texture>& target_texture =
56 GetPassTarget().GetRenderTarget().GetRenderTargetTexture();
57 if (target_texture->GetMipCount() > 1) {
58 fml::Status mip_status = AddMipmapGeneration(
59 command_buffer_, renderer_.GetContext(), target_texture);
60 if (!mip_status.ok()) {
61 return false;
62 }
63 }
64
65 pass_ = nullptr;
66 if (is_onscreen) {
67 return renderer_.GetContext()->SubmitOnscreen(std::move(command_buffer_));
68 } else {
69 return renderer_.GetContext()->EnqueueCommandBuffer(
70 std::move(command_buffer_));
71 }
72 }
73
74 EntityPassTarget& InlinePassContext::GetPassTarget() const {
75 return pass_target_;
76 }
77
78 const std::shared_ptr<RenderPass>& InlinePassContext::GetRenderPass() {
79 if (IsActive()) {
80 return 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_ = renderer_.GetContext()->CreateCommandBuffer();
88 if (!command_buffer_) {
89 VALIDATION_LOG << "Could not create command buffer.";
90 return pass_;
91 }
92
93 command_buffer_->SetLabel("EntityPass Command Buffer");
94
95 {
96 // If the pass target has a resolve texture, then we're using MSAA.
97 bool is_msaa =
98 pass_target_.GetRenderTarget().GetColorAttachment(0).resolve_texture !=
99 nullptr;
100 if (pass_count_ > 0 && is_msaa) {
101 pass_target_.Flip(renderer_);
102 }
103 }
104
105 // Find the color attachment a second time, since the target may have just
106 // flipped.
107 ColorAttachment color0 = pass_target_.GetRenderTarget().GetColorAttachment(0);
108 bool is_msaa = color0.resolve_texture != nullptr;
109
110 if (pass_count_ > 0) {
111 // When MSAA is being used, we end up overriding the entire backdrop by
112 // drawing the previous pass texture, and so we don't have to clear it and
113 // can use kDontCare.
114 color0.load_action = is_msaa ? LoadAction::kDontCare : LoadAction::kLoad;
115 } else {
116 color0.load_action = LoadAction::kClear;
117 }
118
119 color0.store_action =
120 is_msaa ? StoreAction::kMultisampleResolve : StoreAction::kStore;
121
122 auto depth = pass_target_.GetRenderTarget().GetDepthAttachment();
123 if (!depth.has_value()) {
124 VALIDATION_LOG << "Depth attachment unexpectedly missing from the "
125 "EntityPass render target.";
126 return pass_;
127 }
128 depth->load_action = LoadAction::kClear;
129 depth->store_action = StoreAction::kDontCare;
130 pass_target_.target_.SetDepthAttachment(depth.value());
131
132 auto stencil = pass_target_.GetRenderTarget().GetStencilAttachment();
133 if (!depth.has_value() || !stencil.has_value()) {
134 VALIDATION_LOG << "Stencil/Depth attachment unexpectedly missing from the "
135 "EntityPass render target.";
136 return pass_;
137 }
138 stencil->load_action = LoadAction::kClear;
139 stencil->store_action = StoreAction::kDontCare;
140 depth->load_action = LoadAction::kClear;
141 depth->store_action = StoreAction::kDontCare;
142 pass_target_.target_.SetDepthAttachment(depth);
143 pass_target_.target_.SetStencilAttachment(stencil.value());
144 pass_target_.target_.SetColorAttachment(color0, 0);
145
146 pass_ = command_buffer_->CreateRenderPass(pass_target_.GetRenderTarget());
147 if (!pass_) {
148 VALIDATION_LOG << "Could not create render pass.";
149 return pass_;
150 }
151 pass_->SetLabel("EntityPass Render Pass");
152
153 ++pass_count_;
154 return pass_;
155 }
156
157 uint32_t InlinePassContext::GetPassCount() const {
158 return pass_count_;
159 }
160
161 } // namespace impeller
impeller::ContentContext
Definition: content_context.h:138
impeller::ContentContext::GetContext
std::shared_ptr< Context > GetContext() const
Definition: content_context.cc:913
impeller::EntityPassTarget
Definition: entity_pass_target.h:15
impeller::EntityPassTarget::IsValid
bool IsValid() const
Definition: entity_pass_target.cc:75
impeller::EntityPassTarget::GetRenderTarget
RenderTarget & GetRenderTarget()
Definition: entity_pass_target.cc:71
impeller::EntityPassTarget::Flip
std::shared_ptr< Texture > Flip(const ContentContext &renderer)
Flips the backdrop and returns a readable texture that can be bound/sampled to restore the previous p...
Definition: entity_pass_target.cc:20
impeller::InlinePassContext::EndPass
bool EndPass(bool is_onscreen=false)
Definition: inline_pass_context.cc:43
impeller::InlinePassContext::GetPassTarget
EntityPassTarget & GetPassTarget() const
Definition: inline_pass_context.cc:74
impeller::InlinePassContext::GetTexture
std::shared_ptr< Texture > GetTexture()
Definition: inline_pass_context.cc:36
impeller::InlinePassContext::~InlinePassContext
~InlinePassContext()
Definition: inline_pass_context.cc:24
impeller::InlinePassContext::InlinePassContext
InlinePassContext(const ContentContext &renderer, EntityPassTarget &pass_target)
Definition: inline_pass_context.cc:20
impeller::InlinePassContext::IsActive
bool IsActive() const
Definition: inline_pass_context.cc:32
impeller::InlinePassContext::IsValid
bool IsValid() const
Definition: inline_pass_context.cc:28
impeller::InlinePassContext::GetPassCount
uint32_t GetPassCount() const
Definition: inline_pass_context.cc:157
impeller::InlinePassContext::GetRenderPass
const std::shared_ptr< RenderPass > & GetRenderPass()
Definition: inline_pass_context.cc:78
impeller::RenderTarget::GetColorAttachment
ColorAttachment GetColorAttachment(size_t index) const
Get the color attachment at [index].
Definition: render_target.cc:233
impeller::RenderTarget::GetRenderTargetTexture
std::shared_ptr< Texture > GetRenderTargetTexture() const
Definition: render_target.cc:176
impeller::RenderTarget::SetColorAttachment
RenderTarget & SetColorAttachment(const ColorAttachment &attachment, size_t index)
Definition: render_target.cc:199
impeller::RenderTarget::SetDepthAttachment
RenderTarget & SetDepthAttachment(std::optional< DepthAttachment > attachment)
Definition: render_target.cc:213
impeller::RenderTarget::SetStencilAttachment
RenderTarget & SetStencilAttachment(std::optional< StencilAttachment > attachment)
Definition: render_target.cc:223
impeller::RenderTarget::GetDepthAttachment
const std::optional< DepthAttachment > & GetDepthAttachment() const
Definition: render_target.cc:247
impeller::RenderTarget::GetStencilAttachment
const std::optional< StencilAttachment > & GetStencilAttachment() const
Definition: render_target.cc:251
command_buffer.h
content_context.h
formats.h
entity_pass_target.h
inline_pass_context.h
impeller
Definition: allocation.cc:12
impeller::AddMipmapGeneration
fml::Status AddMipmapGeneration(const std::shared_ptr< CommandBuffer > &command_buffer, const std::shared_ptr< Context > &context, const std::shared_ptr< Texture > &texture)
Adds a blit command to the render pass.
Definition: texture_util.cc:37
impeller::LoadAction::kDontCare
@ kDontCare
impeller::LoadAction::kLoad
@ kLoad
impeller::LoadAction::kClear
@ kClear
impeller::StoreAction::kStore
@ kStore
impeller::StoreAction::kDontCare
@ kDontCare
impeller::StoreAction::kMultisampleResolve
@ kMultisampleResolve
render_pass.h
impeller::Attachment::resolve_texture
std::shared_ptr< Texture > resolve_texture
Definition: formats.h:658
impeller::Attachment::load_action
LoadAction load_action
Definition: formats.h:659
impeller::Attachment::store_action
StoreAction store_action
Definition: formats.h:660
impeller::ColorAttachment
Definition: formats.h:665
texture_util.h
validation.h
VALIDATION_LOG
#define VALIDATION_LOG
Definition: validation.h:91