| Flutter Impeller |

scene_encoder.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 "flutter/fml/macros.h"
6
7 #include "flutter/fml/logging.h"
8 #include "impeller/renderer/command.h"
9 #include "impeller/renderer/render_target.h"
10 #include "impeller/scene/scene_context.h"
11 #include "impeller/scene/scene_encoder.h"
12
13 namespace impeller {
14 namespace scene {
15
16 SceneEncoder::SceneEncoder() = default;
17
18 void SceneEncoder::Add(const SceneCommand& command) {
19 // TODO(bdero): Manage multi-pass translucency ordering.
20 commands_.push_back(command);
21 }
22
23 static void EncodeCommand(const SceneContext& scene_context,
24 const Matrix& view_transform,
25 RenderPass& render_pass,
26 const SceneCommand& scene_command) {
27 auto& host_buffer = render_pass.GetTransientsBuffer();
28
29 Command cmd;
30 DEBUG_COMMAND_INFO(cmd, scene_command.label);
31 cmd.stencil_reference =
32 0; // TODO(bdero): Configurable stencil ref per-command.
33
34 cmd.pipeline = scene_context.GetPipeline(
35 PipelineKey{scene_command.geometry->GetGeometryType(),
36 scene_command.material->GetMaterialType()},
37 scene_command.material->GetContextOptions(render_pass));
38
39 scene_command.geometry->BindToCommand(
40 scene_context, host_buffer, view_transform * scene_command.transform,
41 cmd);
42 scene_command.material->BindToCommand(scene_context, host_buffer, cmd);
43
44 render_pass.AddCommand(std::move(cmd));
45 }
46
47 std::shared_ptr<CommandBuffer> SceneEncoder::BuildSceneCommandBuffer(
48 const SceneContext& scene_context,
49 const Matrix& camera_transform,
50 RenderTarget render_target) const {
51 {
52 TextureDescriptor ds_texture;
53 ds_texture.type = TextureType::kTexture2DMultisample;
54 ds_texture.format = PixelFormat::kD32FloatS8UInt;
55 ds_texture.size = render_target.GetRenderTargetSize();
56 ds_texture.usage =
57 static_cast<TextureUsageMask>(TextureUsage::kRenderTarget);
58 ds_texture.sample_count = SampleCount::kCount4;
59 ds_texture.storage_mode = StorageMode::kDeviceTransient;
60 auto texture =
61 scene_context.GetContext()->GetResourceAllocator()->CreateTexture(
62 ds_texture);
63
64 DepthAttachment depth;
65 depth.load_action = LoadAction::kClear;
66 depth.store_action = StoreAction::kDontCare;
67 depth.clear_depth = 1.0;
68 depth.texture = texture;
69 render_target.SetDepthAttachment(depth);
70
71 // The stencil and depth buffers must be the same texture for MacOS ARM
72 // and Vulkan.
73 StencilAttachment stencil;
74 stencil.load_action = LoadAction::kClear;
75 stencil.store_action = StoreAction::kDontCare;
76 stencil.clear_stencil = 0u;
77 stencil.texture = texture;
78 render_target.SetStencilAttachment(stencil);
79 }
80
81 auto command_buffer = scene_context.GetContext()->CreateCommandBuffer();
82 if (!command_buffer) {
83 FML_LOG(ERROR) << "Failed to create command buffer.";
84 return nullptr;
85 }
86
87 auto render_pass = command_buffer->CreateRenderPass(render_target);
88 if (!render_pass) {
89 FML_LOG(ERROR) << "Failed to create render pass.";
90 return nullptr;
91 }
92
93 for (auto& command : commands_) {
94 EncodeCommand(scene_context, camera_transform, *render_pass, command);
95 }
96
97 if (!render_pass->EncodeCommands()) {
98 FML_LOG(ERROR) << "Failed to encode render pass commands.";
99 return nullptr;
100 }
101
102 return command_buffer;
103 }
104
105 } // namespace scene
106 } // namespace impeller
impeller::Command
An object used to specify work to the GPU along with references to resources the GPU will used when d...
Definition: command.h:92
DEBUG_COMMAND_INFO
#define DEBUG_COMMAND_INFO(obj, arg)
Definition: command.h:28
impeller::scene::Material::GetMaterialType
virtual MaterialType GetMaterialType() const =0
impeller::scene::SceneCommand::material
Material * material
Definition: scene_encoder.h:27
impeller::TextureUsageMask
uint64_t TextureUsageMask
Definition: formats.h:295
impeller::Attachment::store_action
StoreAction store_action
Definition: formats.h:637
scene_context.h
impeller::TextureDescriptor::format
PixelFormat format
Definition: texture_descriptor.h:40
impeller::scene::SceneCommand::geometry
Geometry * geometry
Definition: scene_encoder.h:26
impeller::TextureUsage::kRenderTarget
@ kRenderTarget
impeller::StoreAction::kDontCare
@ kDontCare
impeller::scene::SceneContext
Definition: scene_context.h:40
impeller::scene::Material::GetContextOptions
SceneContextOptions GetContextOptions(const RenderPass &pass) const
Definition: material.cc:61
impeller::TextureDescriptor::sample_count
SampleCount sample_count
Definition: texture_descriptor.h:45
impeller::scene::Material::BindToCommand
virtual void BindToCommand(const SceneContext &scene_context, HostBuffer &buffer, Command &command) const =0
impeller::TextureDescriptor::usage
TextureUsageMask usage
Definition: texture_descriptor.h:43
impeller::PixelFormat::kD32FloatS8UInt
@ kD32FloatS8UInt
scene_encoder.h
impeller::scene::SceneEncoder::Add
void Add(const SceneCommand &command)
Definition: scene_encoder.cc:18
impeller::TextureDescriptor::type
TextureType type
Definition: texture_descriptor.h:39
impeller::scene::EncodeCommand
static void EncodeCommand(const SceneContext &scene_context, const Matrix &view_transform, RenderPass &render_pass, const SceneCommand &scene_command)
Definition: scene_encoder.cc:23
command.h
impeller::TextureType::kTexture2DMultisample
@ kTexture2DMultisample
impeller::scene::PipelineKey
Definition: pipeline_key.h:23
impeller::StencilAttachment
Definition: formats.h:650
impeller::LoadAction::kClear
@ kClear
impeller::StorageMode::kDeviceTransient
@ kDeviceTransient
impeller::Attachment::texture
std::shared_ptr< Texture > texture
Definition: formats.h:634
impeller::RenderTarget
Definition: render_target.h:49
impeller::StencilAttachment::clear_stencil
uint32_t clear_stencil
Definition: formats.h:651
impeller::scene::SceneCommand::transform
Matrix transform
Definition: scene_encoder.h:25
impeller::RenderTarget::GetRenderTargetSize
ISize GetRenderTargetSize() const
Definition: render_target.cc:150
impeller::RenderPass
Render passes encode render commands directed as one specific render target into an underlying comman...
Definition: render_pass.h:29
impeller::TextureDescriptor::size
ISize size
Definition: texture_descriptor.h:41
impeller::Command::stencil_reference
uint32_t stencil_reference
Definition: command.h:122
impeller::RenderTarget::SetStencilAttachment
RenderTarget & SetStencilAttachment(std::optional< StencilAttachment > attachment)
Definition: render_target.cc:199
impeller::scene::SceneCommand
Definition: scene_encoder.h:23
impeller::Attachment::load_action
LoadAction load_action
Definition: formats.h:636
impeller::scene::Geometry::BindToCommand
virtual void BindToCommand(const SceneContext &scene_context, HostBuffer &buffer, const Matrix &transform, Command &command) const =0
impeller::scene::SceneContext::GetPipeline
std::shared_ptr< Pipeline< PipelineDescriptor > > GetPipeline(PipelineKey key, SceneContextOptions opts) const
Definition: scene_context.cc:89
impeller::DepthAttachment::clear_depth
double clear_depth
Definition: formats.h:647
impeller::SampleCount::kCount4
@ kCount4
impeller::TextureDescriptor::storage_mode
StorageMode storage_mode
Definition: texture_descriptor.h:38
impeller::DepthAttachment
Definition: formats.h:646
impeller::TextureDescriptor
A lightweight object that describes the attributes of a texture that can then used an allocator to cr...
Definition: texture_descriptor.h:37
impeller::Command::pipeline
std::shared_ptr< Pipeline< PipelineDescriptor > > pipeline
Definition: command.h:96
render_target.h
impeller::RenderTarget::SetDepthAttachment
RenderTarget & SetDepthAttachment(std::optional< DepthAttachment > attachment)
Definition: render_target.cc:189
impeller::scene::SceneCommand::label
std::string label
Definition: scene_encoder.h:24
impeller::RenderPass::AddCommand
bool AddCommand(Command &&command)
Record a command for subsequent encoding to the underlying command buffer. No work is encoded into th...
Definition: render_pass.cc:67
impeller
Definition: aiks_context.cc:10
impeller::Matrix
A 4x4 matrix using column-major storage.
Definition: matrix.h:37
impeller::RenderPass::GetTransientsBuffer
HostBuffer & GetTransientsBuffer()
Definition: render_pass.cc:55
impeller::scene::Geometry::GetGeometryType
virtual GeometryType GetGeometryType() const =0