Flutter Engine
The Flutter Engine
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
9#include "flutter/fml/status.h"
17
18namespace impeller {
19
22 EntityPassTarget& pass_target,
23 uint32_t entity_count,
24 std::optional<RenderPassResult> collapsed_parent_pass)
25 : renderer_(renderer),
26 pass_target_(pass_target),
27 entity_count_(entity_count),
28 is_collapsed_(collapsed_parent_pass.has_value()) {
29 if (collapsed_parent_pass.has_value()) {
30 pass_ = collapsed_parent_pass.value().pass;
31 }
32}
33
35 if (!is_collapsed_) {
36 EndPass();
37 }
38}
39
41 return pass_target_.IsValid();
42}
43
45 return pass_ != nullptr;
46}
47
48std::shared_ptr<Texture> InlinePassContext::GetTexture() {
49 if (!IsValid()) {
50 return nullptr;
51 }
52 return pass_target_.GetRenderTarget().GetRenderTargetTexture();
53}
54
56 if (!IsActive()) {
57 return true;
58 }
59 FML_DCHECK(command_buffer_);
60
61 if (!pass_->EncodeCommands()) {
62 VALIDATION_LOG << "Failed to encode and submit command buffer while ending "
63 "render pass.";
64 return false;
65 }
66
67 const std::shared_ptr<Texture>& target_texture =
69 if (target_texture->GetMipCount() > 1) {
71 command_buffer_, renderer_.GetContext(), target_texture);
72 if (!mip_status.ok()) {
73 return false;
74 }
75 }
76 if (!renderer_.GetContext()
77 ->GetCommandQueue()
78 ->Submit({std::move(command_buffer_)})
79 .ok()) {
80 return false;
81 }
82
83 pass_ = nullptr;
84 command_buffer_ = nullptr;
85
86 return true;
87}
88
90 return pass_target_;
91}
92
94 uint32_t pass_depth) {
95 if (IsActive()) {
96 return {.pass = pass_};
97 }
98
99 /// Create a new render pass if one isn't active. This path will run the first
100 /// time this method is called, but it'll also run if the pass has been
101 /// previously ended via `EndPass`.
102
103 command_buffer_ = renderer_.GetContext()->CreateCommandBuffer();
104 if (!command_buffer_) {
105 VALIDATION_LOG << "Could not create command buffer.";
106 return {};
107 }
108
109 if (pass_target_.GetRenderTarget().GetColorAttachments().empty()) {
110 VALIDATION_LOG << "Color attachment unexpectedly missing from the "
111 "EntityPass render target.";
112 return {};
113 }
114
115 command_buffer_->SetLabel(
116 "EntityPass Command Buffer: Depth=" + std::to_string(pass_depth) +
117 " Count=" + std::to_string(pass_count_));
118
120 {
121 // If the pass target has a resolve texture, then we're using MSAA.
122 bool is_msaa = pass_target_.GetRenderTarget()
124 .find(0)
125 ->second.resolve_texture != nullptr;
126 if (pass_count_ > 0 && is_msaa) {
127 result.backdrop_texture =
128 pass_target_.Flip(*renderer_.GetContext()->GetResourceAllocator());
129 if (!result.backdrop_texture) {
130 VALIDATION_LOG << "Could not flip the EntityPass render target.";
131 }
132 }
133 }
134
135 // Find the color attachment a second time, since the target may have just
136 // flipped.
137 auto color0 =
138 pass_target_.GetRenderTarget().GetColorAttachments().find(0)->second;
139 bool is_msaa = color0.resolve_texture != nullptr;
140
141 if (pass_count_ > 0) {
142 // When MSAA is being used, we end up overriding the entire backdrop by
143 // drawing the previous pass texture, and so we don't have to clear it and
144 // can use kDontCare.
145 color0.load_action = is_msaa ? LoadAction::kDontCare : LoadAction::kLoad;
146 } else {
147 color0.load_action = LoadAction::kClear;
148 }
149
150 color0.store_action =
152
153 auto depth = pass_target_.GetRenderTarget().GetDepthAttachment();
154 if (!depth.has_value()) {
155 VALIDATION_LOG << "Depth attachment unexpectedly missing from the "
156 "EntityPass render target.";
157 return {};
158 }
159 depth->load_action = LoadAction::kClear;
160 depth->store_action = StoreAction::kDontCare;
161 pass_target_.target_.SetDepthAttachment(depth.value());
162
163 auto stencil = pass_target_.GetRenderTarget().GetStencilAttachment();
164 if (!depth.has_value() || !stencil.has_value()) {
165 VALIDATION_LOG << "Stencil/Depth attachment unexpectedly missing from the "
166 "EntityPass render target.";
167 return {};
168 }
169 stencil->load_action = LoadAction::kClear;
170 stencil->store_action = StoreAction::kDontCare;
171 depth->load_action = LoadAction::kClear;
172 depth->store_action = StoreAction::kDontCare;
173 pass_target_.target_.SetDepthAttachment(depth);
174 pass_target_.target_.SetStencilAttachment(stencil.value());
175 pass_target_.target_.SetColorAttachment(color0, 0);
176
177 pass_ = command_buffer_->CreateRenderPass(pass_target_.GetRenderTarget());
178 if (!pass_) {
179 VALIDATION_LOG << "Could not create render pass.";
180 return {};
181 }
182 // Commands are fairly large (500B) objects, so re-allocation of the command
183 // buffer while encoding can add a surprising amount of overhead. We make a
184 // conservative npot estimate to avoid this case.
185 pass_->ReserveCommands(Allocation::NextPowerOfTwoSize(entity_count_));
186 pass_->SetLabel(
187 "EntityPass Render Pass: Depth=" + std::to_string(pass_depth) +
188 " Count=" + std::to_string(pass_count_));
189
190 result.pass = pass_;
191 result.just_created = true;
192
193 if (!renderer_.GetContext()->GetCapabilities()->SupportsReadFromResolve() &&
194 result.backdrop_texture ==
195 result.pass->GetRenderTarget().GetRenderTargetTexture()) {
196 VALIDATION_LOG << "EntityPass backdrop restore configuration is not valid "
197 "for the current graphics backend.";
198 }
199
200 ++pass_count_;
201 return result;
202}
203
205 return pass_count_;
206}
207
208} // namespace impeller
bool ok() const
Definition: status.h:71
static uint32_t NextPowerOfTwoSize(uint32_t x)
Definition: allocation.cc:41
std::shared_ptr< Context > GetContext() const
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...
const RenderTarget & GetRenderTarget() const
EntityPassTarget & GetPassTarget() const
std::shared_ptr< Texture > GetTexture()
RenderPassResult GetRenderPass(uint32_t pass_depth)
InlinePassContext(const ContentContext &renderer, EntityPassTarget &pass_target, uint32_t entity_count, std::optional< RenderPassResult > collapsed_parent_pass=std::nullopt)
std::shared_ptr< Texture > GetRenderTargetTexture() const
const std::map< size_t, ColorAttachment > & GetColorAttachments() const
RenderTarget & SetColorAttachment(const ColorAttachment &attachment, size_t index)
RenderTarget & SetDepthAttachment(std::optional< DepthAttachment > attachment)
RenderTarget & SetStencilAttachment(std::optional< StencilAttachment > attachment)
const std::optional< DepthAttachment > & GetDepthAttachment() const
const std::optional< StencilAttachment > & GetStencilAttachment() const
GAsyncResult * result
#define FML_DCHECK(condition)
Definition: logging.h:103
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.
static SkString to_string(int n)
Definition: nanobench.cpp:119
#define VALIDATION_LOG
Definition: validation.h:73