| // Copyright 2013 The Flutter Authors. All rights reserved. |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| |
| #pragma once |
| |
| #include <functional> |
| #include <memory> |
| |
| #include "flutter/fml/macros.h" |
| #include "impeller/renderer/blit_pass.h" |
| #include "impeller/renderer/compute_pass.h" |
| |
| namespace impeller { |
| |
| class ComputePass; |
| class Context; |
| class RenderPass; |
| class RenderTarget; |
| |
| //------------------------------------------------------------------------------ |
| /// @brief A collection of encoded commands to be submitted to the GPU for |
| /// execution. A command buffer is obtained from a graphics |
| /// `Context`. |
| /// |
| /// To submit commands to the GPU, acquire a `RenderPass` from the |
| /// command buffer and record `Command`s into that pass. A |
| /// `RenderPass` describes the configuration of the various |
| /// attachments when the command is submitted. |
| /// |
| /// A command buffer is only meant to be used on a single thread. If |
| /// a frame workload needs to be encoded from multiple threads, |
| /// setup and record into multiple command buffers. The order of |
| /// submission of commands encoded in multiple command buffers can |
| /// be controlled via either the order in which the command buffers |
| /// were created, or, using the `ReserveSpotInQueue` command which |
| /// allows for encoding commands for submission in an order that is |
| /// different from the encoding order. |
| /// |
| class CommandBuffer { |
| public: |
| enum class Status { |
| kPending, |
| kError, |
| kCompleted, |
| }; |
| |
| using CompletionCallback = std::function<void(Status)>; |
| |
| virtual ~CommandBuffer(); |
| |
| virtual bool IsValid() const = 0; |
| |
| virtual void SetLabel(const std::string& label) const = 0; |
| |
| //---------------------------------------------------------------------------- |
| /// @brief Schedule the command encoded by render passes within this |
| /// command buffer on the GPU. |
| /// |
| /// A command buffer may only be committed once. |
| /// |
| /// @param[in] callback The completion callback. |
| /// |
| [[nodiscard]] bool SubmitCommands(const CompletionCallback& callback); |
| |
| [[nodiscard]] bool SubmitCommands(); |
| |
| //---------------------------------------------------------------------------- |
| /// @brief Create a render pass to record render commands into. |
| /// |
| /// @param[in] render_target The description of the render target this pass |
| /// will target. |
| /// |
| /// @return A valid render pass or null. |
| /// |
| std::shared_ptr<RenderPass> CreateRenderPass( |
| const RenderTarget& render_target); |
| |
| //---------------------------------------------------------------------------- |
| /// @brief Create a blit pass to record blit commands into. |
| /// |
| /// @return A valid blit pass or null. |
| /// |
| std::shared_ptr<BlitPass> CreateBlitPass() const; |
| |
| //---------------------------------------------------------------------------- |
| /// @brief Create a compute pass to record compute commands into. |
| /// |
| /// @return A valid compute pass or null. |
| /// |
| std::shared_ptr<ComputePass> CreateComputePass() const; |
| |
| protected: |
| std::weak_ptr<const Context> context_; |
| |
| explicit CommandBuffer(std::weak_ptr<const Context> context); |
| |
| virtual std::shared_ptr<RenderPass> OnCreateRenderPass( |
| RenderTarget render_target) = 0; |
| |
| virtual std::shared_ptr<BlitPass> OnCreateBlitPass() const = 0; |
| |
| [[nodiscard]] virtual bool OnSubmitCommands(CompletionCallback callback) = 0; |
| |
| virtual std::shared_ptr<ComputePass> OnCreateComputePass() const = 0; |
| |
| private: |
| FML_DISALLOW_COPY_AND_ASSIGN(CommandBuffer); |
| }; |
| |
| } // namespace impeller |