blob: a42e166b9746c843818f6af283094e3a0a18a8fe [file] [log] [blame]
/*
* Copyright 2021 Google LLC
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "experimental/graphite/src/DrawList.h"
#include "experimental/graphite/src/Renderer.h"
#include "src/gpu/BufferWriter.h"
namespace skgpu {
const Transform& DrawList::deduplicateTransform(const Transform& localToDevice) {
// TODO: This is a pretty simple deduplication strategy and doesn't take advantage of the stack
// knowledge that Device has.
if (fTransforms.empty() || fTransforms.back() != localToDevice) {
fTransforms.push_back(localToDevice);
}
return fTransforms.back();
}
void DrawList::stencilAndFillPath(const Transform& localToDevice,
const Shape& shape,
const Clip& clip,
DrawOrder ordering,
const PaintParams* paint) {
SkASSERT(localToDevice.valid());
SkASSERT(!shape.isEmpty() && !clip.drawBounds().isEmptyNegativeOrNaN());
const Renderer& renderer = Renderer::StencilAndFillPath(shape.fillType());
fDraws.push_back({renderer, this->deduplicateTransform(localToDevice),
shape, clip, ordering, paint, nullptr});
fRenderStepCount += renderer.numRenderSteps();
}
void DrawList::fillConvexPath(const Transform& localToDevice,
const Shape& shape,
const Clip& clip,
DrawOrder ordering,
const PaintParams* paint) {
SkASSERT(localToDevice.valid());
SkASSERT(!shape.isEmpty() && !clip.drawBounds().isEmptyNegativeOrNaN());
// TODO actually record this, but for now just drop the draw since the Renderer
// isn't implemented yet
// fDraws.push_back({Renderer::FillConvexPath(),
// this->deduplicateTransform(localToDevice),
// shape, clip, ordering, paint, nullptr});
// fRenderStepCount += Renderer::FillConvexPath().numRenderSteps();
}
void DrawList::strokePath(const Transform& localToDevice,
const Shape& shape,
const StrokeParams& stroke,
const Clip& clip,
DrawOrder ordering,
const PaintParams* paint) {
SkASSERT(localToDevice.valid());
SkASSERT(!shape.isEmpty() && !clip.drawBounds().isEmptyNegativeOrNaN());
// TODO actually record this, but for now just drop the draw since the Renderer
// isn't implemented yet
// fDraws.push_back({Renderer::StrokePath(),
// this->deduplicateTransform(localToDevice),
// shape, clip, ordering, paint, stroke});
// fRenderStepCount += Renderer::StrokePath().numRenderSteps();
}
} // namespace skgpu