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/*
* Copyright 2024 Google LLC
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef skgpu_graphite_precompile_Precompile_DEFINED
#define skgpu_graphite_precompile_Precompile_DEFINED
#include "include/core/SkSpan.h"
#include "include/gpu/graphite/GraphiteTypes.h"
namespace skgpu::graphite {
class Context;
class PaintOptions;
class PrecompileContext;
/**
* Describes the required properties of a RenderPass that will be combined with the
* other portions of the Precompilation API (i.e., paintOptions and drawTypes) to yield
* a pipeline.
*/
struct SK_API RenderPassProperties {
DepthStencilFlags fDSFlags = DepthStencilFlags::kNone;
SkColorType fDstCT = kRGBA_8888_SkColorType;
bool fRequiresMSAA = false;
};
/**
* Precompilation allows clients to create pipelines ahead of time based on what they expect
* to draw. This can reduce performance hitches, due to inline compilation, during the actual
* drawing. Graphite will always be able to perform an inline compilation if some SkPaint
* combination was omitted from precompilation.
*
* @param precompileContext thread-safe helper holding required portions of the Context
* @param paintOptions captures a set of SkPaints that will be drawn
* @param drawTypes communicates which primitives those paints will be drawn with
* @param renderPassProperties describes the RenderPasses needed for the desired Pipelines
*/
void SK_API Precompile(PrecompileContext* precompileContext,
const PaintOptions& paintOptions,
DrawTypeFlags drawTypes,
SkSpan<const RenderPassProperties> renderPassProperties);
} // namespace skgpu::graphite
#endif // skgpu_graphite_precompile_Precompile_DEFINED
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