chromium/third_party/skia/src/gpu/graphite/DrawPass.h

/*
 * Copyright 2021 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_DrawPass_DEFINED
#define skgpu_graphite_DrawPass_DEFINED

#include "include/core/SkColor.h"
#include "include/core/SkRect.h"
#include "include/core/SkRefCnt.h"
#include "include/private/base/SkTArray.h"
#include "src/base/SkEnumBitMask.h"
#include "src/gpu/graphite/DrawCommands.h"
#include "src/gpu/graphite/DrawTypes.h"
#include "src/gpu/graphite/GraphicsPipelineDesc.h"
#include "src/gpu/graphite/ResourceTypes.h"
#include "src/gpu/graphite/TextureProxy.h"

#include <memory>

struct SkImageInfo;

namespace skgpu::graphite {

class BoundsManager;
class CommandBuffer;
class DrawList;
class GraphicsPipeline;
class Recorder;
struct RenderPassDesc;
class ResourceProvider;
class RuntimeEffectDictionary;
class Sampler;
class TextureDataBlock;
class Texture;
enum class UniformSlot;

/**
 * DrawPass is analogous to a subpass, storing the drawing operations in the order they are stored
 * in the eventual command buffer, as well as the surface proxy the operations are intended for.
 * DrawPasses are grouped into a RenderPassTask for execution within a single render pass if the
 * subpasses are compatible with each other.
 *
 * Unlike DrawList, DrawPasses are immutable and represent as closely as possible what will be
 * stored in the command buffer while being flexible as to how the pass is incorporated. Depending
 * on the backend, it may even be able to write accumulated vertex and uniform data directly to
 * mapped GPU memory, although that is the extent of the CPU->GPU work they perform before they are
 * executed by a RenderPassTask.
 */
class DrawPass {};

} // namespace skgpu::graphite

#endif // skgpu_graphite_DrawPass_DEFINED