diff options
Diffstat (limited to 'src/gpu/gl/GrGLProgramDesc.h')
-rw-r--r-- | src/gpu/gl/GrGLProgramDesc.h | 80 |
1 files changed, 49 insertions, 31 deletions
diff --git a/src/gpu/gl/GrGLProgramDesc.h b/src/gpu/gl/GrGLProgramDesc.h index 9165f4eb8b..d7652f473c 100644 --- a/src/gpu/gl/GrGLProgramDesc.h +++ b/src/gpu/gl/GrGLProgramDesc.h @@ -10,7 +10,6 @@ #include "GrGLEffect.h" #include "GrDrawState.h" -#include "GrGLShaderBuilder.h" #include "GrGpu.h" class GrGpuGL; @@ -30,13 +29,12 @@ class GrGpuGL; to be API-neutral then so could this class. */ class GrGLProgramDesc { public: - GrGLProgramDesc() : fInitialized(false) {} + GrGLProgramDesc() {} GrGLProgramDesc(const GrGLProgramDesc& desc) { *this = desc; } // Returns this as a uint32_t array to be used as a key in the program cache. const uint32_t* asKey() const { - SkASSERT(fInitialized); - return reinterpret_cast<const uint32_t*>(fKey.get()); + return reinterpret_cast<const uint32_t*>(fKey.begin()); } // Gets the number of bytes in asKey(). It will be a 4-byte aligned value. When comparing two @@ -48,7 +46,7 @@ public: uint32_t getChecksum() const { return *this->atOffset<uint32_t, kChecksumOffset>(); } // For unit testing. - void setRandom(SkRandom*, + bool setRandom(SkRandom*, const GrGpuGL* gpu, const GrRenderTarget* dummyDstRenderTarget, const GrTexture* dummyDstCopyTexture, @@ -64,7 +62,7 @@ public: * not contain all stages from the draw state and coverage stages from the drawState may * be treated as color stages in the output. */ - static void Build(const GrDrawState&, + static bool Build(const GrDrawState&, GrGpu::DrawType drawType, GrDrawState::BlendOptFlags, GrBlendCoeff srcCoeff, @@ -76,12 +74,10 @@ public: GrGLProgramDesc* outDesc); int numColorEffects() const { - SkASSERT(fInitialized); return this->getHeader().fColorEffectCnt; } int numCoverageEffects() const { - SkASSERT(fInitialized); return this->getHeader().fCoverageEffectCnt; } @@ -90,7 +86,6 @@ public: GrGLProgramDesc& operator= (const GrGLProgramDesc& other); bool operator== (const GrGLProgramDesc& other) const { - SkASSERT(fInitialized && other.fInitialized); // The length is masked as a hint to the compiler that the address will be 4 byte aligned. return 0 == memcmp(this->asKey(), other.asKey(), this->keyLength() & ~0x3); } @@ -145,13 +140,12 @@ private: } struct KeyHeader { - GrGLShaderBuilder::DstReadKey fDstReadKey; // set by GrGLShaderBuilder if there + uint8_t fDstReadKey; // set by GrGLShaderBuilder if there // are effects that must read the dst. // Otherwise, 0. - GrGLShaderBuilder::FragPosKey fFragPosKey; // set by GrGLShaderBuilder if there are + uint8_t fFragPosKey; // set by GrGLShaderBuilder if there are // effects that read the fragment position. // Otherwise, 0. - ColorInput fColorInput : 8; ColorInput fCoverageInput : 8; CoverageOutput fCoverageOutput : 8; @@ -174,48 +168,72 @@ private: int8_t fCoverageEffectCnt; }; - // The key is 1 uint32_t for the length, followed another for the checksum, the header, and then - // the effect keys. Everything is fixed length except the effect key array. + // The key, stored in fKey, is composed of five parts: + // 1. uint32_t for total key length. + // 2. uint32_t for a checksum. + // 3. Header struct defined above. + // 4. uint32_t offsets to beginning of every effects' key (see 5). + // 5. per-effect keys. Each effect's key is a variable length array of uint32_t. enum { kLengthOffset = 0, kChecksumOffset = kLengthOffset + sizeof(uint32_t), kHeaderOffset = kChecksumOffset + sizeof(uint32_t), kHeaderSize = SkAlign4(sizeof(KeyHeader)), - kEffectKeyOffset = kHeaderOffset + kHeaderSize, + kEffectKeyLengthsOffset = kHeaderOffset + kHeaderSize, }; template<typename T, size_t OFFSET> T* atOffset() { - return reinterpret_cast<T*>(reinterpret_cast<intptr_t>(fKey.get()) + OFFSET); + return reinterpret_cast<T*>(reinterpret_cast<intptr_t>(fKey.begin()) + OFFSET); } template<typename T, size_t OFFSET> const T* atOffset() const { - return reinterpret_cast<const T*>(reinterpret_cast<intptr_t>(fKey.get()) + OFFSET); + return reinterpret_cast<const T*>(reinterpret_cast<intptr_t>(fKey.begin()) + OFFSET); } - typedef GrGLEffect::EffectKey EffectKey; + typedef GrBackendEffectFactory::EffectKey EffectKey; - uint32_t* checksum() { return this->atOffset<uint32_t, kChecksumOffset>(); } KeyHeader* header() { return this->atOffset<KeyHeader, kHeaderOffset>(); } - EffectKey* effectKeys() { return this->atOffset<EffectKey, kEffectKeyOffset>(); } + + void finalize(); const KeyHeader& getHeader() const { return *this->atOffset<KeyHeader, kHeaderOffset>(); } - const EffectKey* getEffectKeys() const { return this->atOffset<EffectKey, kEffectKeyOffset>(); } - static size_t KeyLength(int effectCnt) { - GR_STATIC_ASSERT(!(sizeof(EffectKey) & 0x3)); - return kEffectKeyOffset + effectCnt * sizeof(EffectKey); - } + /** Used to provide effects' keys to their emitCode() function. */ + class EffectKeyProvider { + public: + enum EffectType { + kColor_EffectType, + kCoverage_EffectType, + }; + + EffectKeyProvider(const GrGLProgramDesc* desc, EffectType type) : fDesc(desc) { + // Coverage effect key offsets begin immediately after those of the color effects. + fBaseIndex = kColor_EffectType == type ? 0 : desc->numColorEffects(); + } + + EffectKey get(int index) const { + const uint32_t* offsets = reinterpret_cast<const uint32_t*>(fDesc->fKey.begin() + + kEffectKeyLengthsOffset); + uint32_t offset = offsets[fBaseIndex + index]; + return *reinterpret_cast<const EffectKey*>(fDesc->fKey.begin() + offset); + } + private: + const GrGLProgramDesc* fDesc; + int fBaseIndex; + }; enum { - kMaxPreallocEffects = 16, - kPreAllocSize = kEffectKeyOffset + kMaxPreallocEffects * sizeof(EffectKey), + kMaxPreallocEffects = 8, + kIntsPerEffect = 4, // This is an overestimate of the average effect key size. + kPreAllocSize = kEffectKeyLengthsOffset + + kMaxPreallocEffects * sizeof(uint32_t) * kIntsPerEffect, }; - SkAutoSMalloc<kPreAllocSize> fKey; - bool fInitialized; + SkSTArray<kPreAllocSize, uint8_t, true> fKey; - // GrGLProgram and GrGLShaderBuilder read the private fields to generate code. TODO: Move all - // code generation to GrGLShaderBuilder (and maybe add getters rather than friending). + // GrGLProgram and GrGLShaderBuilder read the private fields to generate code. TODO: Split out + // part of GrGLShaderBuilder that is used by effects so that this header doesn't need to be + // visible to GrGLEffects. Then make public accessors as necessary and remove friends. friend class GrGLProgram; friend class GrGLShaderBuilder; friend class GrGLFullShaderBuilder; |