/* * Copyright 2012 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef GrProcessor_DEFINED #define GrProcessor_DEFINED #include "GrBackendProcessorFactory.h" #include "GrColor.h" #include "GrProcessorUnitTest.h" #include "GrProgramElement.h" #include "GrTextureAccess.h" class GrContext; class GrCoordTransform; /** Provides custom shader code to the Ganesh shading pipeline. GrProcessor objects *must* be immutable: after being constructed, their fields may not change. Dynamically allocated GrProcessors are managed by a per-thread memory pool. The ref count of an processor must reach 0 before the thread terminates and the pool is destroyed. To create a static processor use the helper macro GR_CREATE_STATIC_PROCESSOR declared below. */ class GrProcessor : public GrProgramElement { public: SK_DECLARE_INST_COUNT(GrProcessor) virtual ~GrProcessor(); struct InvariantOutput{ InvariantOutput() : fColor(0), fValidFlags(0), fIsSingleComponent(false), fNonMulStageFound(false) {} void mulByUnknownOpaqueColor() { if (this->isOpaque()) { fValidFlags = kA_GrColorComponentFlag; fIsSingleComponent = false; } else { // Since the current state is not opaque we no longer care if the color being // multiplied is opaque. this->mulByUnknownColor(); } } void mulByUnknownColor() { if (this->hasZeroAlpha()) { this->internalSetToTransparentBlack(); } else { this->internalSetToUnknown(); } } void mulByUnknownAlpha() { if (this->hasZeroAlpha()) { this->internalSetToTransparentBlack(); } else { // We don't need to change fIsSingleComponent in this case fValidFlags = 0; } } void invalidateComponents(uint8_t invalidateFlags) { fValidFlags &= ~invalidateFlags; fIsSingleComponent = false; } void setToTransparentBlack() { this->internalSetToTransparentBlack(); fNonMulStageFound = true; } void setToOther(uint8_t validFlags, GrColor color) { fValidFlags = validFlags; fColor = color; fIsSingleComponent = false; fNonMulStageFound = true; } void setToUnknown() { this->internalSetToUnknown(); fNonMulStageFound= true; } bool isOpaque() const { return ((fValidFlags & kA_GrColorComponentFlag) && 0xFF == GrColorUnpackA(fColor)); } bool isSolidWhite() const { return (fValidFlags == kRGBA_GrColorComponentFlags && 0xFFFFFFFF == fColor); } GrColor color() const { return fColor; } uint8_t validFlags() const { return fValidFlags; } /** * If isSingleComponent is true, then the flag values for r, g, b, and a must all be the * same. If the flags are all set then all color components must be equal. */ SkDEBUGCODE(void validate() const;) private: void internalSetToTransparentBlack() { fValidFlags = kRGBA_GrColorComponentFlags; fColor = 0; fIsSingleComponent = true; } void internalSetToUnknown() { fValidFlags = 0; fIsSingleComponent = false; } bool hasZeroAlpha() const { return ((fValidFlags & kA_GrColorComponentFlag) && 0 == GrColorUnpackA(fColor)); } SkDEBUGCODE(bool colorComponentsAllEqual() const;) /** * If alpha is valid, check that any valid R,G,B values are <= A */ SkDEBUGCODE(bool validPreMulColor() const;) // Friended class that have "controller" code which loop over stages calling // computeInvarianteOutput(). These controllers may need to manually adjust the internal // members of InvariantOutput friend class GrDrawState; friend class GrOptDrawState; friend class GrPaint; GrColor fColor; uint32_t fValidFlags; bool fIsSingleComponent; bool fNonMulStageFound; }; /** * This function is used to perform optimizations. When called the invarientOuput param * indicate whether the input components to this processor in the FS will have known values. * In inout the validFlags member is a bitfield of GrColorComponentFlags. The isSingleComponent * member indicates whether the input will be 1 or 4 bytes. The function updates the members of * inout to indicate known values of its output. A component of the color member only has * meaning if the corresponding bit in validFlags is set. */ void computeInvariantOutput(InvariantOutput* inout) const { this->onComputeInvariantOutput(inout); #ifdef SK_DEBUG inout->validate(); #endif } /** This object, besides creating back-end-specific helper objects, is used for run-time-type- identification. The factory should be an instance of templated class, GrTBackendEffectFactory. It is templated on the subclass of GrProcessor. The subclass must have a nested type (or typedef) named GLProcessor which will be the subclass of GrGLProcessor created by the factory. Example: class MyCustomProcessor : public GrProcessor { ... virtual const GrBackendEffectFactory& getFactory() const SK_OVERRIDE { return GrTBackendEffectFactory::getInstance(); } ... }; */ virtual const GrBackendProcessorFactory& getFactory() const = 0; /** Human-meaningful string to identify this prcoessor; may be embedded in generated shader code. */ const char* name() const; int numTextures() const { return fTextureAccesses.count(); } /** Returns the access pattern for the texture at index. index must be valid according to numTextures(). */ const GrTextureAccess& textureAccess(int index) const { return *fTextureAccesses[index]; } /** Shortcut for textureAccess(index).texture(); */ GrTexture* texture(int index) const { return this->textureAccess(index).getTexture(); } /** Will this processor read the fragment position? */ bool willReadFragmentPosition() const { return fWillReadFragmentPosition; } void* operator new(size_t size); void operator delete(void* target); void* operator new(size_t size, void* placement) { return ::operator new(size, placement); } void operator delete(void* target, void* placement) { ::operator delete(target, placement); } /** * Helper for down-casting to a GrProcessor subclass */ template const T& cast() const { return *static_cast(this); } protected: /** * Subclasses call this from their constructor to register GrTextureAccesses. The processor * subclass manages the lifetime of the accesses (this function only stores a pointer). The * GrTextureAccess is typically a member field of the GrProcessor subclass. This must only be * called from the constructor because GrProcessors are immutable. */ void addTextureAccess(const GrTextureAccess* textureAccess); GrProcessor() : fWillReadFragmentPosition(false) {} /** * If the prcoessor will generate a backend-specific processor that will read the fragment * position in the FS then it must call this method from its constructor. Otherwise, the * request to access the fragment position will be denied. */ void setWillReadFragmentPosition() { fWillReadFragmentPosition = true; } SkDEBUGCODE(void assertTexturesEqual(const GrProcessor& other) const;) private: /** * Subclass implements this to support getConstantColorComponents(...). */ virtual void onComputeInvariantOutput(InvariantOutput* inout) const = 0; SkSTArray<4, const GrTextureAccess*, true> fTextureAccesses; bool fWillReadFragmentPosition; typedef GrProgramElement INHERITED; }; /** * This creates a processor outside of the memory pool. The processor's destructor will be called * at global destruction time. NAME will be the name of the created instance. */ #define GR_CREATE_STATIC_PROCESSOR(NAME, PROC_CLASS, ARGS) \ static SkAlignedSStorage g_##NAME##_Storage; \ static PROC_CLASS* NAME SkNEW_PLACEMENT_ARGS(g_##NAME##_Storage.get(), PROC_CLASS, ARGS); \ static SkAutoTDestroy NAME##_ad(NAME); #endif