/* * Copyright 2012 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "GrClipMaskManager.h" #include "GrGpu.h" #include "GrRenderTarget.h" #include "GrStencilBuffer.h" #include "GrPathRenderer.h" #include "GrPaint.h" #include "SkRasterClip.h" #include "GrAAConvexPathRenderer.h" #include "GrAAHairLinePathRenderer.h" #include "GrSWMaskHelper.h" //#define GR_AA_CLIP 1 //#define GR_SW_CLIP 1 //////////////////////////////////////////////////////////////////////////////// namespace { // set up the draw state to enable the aa clipping mask. Besides setting up the // sampler matrix this also alters the vertex layout void setup_drawstate_aaclip(GrGpu* gpu, GrTexture* result, const GrIRect &bound) { GrDrawState* drawState = gpu->drawState(); GrAssert(drawState); static const int maskStage = GrPaint::kTotalStages+1; GrMatrix mat; mat.setIDiv(result->width(), result->height()); mat.preTranslate(SkIntToScalar(-bound.fLeft), SkIntToScalar(-bound.fTop)); mat.preConcat(drawState->getViewMatrix()); drawState->sampler(maskStage)->reset(mat); drawState->createTextureEffect(maskStage, result); } bool path_needs_SW_renderer(GrContext* context, GrGpu* gpu, const SkPath& path, GrPathFill fill, bool doAA) { // last (false) parameter disallows use of the SW path renderer return NULL == context->getPathRenderer(path, fill, gpu, doAA, false); } GrPathFill get_path_fill(const SkPath& path) { switch (path.getFillType()) { case SkPath::kWinding_FillType: return kWinding_GrPathFill; case SkPath::kEvenOdd_FillType: return kEvenOdd_GrPathFill; case SkPath::kInverseWinding_FillType: return kInverseWinding_GrPathFill; case SkPath::kInverseEvenOdd_FillType: return kInverseEvenOdd_GrPathFill; default: GrCrash("Unsupported path fill in clip."); return kWinding_GrPathFill; // suppress warning } } /** * Does any individual clip in 'clipIn' use anti-aliasing? */ bool requires_AA(const GrClip& clipIn) { GrClip::Iter iter; iter.reset(clipIn, GrClip::Iter::kBottom_IterStart); const GrClip::Iter::Clip* clip = NULL; for (clip = iter.skipToTopmost(SkRegion::kReplace_Op); NULL != clip; clip = iter.next()) { if (clip->fDoAA) { return true; } } return false; } } /* * This method traverses the clip stack to see if the GrSoftwarePathRenderer * will be used on any element. If so, it returns true to indicate that the * entire clip should be rendered in SW and then uploaded en masse to the gpu. */ bool GrClipMaskManager::useSWOnlyPath(const GrClip& clipIn) { // TODO: generalize this function so that when // a clip gets complex enough it can just be done in SW regardless // of whether it would invoke the GrSoftwarePathRenderer. bool useSW = false; GrClip::Iter iter(clipIn, GrClip::Iter::kBottom_IterStart); const GrClip::Iter::Clip* clip = NULL; for (clip = iter.skipToTopmost(SkRegion::kReplace_Op); NULL != clip; clip = iter.next()) { if (SkRegion::kReplace_Op == clip->fOp) { // Everything before a replace op can be ignored so start // afresh w.r.t. determining if any element uses the SW path useSW = false; } // rects can always be drawn directly w/o using the software path // so only paths need to be checked if (NULL != clip->fPath && path_needs_SW_renderer(this->getContext(), fGpu, *clip->fPath, get_path_fill(*clip->fPath), clip->fDoAA)) { useSW = true; } } return useSW; } //////////////////////////////////////////////////////////////////////////////// // sort out what kind of clip mask needs to be created: alpha, stencil, // scissor, or entirely software bool GrClipMaskManager::setupClipping(const GrClipData* clipDataIn) { fCurrClipMaskType = kNone_ClipMaskType; GrDrawState* drawState = fGpu->drawState(); if (!drawState->isClipState() || clipDataIn->fClipStack->isEmpty()) { fGpu->disableScissor(); this->setGpuStencil(); return true; } GrRenderTarget* rt = drawState->getRenderTarget(); // GrDrawTarget should have filtered this for us GrAssert(NULL != rt); GrIRect bounds; bool isIntersectionOfRects = false; clipDataIn->getConservativeBounds(rt, &bounds, &isIntersectionOfRects); if (bounds.isEmpty()) { return false; } bool requiresAA = requires_AA(*clipDataIn->fClipStack); GrAssert(requiresAA == clipDataIn->fClipStack->requiresAA()); #if GR_SW_CLIP // If MSAA is enabled we can do everything in the stencil buffer. // Otherwise check if we should just create the entire clip mask // in software (this will only happen if the clip mask is anti-aliased // and too complex for the gpu to handle in its entirety) if (0 == rt->numSamples() && requiresAA && this->useSWOnlyPath(*clipDataIn->fClipStack)) { // The clip geometry is complex enough that it will be more // efficient to create it entirely in software GrTexture* result = NULL; GrIRect bound; if (this->createSoftwareClipMask(*clipDataIn, &result, &bound)) { setup_drawstate_aaclip(fGpu, result, bound); fGpu->disableScissor(); this->setGpuStencil(); return true; } // if SW clip mask creation fails fall through to the other // two possible methods (bottoming out at stencil clipping) } #endif // GR_SW_CLIP #if GR_AA_CLIP // If MSAA is enabled use the (faster) stencil path for AA clipping // otherwise the alpha clip mask is our only option if (0 == rt->numSamples() && requiresAA) { // Since we are going to create a destination texture of the correct // size for the mask (rather than being bound by the size of the // render target) we aren't going to use scissoring like the stencil // path does (see scissorSettings below) GrTexture* result = NULL; GrIRect bound; if (this->createAlphaClipMask(*clipDataIn, &result, &bound)) { setup_drawstate_aaclip(fGpu, result, bound); fGpu->disableScissor(); this->setGpuStencil(); return true; } // if alpha clip mask creation fails fall through to the stencil // buffer method } #endif // GR_AA_CLIP // Either a hard (stencil buffer) clip was explicitly requested or // an antialiased clip couldn't be created. In either case, free up // the texture in the antialiased mask cache. // TODO: this may require more investigation. Ganesh performs a lot of // utility draws (e.g., clears, InOrderDrawBuffer playbacks) that hit // the stencil buffer path. These may be "incorrectly" clearing the // AA cache. fAACache.reset(); // If the clip is a rectangle then just set the scissor. Otherwise, create // a stencil mask. if (clipDataIn->fClipStack->isRect()) { fGpu->enableScissor(bounds); this->setGpuStencil(); return true; } // use the stencil clip if we can't represent the clip as a rectangle. bool useStencil = !clipDataIn->fClipStack->isEmpty() && !bounds.isEmpty(); if (useStencil) { this->createStencilClipMask(*clipDataIn, bounds); } // This must occur after createStencilClipMask. That function may change // the scissor. Also, it only guarantees that the stencil mask is correct // within the bounds it was passed, so we must use both stencil and scissor // test to the bounds for the final draw. fGpu->enableScissor(bounds); this->setGpuStencil(); return true; } #define VISUALIZE_COMPLEX_CLIP 0 #if VISUALIZE_COMPLEX_CLIP #include "GrRandom.h" GrRandom gRandom; #define SET_RANDOM_COLOR drawState->setColor(0xff000000 | gRandom.nextU()); #else #define SET_RANDOM_COLOR #endif namespace { /** * Does "container" contain "containee"? If either is empty then * no containment is possible. */ bool contains(const SkRect& container, const SkIRect& containee) { return !containee.isEmpty() && !container.isEmpty() && container.fLeft <= SkIntToScalar(containee.fLeft) && container.fTop <= SkIntToScalar(containee.fTop) && container.fRight >= SkIntToScalar(containee.fRight) && container.fBottom >= SkIntToScalar(containee.fBottom); } //////////////////////////////////////////////////////////////////////////////// // determines how many elements at the head of the clip can be skipped and // whether the initial clear should be to the inside- or outside-the-clip value, // and what op should be used to draw the first element that isn't skipped. const GrClip::Iter::Clip* process_initial_clip_elements( GrClip::Iter* iter, const GrIRect& bounds, bool* clearToInside, SkRegion::Op* firstOp) { GrAssert(NULL != iter && NULL != clearToInside && NULL != firstOp); // logically before the first element of the clip stack is // processed the clip is entirely open. However, depending on the // first set op we may prefer to clear to 0 for performance. We may // also be able to skip the initial clip paths/rects. We loop until // we cannot skip an element. bool done = false; *clearToInside = true; const GrClip::Iter::Clip* clip = NULL; for (clip = iter->skipToTopmost(SkRegion::kReplace_Op); NULL != clip && !done; clip = iter->next()) { switch (clip->fOp) { case SkRegion::kReplace_Op: // replace ignores everything previous *firstOp = SkRegion::kReplace_Op; *clearToInside = false; done = true; break; case SkRegion::kIntersect_Op: // if this element contains the entire bounds then we // can skip it. if (NULL != clip->fRect && contains(*clip->fRect, bounds)) { break; } // if everything is initially clearToInside then intersect is // same as clear to 0 and treat as a replace. Otherwise, // set stays empty. if (*clearToInside) { *firstOp = SkRegion::kReplace_Op; *clearToInside = false; done = true; } break; // we can skip a leading union. case SkRegion::kUnion_Op: // if everything is initially outside then union is // same as replace. Otherwise, every pixel is still // clearToInside if (!*clearToInside) { *firstOp = SkRegion::kReplace_Op; done = true; } break; case SkRegion::kXOR_Op: // xor is same as difference or replace both of which // can be 1-pass instead of 2 for xor. if (*clearToInside) { *firstOp = SkRegion::kDifference_Op; } else { *firstOp = SkRegion::kReplace_Op; } done = true; break; case SkRegion::kDifference_Op: // if all pixels are clearToInside then we have to process the // difference, otherwise it has no effect and all pixels // remain outside. if (*clearToInside) { *firstOp = SkRegion::kDifference_Op; done = true; } break; case SkRegion::kReverseDifference_Op: // if all pixels are clearToInside then reverse difference // produces empty set. Otherise it is same as replace if (*clearToInside) { *clearToInside = false; } else { *firstOp = SkRegion::kReplace_Op; done = true; } break; default: GrCrash("Unknown set op."); } if (done) { // we need to break out here (rather than letting the test in // the loop do it) since backing up the iterator is very expensive break; } } return clip; } } namespace { //////////////////////////////////////////////////////////////////////////////// // set up the OpenGL blend function to perform the specified // boolean operation for alpha clip mask creation void setup_boolean_blendcoeffs(GrDrawState* drawState, SkRegion::Op op) { switch (op) { case SkRegion::kReplace_Op: drawState->setBlendFunc(kOne_GrBlendCoeff, kZero_GrBlendCoeff); break; case SkRegion::kIntersect_Op: drawState->setBlendFunc(kDC_GrBlendCoeff, kZero_GrBlendCoeff); break; case SkRegion::kUnion_Op: drawState->setBlendFunc(kOne_GrBlendCoeff, kISC_GrBlendCoeff); break; case SkRegion::kXOR_Op: drawState->setBlendFunc(kIDC_GrBlendCoeff, kISC_GrBlendCoeff); break; case SkRegion::kDifference_Op: drawState->setBlendFunc(kZero_GrBlendCoeff, kISC_GrBlendCoeff); break; case SkRegion::kReverseDifference_Op: drawState->setBlendFunc(kIDC_GrBlendCoeff, kZero_GrBlendCoeff); break; default: GrAssert(false); break; } } //////////////////////////////////////////////////////////////////////////////// bool draw_path_in_software(GrContext* context, GrGpu* gpu, const SkPath& path, GrPathFill fill, bool doAA, const GrIRect& resultBounds) { SkAutoTUnref texture( GrSWMaskHelper::DrawPathMaskToTexture(context, path, resultBounds, fill, doAA, NULL)); if (NULL == texture) { return false; } // The ClipMaskManager accumulates the clip mask in the UL corner GrIRect rect = GrIRect::MakeWH(resultBounds.width(), resultBounds.height()); GrSWMaskHelper::DrawToTargetWithPathMask(texture, gpu, rect); GrAssert(!GrIsFillInverted(fill)); return true; } //////////////////////////////////////////////////////////////////////////////// bool draw_path(GrContext* context, GrGpu* gpu, const SkPath& path, GrPathFill fill, bool doAA, const GrIRect& resultBounds) { GrPathRenderer* pr = context->getPathRenderer(path, fill, gpu, doAA, false); if (NULL == pr) { return draw_path_in_software(context, gpu, path, fill, doAA, resultBounds); } pr->drawPath(path, fill, NULL, gpu, doAA); return true; } } //////////////////////////////////////////////////////////////////////////////// bool GrClipMaskManager::drawClipShape(GrTexture* target, const GrClip::Iter::Clip* clip, const GrIRect& resultBounds) { GrDrawState* drawState = fGpu->drawState(); GrAssert(NULL != drawState); drawState->setRenderTarget(target->asRenderTarget()); if (NULL != clip->fRect) { if (clip->fDoAA) { getContext()->getAARectRenderer()->fillAARect(fGpu, fGpu, *clip->fRect, true); } else { fGpu->drawSimpleRect(*clip->fRect, NULL); } } else if (NULL != clip->fPath) { return draw_path(this->getContext(), fGpu, *clip->fPath, get_path_fill(*clip->fPath), clip->fDoAA, resultBounds); } return true; } void GrClipMaskManager::drawTexture(GrTexture* target, GrTexture* texture) { GrDrawState* drawState = fGpu->drawState(); GrAssert(NULL != drawState); // no AA here since it is encoded in the texture drawState->setRenderTarget(target->asRenderTarget()); GrMatrix sampleM; sampleM.setIDiv(texture->width(), texture->height()); drawState->sampler(0)->reset(sampleM); drawState->createTextureEffect(0, texture); GrRect rect = GrRect::MakeWH(SkIntToScalar(target->width()), SkIntToScalar(target->height())); fGpu->drawSimpleRect(rect, NULL); drawState->disableStage(0); } // get a texture to act as a temporary buffer for AA clip boolean operations // TODO: given the expense of createTexture we may want to just cache this too void GrClipMaskManager::getTemp(const GrIRect& bounds, GrAutoScratchTexture* temp) { if (NULL != temp->texture()) { // we've already allocated the temp texture return; } GrTextureDesc desc; desc.fFlags = kRenderTarget_GrTextureFlagBit|kNoStencil_GrTextureFlagBit; desc.fWidth = bounds.width(); desc.fHeight = bounds.height(); desc.fConfig = kAlpha_8_GrPixelConfig; temp->set(this->getContext(), desc); } void GrClipMaskManager::setupCache(const GrClip& clipIn, const GrIRect& bounds) { // Since we are setting up the cache we know the last lookup was a miss // Free up the currently cached mask so it can be reused fAACache.reset(); GrTextureDesc desc; desc.fFlags = kRenderTarget_GrTextureFlagBit|kNoStencil_GrTextureFlagBit; desc.fWidth = bounds.width(); desc.fHeight = bounds.height(); desc.fConfig = kAlpha_8_GrPixelConfig; fAACache.acquireMask(clipIn, desc, bounds); } //////////////////////////////////////////////////////////////////////////////// // Shared preamble between gpu and SW-only AA clip mask creation paths. // Handles caching, determination of clip mask bound & allocation (if needed) // of the result texture // Returns true if there is no more work to be done (i.e., we got a cache hit) bool GrClipMaskManager::clipMaskPreamble(const GrClipData& clipDataIn, GrTexture** result, GrIRect* resultBounds) { GrDrawState* origDrawState = fGpu->drawState(); GrAssert(origDrawState->isClipState()); GrRenderTarget* rt = origDrawState->getRenderTarget(); GrAssert(NULL != rt); // unlike the stencil path the alpha path is not bound to the size of the // render target - determine the minimum size required for the mask GrIRect intBounds; clipDataIn.getConservativeBounds(rt, &intBounds); // need to outset a pixel since the standard bounding box computation // path doesn't leave any room for antialiasing (esp. w.r.t. rects) intBounds.outset(1, 1); // TODO: make sure we don't outset if bounds are still 0,0 @ min if (fAACache.canReuse(*clipDataIn.fClipStack, intBounds.width(), intBounds.height())) { *result = fAACache.getLastMask(); fAACache.getLastBound(resultBounds); return true; } this->setupCache(*clipDataIn.fClipStack, intBounds); *resultBounds = intBounds; return false; } //////////////////////////////////////////////////////////////////////////////// // Create a 8-bit clip mask in alpha bool GrClipMaskManager::createAlphaClipMask(const GrClipData& clipDataIn, GrTexture** result, GrIRect *resultBounds) { GrAssert(NULL != resultBounds); GrAssert(kNone_ClipMaskType == fCurrClipMaskType); if (this->clipMaskPreamble(clipDataIn, result, resultBounds)) { fCurrClipMaskType = kAlpha_ClipMaskType; return true; } GrTexture* accum = fAACache.getLastMask(); if (NULL == accum) { fAACache.reset(); return false; } GrDrawTarget::AutoStateRestore asr(fGpu, GrDrawTarget::kReset_ASRInit); GrDrawState* drawState = fGpu->drawState(); GrDrawTarget::AutoGeometryPush agp(fGpu); if (0 != resultBounds->fTop || 0 != resultBounds->fLeft) { // if we were able to trim down the size of the mask we need to // offset the paths & rects that will be used to compute it GrMatrix m; m.setTranslate(SkIntToScalar(-resultBounds->fLeft), SkIntToScalar(-resultBounds->fTop)); drawState->setViewMatrix(m); } bool clearToInside; SkRegion::Op firstOp = SkRegion::kReplace_Op; // suppress warning GrClip::Iter iter(*clipDataIn.fClipStack, GrClip::Iter::kBottom_IterStart); const GrClip::Iter::Clip* clip = process_initial_clip_elements(&iter, *resultBounds, &clearToInside, &firstOp); fGpu->clear(NULL, clearToInside ? 0xffffffff : 0x00000000, accum->asRenderTarget()); GrAutoScratchTexture temp; bool first = true; // walk through each clip element and perform its set op for ( ; NULL != clip; clip = iter.next()) { SkRegion::Op op = clip->fOp; if (first) { first = false; op = firstOp; } if (SkRegion::kReplace_Op == op) { // TODO: replace is actually a lot faster then intersection // for this path - refactor the stencil path so it can handle // replace ops and alter GrClip to allow them through // clear the accumulator and draw the new object directly into it fGpu->clear(NULL, 0x00000000, accum->asRenderTarget()); setup_boolean_blendcoeffs(drawState, op); this->drawClipShape(accum, clip, *resultBounds); } else if (SkRegion::kReverseDifference_Op == op || SkRegion::kIntersect_Op == op) { // there is no point in intersecting a screen filling rectangle. if (SkRegion::kIntersect_Op == op && NULL != clip->fRect && contains(*clip->fRect, *resultBounds)) { continue; } getTemp(*resultBounds, &temp); if (NULL == temp.texture()) { fAACache.reset(); return false; } // clear the temp target & draw into it fGpu->clear(NULL, 0x00000000, temp.texture()->asRenderTarget()); setup_boolean_blendcoeffs(drawState, SkRegion::kReplace_Op); this->drawClipShape(temp.texture(), clip, *resultBounds); // TODO: rather than adding these two translations here // compute the bounding box needed to render the texture // into temp if (0 != resultBounds->fTop || 0 != resultBounds->fLeft) { GrMatrix m; m.setTranslate(SkIntToScalar(resultBounds->fLeft), SkIntToScalar(resultBounds->fTop)); drawState->preConcatViewMatrix(m); } // Now draw into the accumulator using the real operation // and the temp buffer as a texture setup_boolean_blendcoeffs(drawState, op); this->drawTexture(accum, temp.texture()); if (0 != resultBounds->fTop || 0 != resultBounds->fLeft) { GrMatrix m; m.setTranslate(SkIntToScalar(-resultBounds->fLeft), SkIntToScalar(-resultBounds->fTop)); drawState->preConcatViewMatrix(m); } } else { // all the remaining ops can just be directly draw into // the accumulation buffer setup_boolean_blendcoeffs(drawState, op); this->drawClipShape(accum, clip, *resultBounds); } } *result = accum; fCurrClipMaskType = kAlpha_ClipMaskType; return true; } //////////////////////////////////////////////////////////////////////////////// // Create a 1-bit clip mask in the stencil buffer bool GrClipMaskManager::createStencilClipMask(const GrClipData& clipDataIn, const GrIRect& bounds) { GrAssert(kNone_ClipMaskType == fCurrClipMaskType); GrDrawState* drawState = fGpu->drawState(); GrAssert(drawState->isClipState()); GrRenderTarget* rt = drawState->getRenderTarget(); GrAssert(NULL != rt); // TODO: dynamically attach a SB when needed. GrStencilBuffer* stencilBuffer = rt->getStencilBuffer(); if (NULL == stencilBuffer) { return false; } if (stencilBuffer->mustRenderClip(clipDataIn, rt->width(), rt->height())) { stencilBuffer->setLastClip(clipDataIn, rt->width(), rt->height()); // we set the current clip to the bounds so that our recursive // draws are scissored to them. We use the copy of the complex clip // we just stashed on the SB to render from. We set it back after // we finish drawing it into the stencil. const GrClipData* oldClipData = fGpu->getClip(); GrClip newClipStack(bounds); GrClipData newClipData; newClipData.fClipStack = &newClipStack; fGpu->setClip(&newClipData); GrDrawTarget::AutoStateRestore asr(fGpu, GrDrawTarget::kReset_ASRInit); drawState = fGpu->drawState(); drawState->setRenderTarget(rt); GrDrawTarget::AutoGeometryPush agp(fGpu); #if !VISUALIZE_COMPLEX_CLIP drawState->enableState(GrDrawState::kNoColorWrites_StateBit); #endif int clipBit = stencilBuffer->bits(); SkASSERT((clipBit <= 16) && "Ganesh only handles 16b or smaller stencil buffers"); clipBit = (1 << (clipBit-1)); GrIRect rtRect = GrIRect::MakeWH(rt->width(), rt->height()); bool clearToInside; SkRegion::Op firstOp = SkRegion::kReplace_Op; // suppress warning GrClip::Iter iter(*oldClipData->fClipStack, GrClip::Iter::kBottom_IterStart); const GrClip::Iter::Clip* clip = process_initial_clip_elements(&iter, rtRect, &clearToInside, &firstOp); fGpu->clearStencilClip(bounds, clearToInside); bool first = true; // walk through each clip element and perform its set op // with the existing clip. for ( ; NULL != clip; clip = iter.next()) { GrPathFill fill; bool fillInverted; // enabled at bottom of loop drawState->disableState(GrGpu::kModifyStencilClip_StateBit); // if the target is MSAA then we want MSAA enabled when the clip is soft if (rt->isMultisampled()) { if (clip->fDoAA) { drawState->enableState(GrDrawState::kHWAntialias_StateBit); } else { drawState->disableState(GrDrawState::kHWAntialias_StateBit); } } bool canRenderDirectToStencil; // can the clip element be drawn // directly to the stencil buffer // with a non-inverted fill rule // without extra passes to // resolve in/out status. SkRegion::Op op = clip->fOp; if (first) { first = false; op = firstOp; } GrPathRenderer* pr = NULL; const SkPath* clipPath = NULL; if (NULL != clip->fRect) { canRenderDirectToStencil = true; fill = kEvenOdd_GrPathFill; fillInverted = false; // there is no point in intersecting a screen filling // rectangle. if (SkRegion::kIntersect_Op == op && contains(*clip->fRect, rtRect)) { continue; } } else if (NULL != clip->fPath) { fill = get_path_fill(*clip->fPath); fillInverted = GrIsFillInverted(fill); fill = GrNonInvertedFill(fill); clipPath = clip->fPath; pr = this->getContext()->getPathRenderer(*clipPath, fill, fGpu, false, true); if (NULL == pr) { fGpu->setClip(oldClipData); // restore to the original return false; } canRenderDirectToStencil = !pr->requiresStencilPass(*clipPath, fill, fGpu); } int passes; GrStencilSettings stencilSettings[GrStencilSettings::kMaxStencilClipPasses]; bool canDrawDirectToClip; // Given the renderer, the element, // fill rule, and set operation can // we render the element directly to // stencil bit used for clipping. canDrawDirectToClip = GrStencilSettings::GetClipPasses(op, canRenderDirectToStencil, clipBit, fillInverted, &passes, stencilSettings); // draw the element to the client stencil bits if necessary if (!canDrawDirectToClip) { GR_STATIC_CONST_SAME_STENCIL(gDrawToStencil, kIncClamp_StencilOp, kIncClamp_StencilOp, kAlways_StencilFunc, 0xffff, 0x0000, 0xffff); SET_RANDOM_COLOR if (NULL != clip->fRect) { *drawState->stencil() = gDrawToStencil; fGpu->drawSimpleRect(*clip->fRect, NULL); } else { if (canRenderDirectToStencil) { *drawState->stencil() = gDrawToStencil; pr->drawPath(*clipPath, fill, NULL, fGpu, false); } else { pr->drawPathToStencil(*clipPath, fill, fGpu); } } } // now we modify the clip bit by rendering either the clip // element directly or a bounding rect of the entire clip. drawState->enableState(GrGpu::kModifyStencilClip_StateBit); for (int p = 0; p < passes; ++p) { *drawState->stencil() = stencilSettings[p]; if (canDrawDirectToClip) { if (NULL != clip->fRect) { SET_RANDOM_COLOR fGpu->drawSimpleRect(*clip->fRect, NULL); } else { SET_RANDOM_COLOR pr->drawPath(*clipPath, fill, NULL, fGpu, false); } } else { SET_RANDOM_COLOR GrRect rect = GrRect::MakeLTRB( SkIntToScalar(bounds.fLeft), SkIntToScalar(bounds.fTop), SkIntToScalar(bounds.fRight), SkIntToScalar(bounds.fBottom)); fGpu->drawSimpleRect(rect, NULL); } } } // restore clip fGpu->setClip(oldClipData); } // set this last because recursive draws may overwrite it back to kNone. GrAssert(kNone_ClipMaskType == fCurrClipMaskType); fCurrClipMaskType = kStencil_ClipMaskType; return true; } // mapping of clip-respecting stencil funcs to normal stencil funcs // mapping depends on whether stencil-clipping is in effect. static const GrStencilFunc gSpecialToBasicStencilFunc[2][kClipStencilFuncCount] = { {// Stencil-Clipping is DISABLED, we are effectively always inside the clip // In the Clip Funcs kAlways_StencilFunc, // kAlwaysIfInClip_StencilFunc kEqual_StencilFunc, // kEqualIfInClip_StencilFunc kLess_StencilFunc, // kLessIfInClip_StencilFunc kLEqual_StencilFunc, // kLEqualIfInClip_StencilFunc // Special in the clip func that forces user's ref to be 0. kNotEqual_StencilFunc, // kNonZeroIfInClip_StencilFunc // make ref 0 and do normal nequal. }, {// Stencil-Clipping is ENABLED // In the Clip Funcs kEqual_StencilFunc, // kAlwaysIfInClip_StencilFunc // eq stencil clip bit, mask // out user bits. kEqual_StencilFunc, // kEqualIfInClip_StencilFunc // add stencil bit to mask and ref kLess_StencilFunc, // kLessIfInClip_StencilFunc kLEqual_StencilFunc, // kLEqualIfInClip_StencilFunc // for both of these we can add // the clip bit to the mask and // ref and compare as normal // Special in the clip func that forces user's ref to be 0. kLess_StencilFunc, // kNonZeroIfInClip_StencilFunc // make ref have only the clip bit set // and make comparison be less // 10..0 < 1..user_bits.. } }; namespace { // Sets the settings to clip against the stencil buffer clip while ignoring the // client bits. const GrStencilSettings& basic_apply_stencil_clip_settings() { // stencil settings to use when clip is in stencil GR_STATIC_CONST_SAME_STENCIL_STRUCT(gSettings, kKeep_StencilOp, kKeep_StencilOp, kAlwaysIfInClip_StencilFunc, 0x0000, 0x0000, 0x0000); return *GR_CONST_STENCIL_SETTINGS_PTR_FROM_STRUCT_PTR(&gSettings); } } void GrClipMaskManager::setGpuStencil() { // We make two copies of the StencilSettings here (except in the early // exit scenario. One copy from draw state to the stack var. Then another // from the stack var to the gpu. We could make this class hold a ptr to // GrGpu's fStencilSettings and eliminate the stack copy here. const GrDrawState& drawState = fGpu->getDrawState(); // use stencil for clipping if clipping is enabled and the clip // has been written into the stencil. GrClipMaskManager::StencilClipMode clipMode; if (this->isClipInStencil() && drawState.isClipState()) { clipMode = GrClipMaskManager::kRespectClip_StencilClipMode; // We can't be modifying the clip and respecting it at the same time. GrAssert(!drawState.isStateFlagEnabled( GrGpu::kModifyStencilClip_StateBit)); } else if (drawState.isStateFlagEnabled( GrGpu::kModifyStencilClip_StateBit)) { clipMode = GrClipMaskManager::kModifyClip_StencilClipMode; } else { clipMode = GrClipMaskManager::kIgnoreClip_StencilClipMode; } GrStencilSettings settings; // The GrGpu client may not be using the stencil buffer but we may need to // enable it in order to respect a stencil clip. if (drawState.getStencil().isDisabled()) { if (GrClipMaskManager::kRespectClip_StencilClipMode == clipMode) { settings = basic_apply_stencil_clip_settings(); } else { fGpu->disableStencil(); return; } } else { settings = drawState.getStencil(); } // TODO: dynamically attach a stencil buffer int stencilBits = 0; GrStencilBuffer* stencilBuffer = drawState.getRenderTarget()->getStencilBuffer(); if (NULL != stencilBuffer) { stencilBits = stencilBuffer->bits(); } GrAssert(fGpu->getCaps().fStencilWrapOpsSupport || !settings.usesWrapOp()); GrAssert(fGpu->getCaps().fTwoSidedStencilSupport || !settings.isTwoSided()); this->adjustStencilParams(&settings, clipMode, stencilBits); fGpu->setStencilSettings(settings); } void GrClipMaskManager::adjustStencilParams(GrStencilSettings* settings, StencilClipMode mode, int stencilBitCnt) { GrAssert(stencilBitCnt > 0); if (kModifyClip_StencilClipMode == mode) { // We assume that this clip manager itself is drawing to the GrGpu and // has already setup the correct values. return; } unsigned int clipBit = (1 << (stencilBitCnt - 1)); unsigned int userBits = clipBit - 1; GrStencilSettings::Face face = GrStencilSettings::kFront_Face; bool twoSided = fGpu->getCaps().fTwoSidedStencilSupport; bool finished = false; while (!finished) { GrStencilFunc func = settings->func(face); uint16_t writeMask = settings->writeMask(face); uint16_t funcMask = settings->funcMask(face); uint16_t funcRef = settings->funcRef(face); GrAssert((unsigned) func < kStencilFuncCount); writeMask &= userBits; if (func >= kBasicStencilFuncCount) { int respectClip = kRespectClip_StencilClipMode == mode; if (respectClip) { // The GrGpu class should have checked this GrAssert(this->isClipInStencil()); switch (func) { case kAlwaysIfInClip_StencilFunc: funcMask = clipBit; funcRef = clipBit; break; case kEqualIfInClip_StencilFunc: case kLessIfInClip_StencilFunc: case kLEqualIfInClip_StencilFunc: funcMask = (funcMask & userBits) | clipBit; funcRef = (funcRef & userBits) | clipBit; break; case kNonZeroIfInClip_StencilFunc: funcMask = (funcMask & userBits) | clipBit; funcRef = clipBit; break; default: GrCrash("Unknown stencil func"); } } else { funcMask &= userBits; funcRef &= userBits; } const GrStencilFunc* table = gSpecialToBasicStencilFunc[respectClip]; func = table[func - kBasicStencilFuncCount]; GrAssert(func >= 0 && func < kBasicStencilFuncCount); } else { funcMask &= userBits; funcRef &= userBits; } settings->setFunc(face, func); settings->setWriteMask(face, writeMask); settings->setFuncMask(face, funcMask); settings->setFuncRef(face, funcRef); if (GrStencilSettings::kFront_Face == face) { face = GrStencilSettings::kBack_Face; finished = !twoSided; } else { finished = true; } } if (!twoSided) { settings->copyFrontSettingsToBack(); } } //////////////////////////////////////////////////////////////////////////////// namespace { GrPathFill invert_fill(GrPathFill fill) { static const GrPathFill gInvertedFillTable[] = { kInverseWinding_GrPathFill, // kWinding_GrPathFill kInverseEvenOdd_GrPathFill, // kEvenOdd_GrPathFill kWinding_GrPathFill, // kInverseWinding_GrPathFill kEvenOdd_GrPathFill, // kInverseEvenOdd_GrPathFill kHairLine_GrPathFill, // kHairLine_GrPathFill }; GR_STATIC_ASSERT(0 == kWinding_GrPathFill); GR_STATIC_ASSERT(1 == kEvenOdd_GrPathFill); GR_STATIC_ASSERT(2 == kInverseWinding_GrPathFill); GR_STATIC_ASSERT(3 == kInverseEvenOdd_GrPathFill); GR_STATIC_ASSERT(4 == kHairLine_GrPathFill); GR_STATIC_ASSERT(5 == kGrPathFillCount); return gInvertedFillTable[fill]; } } bool GrClipMaskManager::createSoftwareClipMask(const GrClipData& clipDataIn, GrTexture** result, GrIRect* resultBounds) { GrAssert(kNone_ClipMaskType == fCurrClipMaskType); if (this->clipMaskPreamble(clipDataIn, result, resultBounds)) { return true; } GrTexture* accum = fAACache.getLastMask(); if (NULL == accum) { fAACache.reset(); return false; } GrSWMaskHelper helper(this->getContext()); helper.init(*resultBounds, NULL); bool clearToInside; SkRegion::Op firstOp = SkRegion::kReplace_Op; // suppress warning GrClip::Iter iter(*clipDataIn.fClipStack, GrClip::Iter::kBottom_IterStart); const GrClip::Iter::Clip* clip = process_initial_clip_elements(&iter, *resultBounds, &clearToInside, &firstOp); helper.clear(clearToInside ? 0xFF : 0x00); bool first = true; for ( ; NULL != clip; clip = iter.next()) { SkRegion::Op op = clip->fOp; if (first) { first = false; op = firstOp; } if (SkRegion::kIntersect_Op == op || SkRegion::kReverseDifference_Op == op) { // Intersect and reverse difference require modifying pixels // outside of the geometry that is being "drawn". In both cases // we erase all the pixels outside of the geometry but // leave the pixels inside the geometry alone. For reverse // difference we invert all the pixels before clearing the ones // outside the geometry. if (SkRegion::kReverseDifference_Op == op) { SkRect temp = SkRect::MakeLTRB( SkIntToScalar(resultBounds->left()), SkIntToScalar(resultBounds->top()), SkIntToScalar(resultBounds->right()), SkIntToScalar(resultBounds->bottom())); // invert the entire scene helper.draw(temp, SkRegion::kXOR_Op, false, 0xFF); } if (NULL != clip->fRect) { // convert the rect to a path so we can invert the fill SkPath temp; temp.addRect(*clip->fRect); helper.draw(temp, SkRegion::kReplace_Op, kInverseEvenOdd_GrPathFill, clip->fDoAA, 0x00); } else if (NULL != clip->fPath) { helper.draw(*clip->fPath, SkRegion::kReplace_Op, invert_fill(get_path_fill(*clip->fPath)), clip->fDoAA, 0x00); } continue; } // The other ops (union, xor, diff) only affect pixels inside // the geometry so they can just be drawn normally if (NULL != clip->fRect) { helper.draw(*clip->fRect, op, clip->fDoAA, 0xFF); } else if (NULL != clip->fPath) { helper.draw(*clip->fPath, op, get_path_fill(*clip->fPath), clip->fDoAA, 0xFF); } } // Because we are using the scratch texture cache, "accum" may be // larger than expected and have some cruft in the areas we aren't using. // Clear it out. // TODO: need a simpler way to clear the texture - can we combine // the clear and the writePixels (inside toTexture) GrDrawState* drawState = fGpu->drawState(); GrAssert(NULL != drawState); GrRenderTarget* temp = drawState->getRenderTarget(); fGpu->clear(NULL, 0x00000000, accum->asRenderTarget()); // can't leave the accum bound as a rendertarget drawState->setRenderTarget(temp); helper.toTexture(accum, clearToInside ? 0xFF : 0x00); *result = accum; fCurrClipMaskType = kAlpha_ClipMaskType; return true; } //////////////////////////////////////////////////////////////////////////////// void GrClipMaskManager::releaseResources() { fAACache.releaseResources(); }