/* * Copyright 2013 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef GrPrimitiveProcessor_DEFINED #define GrPrimitiveProcessor_DEFINED #include "GrColor.h" #include "GrProcessor.h" #include "GrShaderVar.h" /* * The GrPrimitiveProcessor represents some kind of geometric primitive. This includes the shape * of the primitive and the inherent color of the primitive. The GrPrimitiveProcessor is * responsible for providing a color and coverage input into the Ganesh rendering pipeline. Through * optimization, Ganesh may decide a different color, no color, and / or no coverage are required * from the GrPrimitiveProcessor, so the GrPrimitiveProcessor must be able to support this * functionality. * * There are two feedback loops between the GrFragmentProcessors, the GrXferProcessor, and the * GrPrimitiveProcessor. These loops run on the CPU and to determine known properties of the final * color and coverage inputs to the GrXferProcessor in order to perform optimizations that preserve * correctness. The GrDrawOp seeds these loops with initial color and coverage, in its * getProcessorAnalysisInputs implementation. These seed values are processed by the * subsequent * stages of the rendering pipeline and the output is then fed back into the GrDrawOp in * the applyPipelineOptimizations call, where the op can use the information to inform decisions * about GrPrimitiveProcessor creation. */ class GrGLSLPrimitiveProcessor; /* * GrPrimitiveProcessor defines an interface which all subclasses must implement. All * GrPrimitiveProcessors must proivide seed color and coverage for the Ganesh color / coverage * pipelines, and they must provide some notion of equality */ class GrPrimitiveProcessor : public GrResourceIOProcessor { public: // Only the GrGeometryProcessor subclass actually has a geo shader or vertex attributes, but // we put these calls on the base class to prevent having to cast virtual bool willUseGeoShader() const = 0; struct Attribute { Attribute() : fName(nullptr) , fType(kFloat_GrVertexAttribType) , fOffset(0) {} Attribute(const char* name, GrVertexAttribType type, GrSLPrecision precision) : fName(name) , fType(type) , fOffset(SkAlign4(GrVertexAttribTypeSize(type))) , fPrecision(precision) {} const char* fName; GrVertexAttribType fType; size_t fOffset; GrSLPrecision fPrecision; }; int numAttribs() const { return fAttribs.count(); } const Attribute& getAttrib(int index) const { return fAttribs[index]; } // Returns the vertex stride of the GP. A common use case is to request geometry from a // GrOpList based off of the stride, and to populate this memory using an implicit array of // structs. In this case, it is best to assert the vertexstride == sizeof(VertexStruct). size_t getVertexStride() const { return fVertexStride; } /** * Computes a transformKey from an array of coord transforms. Will only look at the first * transforms in the array. * * TODO: A better name for this function would be "compute" instead of "get". */ uint32_t getTransformKey(const SkTArray& coords, int numCoords) const; /** * Sets a unique key on the GrProcessorKeyBuilder that is directly associated with this geometry * processor's GL backend implementation. * * TODO: A better name for this function would be "compute" instead of "get". */ virtual void getGLSLProcessorKey(const GrShaderCaps&, GrProcessorKeyBuilder*) const = 0; /** Returns a new instance of the appropriate *GL* implementation class for the given GrProcessor; caller is responsible for deleting the object. */ virtual GrGLSLPrimitiveProcessor* createGLSLInstance(const GrShaderCaps&) const = 0; virtual bool isPathRendering() const { return false; } /** * If non-null, overrides the dest color returned by GrGLSLFragmentShaderBuilder::dstColor(). */ virtual const char* getDestColorOverride() const { return nullptr; } virtual float getSampleShading() const { return 0.0; } /* Sub-class should override and return true if this primitive processor implements the distance * vector field, a field of vectors to the nearest point in the edge of the shape. */ virtual bool implementsDistanceVector() const { return false; } protected: GrPrimitiveProcessor() : fVertexStride(0) {} enum { kPreallocAttribCnt = 8 }; SkSTArray fAttribs; size_t fVertexStride; private: void notifyRefCntIsZero() const final {} virtual bool hasExplicitLocalCoords() const = 0; typedef GrProcessor INHERITED; }; #endif