1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
|
/*
* 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 GrAARectRenderer_DEFINED
#define GrAARectRenderer_DEFINED
#include "SkMatrix.h"
#include "SkRect.h"
#include "SkRefCnt.h"
class GrGpu;
class GrDrawTarget;
class GrIndexBuffer;
/*
* This class wraps helper functions that draw AA rects (filled & stroked)
*/
class GrAARectRenderer : public SkRefCnt {
public:
SK_DECLARE_INST_COUNT(GrAARectRenderer)
GrAARectRenderer()
: fAAFillRectIndexBuffer(NULL)
, fAAStrokeRectIndexBuffer(NULL) {
}
void reset();
~GrAARectRenderer() {
this->reset();
}
// TODO: potentialy fuse the fill & stroke methods and differentiate
// between them by passing in strokeWidth (<0 means fill).
void fillAARect(GrGpu* gpu,
GrDrawTarget* target,
const SkRect& rect,
const SkMatrix& combinedMatrix,
const SkRect& devRect,
bool useVertexCoverage) {
#ifdef SHADER_AA_FILL_RECT
if (combinedMatrix.rectStaysRect()) {
this->shaderFillAlignedAARect(gpu, target,
rect, combinedMatrix);
} else {
this->shaderFillAARect(gpu, target,
rect, combinedMatrix);
}
#else
this->geometryFillAARect(gpu, target,
rect, combinedMatrix,
devRect, useVertexCoverage);
#endif
}
void strokeAARect(GrGpu* gpu,
GrDrawTarget* target,
const SkRect& rect,
const SkMatrix& combinedMatrix,
const SkRect& devRect,
SkScalar width,
bool useVertexCoverage);
// First rect is outer; second rect is inner
void fillAANestedRects(GrGpu* gpu,
GrDrawTarget* target,
const SkRect rects[2],
const SkMatrix& combinedMatrix,
bool useVertexCoverage);
private:
GrIndexBuffer* fAAFillRectIndexBuffer;
GrIndexBuffer* fAAStrokeRectIndexBuffer;
GrIndexBuffer* aaFillRectIndexBuffer(GrGpu* gpu);
static int aaStrokeRectIndexCount();
GrIndexBuffer* aaStrokeRectIndexBuffer(GrGpu* gpu);
// TODO: Remove the useVertexCoverage boolean. Just use it all the time
// since we now have a coverage vertex attribute
void geometryFillAARect(GrGpu* gpu,
GrDrawTarget* target,
const SkRect& rect,
const SkMatrix& combinedMatrix,
const SkRect& devRect,
bool useVertexCoverage);
void shaderFillAARect(GrGpu* gpu,
GrDrawTarget* target,
const SkRect& rect,
const SkMatrix& combinedMatrix);
void shaderFillAlignedAARect(GrGpu* gpu,
GrDrawTarget* target,
const SkRect& rect,
const SkMatrix& combinedMatrix);
void geometryStrokeAARect(GrGpu* gpu,
GrDrawTarget* target,
const SkRect& devOutside,
const SkRect& devInside,
bool useVertexCoverage);
typedef SkRefCnt INHERITED;
};
#endif // GrAARectRenderer_DEFINED
|