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
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
|
/*
* Copyright 2011 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef GrInOrderDrawBuffer_DEFINED
#define GrInOrderDrawBuffer_DEFINED
#include "GrDrawTarget.h"
#include "GrAllocPool.h"
#include "GrAllocator.h"
#include "GrPath.h"
#include "SkClipStack.h"
#include "SkTemplates.h"
class GrGpu;
class GrIndexBufferAllocPool;
class GrVertexBufferAllocPool;
/**
* GrInOrderDrawBuffer is an implementation of GrDrawTarget that queues up
* draws for eventual playback into a GrGpu. In theory one draw buffer could
* playback into another. When index or vertex buffers are used as geometry
* sources it is the callers the draw buffer only holds references to the
* buffers. It is the callers responsibility to ensure that the data is still
* valid when the draw buffer is played back into a GrGpu. Similarly, it is the
* caller's responsibility to ensure that all referenced textures, buffers,
* and rendertargets are associated in the GrGpu object that the buffer is
* played back into. The buffer requires VB and IB pools to store geometry.
*/
class GrInOrderDrawBuffer : public GrDrawTarget {
public:
/**
* Creates a GrInOrderDrawBuffer
*
* @param gpu the gpu object where this will be played back
* (possible indirectly). GrResources used with the draw
* buffer are created by this gpu object.
* @param vertexPool pool where vertices for queued draws will be saved when
* the vertex source is either reserved or array.
* @param indexPool pool where indices for queued draws will be saved when
* the index source is either reserved or array.
*/
GrInOrderDrawBuffer(const GrGpu* gpu,
GrVertexBufferAllocPool* vertexPool,
GrIndexBufferAllocPool* indexPool);
virtual ~GrInOrderDrawBuffer();
/**
* Provides the buffer with an index buffer that can be used for quad rendering.
* The buffer may be able to batch consecutive drawRects if this is provided.
* @param indexBuffer index buffer with quad indices.
*/
void setQuadIndexBuffer(const GrIndexBuffer* indexBuffer);
/**
* Empties the draw buffer of any queued up draws. This must not be called
* while inside an unbalanced pushGeometrySource().
*/
void reset();
/**
* plays the queued up draws to another target. Does not empty this buffer
* so that it can be played back multiple times. This buffer must not have
* an active reserved vertex or index source. Any reserved geometry on
* the target will be finalized because it's geometry source will be pushed
* before playback and popped afterwards.
*
* @return false if the playback trivially drew nothing because nothing was
* recorded.
*
* @param target the target to receive the playback
*/
bool playback(GrDrawTarget* target);
/**
* A convenience method to do a playback followed by a reset. All the
* constraints and side-effects or playback() and reset apply().
*/
void flushTo(GrDrawTarget* target) {
if (fFlushing) {
// When creating SW-only clip masks, the GrClipMaskManager can
// cause a GrContext::flush (when copying the mask results back
// to the GPU). Without a guard this results in a recursive call
// to this method.
return;
}
fFlushing = true;
if (this->playback(target)) {
this->reset();
}
fFlushing = false;
}
/**
* This function allows the draw buffer to automatically flush itself to
* another target. This means the buffer may internally call
* this->flushTo(target) when it is safe to do so.
*
* When the auto flush target is set to NULL (as it initially is) the draw
* buffer will never automatically flush itself.
*/
void setAutoFlushTarget(GrDrawTarget* target);
// overrides from GrDrawTarget
virtual void drawRect(const GrRect& rect,
const SkMatrix* matrix = NULL,
const GrRect* srcRects[] = NULL,
const SkMatrix* srcMatrices[] = NULL) SK_OVERRIDE;
virtual void drawIndexedInstances(GrPrimitiveType type,
int instanceCount,
int verticesPerInstance,
int indicesPerInstance)
SK_OVERRIDE;
virtual bool geometryHints(GrVertexLayout vertexLayout,
int* vertexCount,
int* indexCount) const SK_OVERRIDE;
virtual void clear(const GrIRect* rect,
GrColor color,
GrRenderTarget* renderTarget = NULL) SK_OVERRIDE;
protected:
virtual void willReserveVertexAndIndexSpace(GrVertexLayout vertexLayout,
int vertexCount,
int indexCount) SK_OVERRIDE;
private:
enum Cmd {
kDraw_Cmd = 1,
kStencilPath_Cmd = 2,
kSetState_Cmd = 3,
kSetClip_Cmd = 4,
kClear_Cmd = 5,
};
struct Draw {
GrPrimitiveType fPrimitiveType;
int fStartVertex;
int fStartIndex;
int fVertexCount;
int fIndexCount;
GrVertexLayout fVertexLayout;
const GrVertexBuffer* fVertexBuffer;
const GrIndexBuffer* fIndexBuffer;
};
struct StencilPath {
SkAutoTUnref<const GrPath> fPath;
GrPathFill fFill;
};
struct Clear {
Clear() : fRenderTarget(NULL) {}
~Clear() { GrSafeUnref(fRenderTarget); }
GrIRect fRect;
GrColor fColor;
GrRenderTarget* fRenderTarget;
};
// overrides from GrDrawTarget
virtual void onDrawIndexed(GrPrimitiveType primitiveType,
int startVertex,
int startIndex,
int vertexCount,
int indexCount) SK_OVERRIDE;
virtual void onDrawNonIndexed(GrPrimitiveType primitiveType,
int startVertex,
int vertexCount) SK_OVERRIDE;
virtual void onStencilPath(const GrPath*, GrPathFill) SK_OVERRIDE;
virtual bool onReserveVertexSpace(GrVertexLayout layout,
int vertexCount,
void** vertices) SK_OVERRIDE;
virtual bool onReserveIndexSpace(int indexCount,
void** indices) SK_OVERRIDE;
virtual void releaseReservedVertexSpace() SK_OVERRIDE;
virtual void releaseReservedIndexSpace() SK_OVERRIDE;
virtual void onSetVertexSourceToArray(const void* vertexArray,
int vertexCount) SK_OVERRIDE;
virtual void onSetIndexSourceToArray(const void* indexArray,
int indexCount) SK_OVERRIDE;
virtual void releaseVertexArray() SK_OVERRIDE;
virtual void releaseIndexArray() SK_OVERRIDE;
virtual void geometrySourceWillPush() SK_OVERRIDE;
virtual void geometrySourceWillPop(
const GeometrySrcState& restoredState) SK_OVERRIDE;
virtual void clipWillBeSet(const GrClipData* newClip) SK_OVERRIDE;
// we lazily record state and clip changes in order to skip clips and states
// that have no effect.
bool needsNewState() const;
bool needsNewClip() const;
// these functions record a command
void recordState();
void recordDefaultState();
void recordClip();
void recordDefaultClip();
Draw* recordDraw();
StencilPath* recordStencilPath();
Clear* recordClear();
// call this to invalidate the tracking data that is used to concatenate
// multiple draws into a single draw.
void resetDrawTracking();
enum {
kCmdPreallocCnt = 32,
kDrawPreallocCnt = 8,
kStencilPathPreallocCnt = 8,
kStatePreallocCnt = 8,
kClipPreallocCnt = 8,
kClearPreallocCnt = 4,
kGeoPoolStatePreAllocCnt = 4,
};
SkSTArray<kCmdPreallocCnt, uint8_t, true> fCmds;
GrSTAllocator<kDrawPreallocCnt, Draw> fDraws;
GrSTAllocator<kStatePreallocCnt, StencilPath> fStencilPaths;
GrSTAllocator<kStatePreallocCnt, GrDrawState> fStates;
GrSTAllocator<kClearPreallocCnt, Clear> fClears;
GrSTAllocator<kClipPreallocCnt, SkClipStack> fClips;
GrSTAllocator<kClipPreallocCnt, SkIPoint> fClipOrigins;
GrDrawTarget* fAutoFlushTarget;
bool fClipSet;
GrVertexBufferAllocPool& fVertexPool;
GrIndexBufferAllocPool& fIndexPool;
// these are used to attempt to concatenate drawRect calls
GrVertexLayout fLastRectVertexLayout;
const GrIndexBuffer* fQuadIndexBuffer;
int fMaxQuads;
int fCurrQuad;
// bookkeeping to attempt to concantenate drawIndexedInstances calls
struct {
int fVerticesPerInstance;
int fIndicesPerInstance;
void reset() {
fVerticesPerInstance = 0;
fIndicesPerInstance = 0;
}
} fInstancedDrawTracker;
struct GeometryPoolState {
const GrVertexBuffer* fPoolVertexBuffer;
int fPoolStartVertex;
const GrIndexBuffer* fPoolIndexBuffer;
int fPoolStartIndex;
// caller may conservatively over reserve vertices / indices.
// we release unused space back to allocator if possible
// can only do this if there isn't an intervening pushGeometrySource()
size_t fUsedPoolVertexBytes;
size_t fUsedPoolIndexBytes;
};
SkSTArray<kGeoPoolStatePreAllocCnt, GeometryPoolState> fGeoPoolStateStack;
bool fFlushing;
typedef GrDrawTarget INHERITED;
};
#endif
|