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/*
* Copyright 2011 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "GrPathRendererChain.h"
#include "GrCaps.h"
#include "GrShaderCaps.h"
#include "gl/GrGLCaps.h"
#include "GrContext.h"
#include "GrContextPriv.h"
#include "GrGpu.h"
#include "ccpr/GrCoverageCountingPathRenderer.h"
#include "ops/GrAAConvexPathRenderer.h"
#include "ops/GrAAHairLinePathRenderer.h"
#include "ops/GrAALinearizingConvexPathRenderer.h"
#include "ops/GrSmallPathRenderer.h"
#include "ops/GrDashLinePathRenderer.h"
#include "ops/GrDefaultPathRenderer.h"
#include "ops/GrMSAAPathRenderer.h"
#include "ops/GrStencilAndCoverPathRenderer.h"
#include "ops/GrTessellatingPathRenderer.h"
GrPathRendererChain::GrPathRendererChain(GrContext* context, const Options& options) {
const GrCaps& caps = *context->caps();
if (options.fGpuPathRenderers & GpuPathRenderers::kDashLine) {
fChain.push_back(sk_make_sp<GrDashLinePathRenderer>());
}
if (options.fGpuPathRenderers & GpuPathRenderers::kStencilAndCover) {
sk_sp<GrPathRenderer> pr(
GrStencilAndCoverPathRenderer::Create(context->resourceProvider(), caps));
if (pr) {
fChain.push_back(std::move(pr));
}
}
#ifndef SK_BUILD_FOR_ANDROID_FRAMEWORK
if (options.fGpuPathRenderers & GpuPathRenderers::kMSAA) {
if (caps.sampleShadingSupport()) {
fChain.push_back(sk_make_sp<GrMSAAPathRenderer>());
}
}
#endif
// AA hairline path renderer is very specialized - no other renderer can do this job well
fChain.push_back(sk_make_sp<GrAAHairLinePathRenderer>());
if (options.fGpuPathRenderers & GpuPathRenderers::kAAConvex) {
fChain.push_back(sk_make_sp<GrAAConvexPathRenderer>());
}
if (options.fGpuPathRenderers & GpuPathRenderers::kAALinearizing) {
fChain.push_back(sk_make_sp<GrAALinearizingConvexPathRenderer>());
}
if (options.fGpuPathRenderers & GpuPathRenderers::kSmall) {
fChain.push_back(sk_make_sp<GrSmallPathRenderer>());
}
if (options.fGpuPathRenderers & GpuPathRenderers::kCoverageCounting) {
if (auto ccpr = GrCoverageCountingPathRenderer::CreateIfSupported(*context->caps())) {
context->contextPriv().addOnFlushCallbackObject(ccpr.get());
fChain.push_back(std::move(ccpr));
}
}
if (options.fGpuPathRenderers & GpuPathRenderers::kTessellating) {
fChain.push_back(sk_make_sp<GrTessellatingPathRenderer>());
}
// We always include the default path renderer (as well as SW), so we can draw any path
fChain.push_back(sk_make_sp<GrDefaultPathRenderer>());
}
GrPathRenderer* GrPathRendererChain::getPathRenderer(
const GrPathRenderer::CanDrawPathArgs& args,
DrawType drawType,
GrPathRenderer::StencilSupport* stencilSupport) {
GR_STATIC_ASSERT(GrPathRenderer::kNoSupport_StencilSupport <
GrPathRenderer::kStencilOnly_StencilSupport);
GR_STATIC_ASSERT(GrPathRenderer::kStencilOnly_StencilSupport <
GrPathRenderer::kNoRestriction_StencilSupport);
GrPathRenderer::StencilSupport minStencilSupport;
if (DrawType::kStencil == drawType) {
minStencilSupport = GrPathRenderer::kStencilOnly_StencilSupport;
} else if (DrawType::kStencilAndColor == drawType) {
minStencilSupport = GrPathRenderer::kNoRestriction_StencilSupport;
} else {
minStencilSupport = GrPathRenderer::kNoSupport_StencilSupport;
}
if (minStencilSupport != GrPathRenderer::kNoSupport_StencilSupport) {
// We don't support (and shouldn't need) stenciling of non-fill paths.
if (!args.fShape->style().isSimpleFill()) {
return nullptr;
}
}
GrPathRenderer* bestPathRenderer = nullptr;
for (const sk_sp<GrPathRenderer>& pr : fChain) {
GrPathRenderer::StencilSupport support = GrPathRenderer::kNoSupport_StencilSupport;
if (GrPathRenderer::kNoSupport_StencilSupport != minStencilSupport) {
support = pr->getStencilSupport(*args.fShape);
if (support < minStencilSupport) {
continue;
}
}
GrPathRenderer::CanDrawPath canDrawPath = pr->canDrawPath(args);
if (GrPathRenderer::CanDrawPath::kNo == canDrawPath) {
continue;
}
if (GrPathRenderer::CanDrawPath::kAsBackup == canDrawPath && bestPathRenderer) {
continue;
}
if (stencilSupport) {
*stencilSupport = support;
}
bestPathRenderer = pr.get();
if (GrPathRenderer::CanDrawPath::kYes == canDrawPath) {
break;
}
}
return bestPathRenderer;
}
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