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
|
/*
* 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 GrProgramElement {
public:
struct Attribute {
enum class InputRate : bool {
kPerVertex,
kPerInstance
};
const char* fName;
GrVertexAttribType fType;
int fOffsetInRecord;
InputRate fInputRate;
};
GrPrimitiveProcessor(ClassID classID)
: GrResourceIOProcessor(classID) {}
int numAttribs() const { return fAttribs.count(); }
const Attribute& getAttrib(int index) const { return fAttribs[index]; }
bool hasVertexAttribs() const { return SkToBool(fVertexStride); }
bool hasInstanceAttribs() const { return SkToBool(fInstanceStride); }
/**
* These return the strides of the vertex and instance buffers. Attributes are expected to be
* laid out interleaved in their corresponding buffer (vertex or instance). fOffsetInRecord
* indicates an attribute's location in bytes relative to the first attribute. (These are padded
* to the nearest 4 bytes for performance reasons.)
*
* A common practice is to populate the buffer's memory using an implicit array of structs. In
* this case, it is best to assert:
*
* stride == sizeof(struct) and
* offsetof(struct, field[i]) == attrib[i].fOffsetInRecord
*
* NOTE: for instanced draws the vertex buffer has a single record that each instance reuses.
*/
int getVertexStride() const { return fVertexStride; }
int getInstanceStride() const { return fInstanceStride; }
// 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;
/**
* Computes a transformKey from an array of coord transforms. Will only look at the first
* <numCoords> transforms in the array.
*
* TODO: A better name for this function would be "compute" instead of "get".
*/
uint32_t getTransformKey(const SkTArray<const GrCoordTransform*, true>& 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;
}
protected:
/**
* Subclasses call these from their constructor to register vertex and instance attributes.
*/
const Attribute& addVertexAttrib(const char* name, GrVertexAttribType type) {
fAttribs.push_back() = {name, type, fVertexStride, Attribute::InputRate::kPerVertex};
fVertexStride += static_cast<int>(SkAlign4(GrVertexAttribTypeSize(type)));
return fAttribs.back();
}
const Attribute& addInstanceAttrib(const char* name, GrVertexAttribType type) {
fAttribs.push_back() = {name, type, fInstanceStride, Attribute::InputRate::kPerInstance};
fInstanceStride += static_cast<int>(SkAlign4(GrVertexAttribTypeSize(type)));
return fAttribs.back();
}
private:
void addPendingIOs() const override { GrResourceIOProcessor::addPendingIOs(); }
void removeRefs() const override { GrResourceIOProcessor::removeRefs(); }
void pendingIOComplete() const override { GrResourceIOProcessor::pendingIOComplete(); }
void notifyRefCntIsZero() const final {}
virtual bool hasExplicitLocalCoords() const = 0;
SkSTArray<8, Attribute> fAttribs;
int fVertexStride = 0;
int fInstanceStride = 0;
typedef GrProcessor INHERITED;
};
#endif
|