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/*
* 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. We also use the GrPrimitiveProcessor to make batching decisions.
*
* There are two feedback loops between the GrFragmentProcessors, the GrXferProcessor, and the
* GrPrimitiveProcessor. These loops run on the CPU and compute any invariant components which
* might be useful for correctness / optimization decisions. The GrPrimitiveProcessor seeds these
* loops, one with initial color and one with initial coverage, in its
* onComputeInvariantColor / Coverage calls. These seed values are processed by the subsequent
* stages of the rendering pipeline and the output is then fed back into the GrPrimitiveProcessor in
* the initBatchTracker call, where the GrPrimitiveProcessor can then initialize the GrBatchTracker
* struct with the appropriate values.
*
* We are evolving this system to move towards generating geometric meshes and their associated
* vertex data after we have batched and reordered draws. This system, known as 'deferred geometry'
* will allow the GrPrimitiveProcessor much greater control over how data is transmitted to shaders.
*
* In a deferred geometry world, the GrPrimitiveProcessor can always 'batch' To do this, each
* primitive type is associated with one GrPrimitiveProcessor, who has complete control of how
* it draws. Each primitive draw will bundle all required data to perform the draw, and these
* bundles of data will be owned by an instance of the associated GrPrimitiveProcessor. Bundles
* can be updated alongside the GrBatchTracker struct itself, ultimately allowing the
* GrPrimitiveProcessor complete control of how it gets data into the fragment shader as long as
* it emits the appropriate color, or none at all, as directed.
*/
class GrGLSLCaps;
class GrGLSLPrimitiveProcessor;
struct GrInitInvariantOutput;
// Describes the state of pixel local storage with respect to the current draw.
enum GrPixelLocalStorageState {
// The draw is actively updating PLS.
kDraw_GrPixelLocalStorageState,
// The draw is a "finish" operation which is reading from PLS and writing color.
kFinish_GrPixelLocalStorageState,
// The draw does not use PLS.
kDisabled_GrPixelLocalStorageState
};
/*
* This class allows the GrPipeline to communicate information about the pipeline to a
* GrBatch which should be forwarded to the GrPrimitiveProcessor(s) created by the batch.
* These are not properly part of the pipeline because they assume the specific inputs
* that the batch provided when it created the pipeline. Identical pipelines may be
* created by different batches with different input assumptions and therefore different
* computed optimizations. It is the batch-specific optimizations that allow the pipelines
* to be equal.
*/
class GrXPOverridesForBatch {
public:
/** Does the pipeline require the GrPrimitiveProcessor's color? */
bool readsColor() const { return SkToBool(kReadsColor_Flag & fFlags); }
/** Does the pipeline require the GrPrimitiveProcessor's coverage? */
bool readsCoverage() const { return
SkToBool(kReadsCoverage_Flag & fFlags); }
/** Does the pipeline require access to (implicit or explicit) local coordinates? */
bool readsLocalCoords() const {
return SkToBool(kReadsLocalCoords_Flag & fFlags);
}
/** Does the pipeline allow the GrPrimitiveProcessor to combine color and coverage into one
color output ? */
bool canTweakAlphaForCoverage() const {
return SkToBool(kCanTweakAlphaForCoverage_Flag & fFlags);
}
/** Does the pipeline require the GrPrimitiveProcessor to specify a specific color (and if
so get the color)? */
bool getOverrideColorIfSet(GrColor* overrideColor) const {
if (SkToBool(kUseOverrideColor_Flag & fFlags)) {
SkASSERT(SkToBool(kReadsColor_Flag & fFlags));
if (overrideColor) {
*overrideColor = fOverrideColor;
}
return true;
}
return false;
}
/**
* Returns true if the pipeline's color output will be affected by the existing render target
* destination pixel values (meaning we need to be careful with overlapping draws). Note that we
* can conflate coverage and color, so the destination color may still bleed into pixels that
* have partial coverage, even if this function returns false.
*
* The above comment seems incorrect for the use case. This funciton is used to turn two
* overlapping draws into a single draw (really to stencil multiple paths and do a single
* cover). It seems that what really matters is whether the dst is read for color OR for
* coverage.
*/
bool willColorBlendWithDst() const { return SkToBool(kWillColorBlendWithDst_Flag & fFlags); }
private:
enum {
// If this is not set the primitive processor need not produce a color output
kReadsColor_Flag = 0x1,
// If this is not set the primitive processor need not produce a coverage output
kReadsCoverage_Flag = 0x2,
// If this is not set the primitive processor need not produce local coordinates
kReadsLocalCoords_Flag = 0x4,
// If this flag is set then the primitive processor may produce color*coverage as
// its color output (and not output a separate coverage).
kCanTweakAlphaForCoverage_Flag = 0x8,
// If this flag is set the GrPrimitiveProcessor must produce fOverrideColor as its
// output color. If not set fOverrideColor is to be ignored.
kUseOverrideColor_Flag = 0x10,
kWillColorBlendWithDst_Flag = 0x20,
};
uint32_t fFlags;
GrColor fOverrideColor;
friend class GrPipeline; // To initialize this
};
/*
* 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 GrProcessor {
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 = kDefault_GrSLPrecision)
: 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
// drawtarget 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
* <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 GrGLSLCaps& caps,
GrProcessorKeyBuilder* b) 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 GrGLSLCaps& caps) const = 0;
virtual bool isPathRendering() const { return false; }
/**
* No Local Coord Transformation is needed in the shader, instead transformed local coords will
* be provided via vertex attribute.
*/
virtual bool hasTransformedLocalCoords() const = 0;
virtual GrPixelLocalStorageState getPixelLocalStorageState() const {
return kDisabled_GrPixelLocalStorageState;
}
/**
* 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<kPreallocAttribCnt, Attribute> fAttribs;
size_t fVertexStride;
private:
void notifyRefCntIsZero() const final {};
virtual bool hasExplicitLocalCoords() const = 0;
typedef GrProcessor INHERITED;
};
#endif
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