/* * 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 GrDrawTargetCaps_DEFINED #define GrDrawTargetCaps_DEFINED #include "GrTypes.h" #include "GrTypesPriv.h" #include "GrShaderVar.h" #include "SkRefCnt.h" #include "SkString.h" /** * Represents the draw target capabilities. */ class GrDrawTargetCaps : public SkRefCnt { public: SK_DECLARE_INST_COUNT(GrDrawTargetCaps) /** Info about shader variable precision within a given shader stage. That is, this info is relevant to a float (or vecNf) variable declared with a GrSLPrecision in a given GrShaderType. The info here is hoisted from the OpenGL spec. */ struct PrecisionInfo { PrecisionInfo() { fLogRangeLow = 0; fLogRangeHigh = 0; fBits = 0; } /** Is this precision level allowed in the shader stage? */ bool supported() const { return 0 != fBits; } bool operator==(const PrecisionInfo& that) const { return fLogRangeLow == that.fLogRangeLow && fLogRangeHigh == that.fLogRangeHigh && fBits == that.fBits; } bool operator!=(const PrecisionInfo& that) const { return !(*this == that); } /** floor(log2(|min_value|)) */ int fLogRangeLow; /** floor(log2(|max_value|)) */ int fLogRangeHigh; /** Number of bits of precision. As defined in OpenGL (with names modified to reflect this struct) : """ If the smallest representable value greater than 1 is 1 + e, then fBits will contain floor(log2(e)), and every value in the range [2^fLogRangeLow, 2^fLogRangeHigh] can be represented to at least one part in 2^fBits. """ */ int fBits; }; GrDrawTargetCaps() { this->reset(); } GrDrawTargetCaps(const GrDrawTargetCaps& other) : INHERITED() { *this = other; } GrDrawTargetCaps& operator= (const GrDrawTargetCaps&); virtual void reset(); virtual SkString dump() const; bool npotTextureTileSupport() const { return fNPOTTextureTileSupport; } /** To avoid as-yet-unnecessary complexity we don't allow any partial support of MIP Maps (e.g. only for POT textures) */ bool mipMapSupport() const { return fMipMapSupport; } bool twoSidedStencilSupport() const { return fTwoSidedStencilSupport; } bool stencilWrapOpsSupport() const { return fStencilWrapOpsSupport; } bool shaderDerivativeSupport() const { return fShaderDerivativeSupport; } bool geometryShaderSupport() const { return fGeometryShaderSupport; } bool dualSourceBlendingSupport() const { return fDualSourceBlendingSupport; } bool pathRenderingSupport() const { return fPathRenderingSupport; } bool dstReadInShaderSupport() const { return fDstReadInShaderSupport; } bool discardRenderTargetSupport() const { return fDiscardRenderTargetSupport; } #if GR_FORCE_GPU_TRACE_DEBUGGING bool gpuTracingSupport() const { return true; } #else bool gpuTracingSupport() const { return fGpuTracingSupport; } #endif bool compressedTexSubImageSupport() const { return fCompressedTexSubImageSupport; } bool oversizedStencilSupport() const { return fOversizedStencilSupport; } bool textureBarrierSupport() const { return fTextureBarrierSupport; } bool useDrawInsteadOfClear() const { return fUseDrawInsteadOfClear; } /** * Indicates whether GPU->CPU memory mapping for GPU resources such as vertex buffers and * textures allows partial mappings or full mappings. */ enum MapFlags { kNone_MapFlags = 0x0, // config); return fConfigRenderSupport[config][withMSAA]; } bool isConfigTexturable(GrPixelConfig config) const { SkASSERT(kGrPixelConfigCnt > config); return fConfigTextureSupport[config]; } /** * Get the precision info for a variable of type kFloat_GrSLType, kVec2f_GrSLType, etc in a * given shader type. If the shader type is not supported or the precision level is not * supported in that shader type then the returned struct will report false when supported() is * called. */ const PrecisionInfo& getFloatShaderPrecisionInfo(GrShaderType shaderType, GrSLPrecision precision) const { return fFloatPrecisions[shaderType][precision]; }; /** * Is there any difference between the float shader variable precision types? If this is true * then unless the shader type is not supported, any call to getFloatShaderPrecisionInfo() would * report the same info for all precisions in all shader types. */ bool floatPrecisionVaries() const { return fShaderPrecisionVaries; } protected: bool fNPOTTextureTileSupport : 1; bool fMipMapSupport : 1; bool fTwoSidedStencilSupport : 1; bool fStencilWrapOpsSupport : 1; bool fShaderDerivativeSupport : 1; bool fGeometryShaderSupport : 1; bool fDualSourceBlendingSupport : 1; bool fPathRenderingSupport : 1; bool fDstReadInShaderSupport : 1; bool fDiscardRenderTargetSupport : 1; bool fReuseScratchTextures : 1; bool fGpuTracingSupport : 1; bool fCompressedTexSubImageSupport : 1; bool fOversizedStencilSupport : 1; bool fTextureBarrierSupport : 1; // Driver workaround bool fUseDrawInsteadOfClear : 1; uint32_t fMapBufferFlags; int fMaxRenderTargetSize; int fMaxTextureSize; int fMaxSampleCount; // The first entry for each config is without msaa and the second is with. bool fConfigRenderSupport[kGrPixelConfigCnt][2]; bool fConfigTextureSupport[kGrPixelConfigCnt]; bool fShaderPrecisionVaries; PrecisionInfo fFloatPrecisions[kGrShaderTypeCount][kGrSLPrecisionCount]; private: typedef SkRefCnt INHERITED; }; #endif