/* * Copyright 2012 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef GrProcessor_DEFINED #define GrProcessor_DEFINED #include "GrColor.h" #include "GrProcessorUnitTest.h" #include "GrProgramElement.h" #include "GrTextureAccess.h" #include "SkMath.h" class GrContext; class GrCoordTransform; class GrInvariantOutput; /** * Used by processors to build their keys. It incorporates each per-processor key into a larger * shader key. */ class GrProcessorKeyBuilder { public: GrProcessorKeyBuilder(SkTArray* data) : fData(data), fCount(0) { SkASSERT(0 == fData->count() % sizeof(uint32_t)); } void add32(uint32_t v) { ++fCount; fData->push_back_n(4, reinterpret_cast(&v)); } /** Inserts count uint32_ts into the key. The returned pointer is only valid until the next add*() call. */ uint32_t* SK_WARN_UNUSED_RESULT add32n(int count) { SkASSERT(count > 0); fCount += count; return reinterpret_cast(fData->push_back_n(4 * count)); } size_t size() const { return sizeof(uint32_t) * fCount; } private: SkTArray* fData; // unowned ptr to the larger key. int fCount; // number of uint32_ts added to fData by the processor. }; /** Provides custom shader code to the Ganesh shading pipeline. GrProcessor objects *must* be immutable: after being constructed, their fields may not change. Dynamically allocated GrProcessors are managed by a per-thread memory pool. The ref count of an processor must reach 0 before the thread terminates and the pool is destroyed. To create a static processor use the helper macro GR_CREATE_STATIC_PROCESSOR declared below. */ class GrProcessor : public GrProgramElement { public: SK_DECLARE_INST_COUNT(GrProcessor) virtual ~GrProcessor(); /** * This function is used to perform optimizations. When called the invarientOuput param * indicate whether the input components to this processor in the FS will have known values. * In inout the validFlags member is a bitfield of GrColorComponentFlags. The isSingleComponent * member indicates whether the input will be 1 or 4 bytes. The function updates the members of * inout to indicate known values of its output. A component of the color member only has * meaning if the corresponding bit in validFlags is set. */ void computeInvariantOutput(GrInvariantOutput* inout) const; /** Human-meaningful string to identify this prcoessor; may be embedded in generated shader code. */ virtual const char* name() const = 0; int numTextures() const { return fTextureAccesses.count(); } /** Returns the access pattern for the texture at index. index must be valid according to numTextures(). */ const GrTextureAccess& textureAccess(int index) const { return *fTextureAccesses[index]; } /** Shortcut for textureAccess(index).texture(); */ GrTexture* texture(int index) const { return this->textureAccess(index).getTexture(); } /** Will this processor read the fragment position? */ bool willReadFragmentPosition() const { return fWillReadFragmentPosition; } void* operator new(size_t size); void operator delete(void* target); void* operator new(size_t size, void* placement) { return ::operator new(size, placement); } void operator delete(void* target, void* placement) { ::operator delete(target, placement); } /** * Helper for down-casting to a GrProcessor subclass */ template const T& cast() const { return *static_cast(this); } uint32_t classID() const { SkASSERT(kIllegalProcessorClassID != fClassID); return fClassID; } protected: GrProcessor() : fClassID(kIllegalProcessorClassID), fWillReadFragmentPosition(false) {} /** * Subclasses call this from their constructor to register GrTextureAccesses. The processor * subclass manages the lifetime of the accesses (this function only stores a pointer). The * GrTextureAccess is typically a member field of the GrProcessor subclass. This must only be * called from the constructor because GrProcessors are immutable. */ void addTextureAccess(const GrTextureAccess* textureAccess); bool hasSameTextureAccesses(const GrProcessor&) const; /** * If the prcoessor will generate a backend-specific processor that will read the fragment * position in the FS then it must call this method from its constructor. Otherwise, the * request to access the fragment position will be denied. */ void setWillReadFragmentPosition() { fWillReadFragmentPosition = true; } template void initClassID() { static uint32_t kClassID = GenClassID(); fClassID = kClassID; } uint32_t fClassID; private: /** * Subclass implements this to support getConstantColorComponents(...). */ virtual void onComputeInvariantOutput(GrInvariantOutput* inout) const = 0; static uint32_t GenClassID() { // fCurrProcessorClassID has been initialized to kIllegalProcessorClassID. The // atomic inc returns the old value not the incremented value. So we add // 1 to the returned value. uint32_t id = static_cast(sk_atomic_inc(&gCurrProcessorClassID)) + 1; if (!id) { SkFAIL("This should never wrap as it should only be called once for each GrProcessor " "subclass."); } return id; } enum { kIllegalProcessorClassID = 0, }; static int32_t gCurrProcessorClassID; SkSTArray<4, const GrTextureAccess*, true> fTextureAccesses; bool fWillReadFragmentPosition; typedef GrProgramElement INHERITED; }; /** * This creates a processor outside of the memory pool. The processor's destructor will be called * at global destruction time. NAME will be the name of the created instance. */ #define GR_CREATE_STATIC_PROCESSOR(NAME, PROC_CLASS, ARGS) \ static SkAlignedSStorage g_##NAME##_Storage; \ static PROC_CLASS* NAME SkNEW_PLACEMENT_ARGS(g_##NAME##_Storage.get(), PROC_CLASS, ARGS); \ static SkAutoTDestroy NAME##_ad(NAME); #endif