skia2/include/core/SkVertices.h
Ruiqi Mao 9a6e42ff18 added caching of SkVertices
SkVertices can now be "volatile", meaning they should not be cached.
SkVertices is volatile by default if the argument is not given.

Pulled from reverted CL: https://skia-review.googlesource.com/c/skia/+/138596

Docs-Preview: https://skia.org/?cl=139545
Bug: skia:
Change-Id: I92cf832efe1c0aaa8f432eedde2678582dd2454e
Reviewed-on: https://skia-review.googlesource.com/139545
Reviewed-by: Brian Osman <brianosman@google.com>
Reviewed-by: Robert Phillips <robertphillips@google.com>
Commit-Queue: Ruiqi Mao <ruiqimao@google.com>
2018-07-09 20:31:28 +00:00

219 lines
8.2 KiB
C++

/*
* Copyright 2017 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef SkVertices_DEFINED
#define SkVertices_DEFINED
#include "SkColor.h"
#include "SkData.h"
#include "SkPoint.h"
#include "SkRect.h"
#include "SkRefCnt.h"
/**
* An immutable set of vertex data that can be used with SkCanvas::drawVertices.
*/
class SK_API SkVertices : public SkNVRefCnt<SkVertices> {
public:
// BoneIndices indicates which (of a maximum of 4 bones) a given vertex will interpolate
// between. To indicate that a slot is not used, the convention is to assign the bone index
// to 0.
struct BoneIndices {
uint32_t indices[4];
};
// BoneWeights stores the interpolation weight for each of the (maximum of 4) bones a given
// vertex interpolates between. To indicate that a slot is not used, the weight for that
// slot should be 0.
struct BoneWeights {
float weights[4];
};
enum VertexMode {
kTriangles_VertexMode,
kTriangleStrip_VertexMode,
kTriangleFan_VertexMode,
kLast_VertexMode = kTriangleFan_VertexMode,
};
/**
* Create a vertices by copying the specified arrays. texs, colors, boneIndices, and
* boneWeights may be nullptr, and indices is ignored if indexCount == 0.
*
* boneIndices and boneWeights must either both be nullptr or both point to valid data.
* If specified, they must both contain 'vertexCount' entries.
*/
static sk_sp<SkVertices> MakeCopy(VertexMode mode, int vertexCount,
const SkPoint positions[],
const SkPoint texs[],
const SkColor colors[],
const BoneIndices boneIndices[],
const BoneWeights boneWeights[],
int indexCount,
const uint16_t indices[],
bool isVolatile = true);
static sk_sp<SkVertices> MakeCopy(VertexMode mode, int vertexCount,
const SkPoint positions[],
const SkPoint texs[],
const SkColor colors[],
const BoneIndices boneIndices[],
const BoneWeights boneWeights[],
bool isVolatile = true) {
return MakeCopy(mode,
vertexCount,
positions,
texs,
colors,
boneIndices,
boneWeights,
0,
nullptr,
isVolatile);
}
static sk_sp<SkVertices> MakeCopy(VertexMode mode, int vertexCount,
const SkPoint positions[],
const SkPoint texs[],
const SkColor colors[],
int indexCount,
const uint16_t indices[],
bool isVolatile = true) {
return MakeCopy(mode,
vertexCount,
positions,
texs,
colors,
nullptr,
nullptr,
indexCount,
indices,
isVolatile);
}
static sk_sp<SkVertices> MakeCopy(VertexMode mode, int vertexCount,
const SkPoint positions[],
const SkPoint texs[],
const SkColor colors[],
bool isVolatile = true) {
return MakeCopy(mode, vertexCount, positions, texs, colors, nullptr, nullptr, isVolatile);
}
struct Sizes;
enum BuilderFlags {
kHasTexCoords_BuilderFlag = 1 << 0,
kHasColors_BuilderFlag = 1 << 1,
kHasBones_BuilderFlag = 1 << 2,
kIsNonVolatile_BuilderFlag = 1 << 3,
};
class Builder {
public:
Builder(VertexMode mode, int vertexCount, int indexCount, uint32_t flags);
bool isValid() const { return fVertices != nullptr; }
// if the builder is invalid, these will return 0
int vertexCount() const;
int indexCount() const;
bool isVolatile() const;
SkPoint* positions();
SkPoint* texCoords(); // returns null if there are no texCoords
SkColor* colors(); // returns null if there are no colors
BoneIndices* boneIndices(); // returns null if there are no bone indices
BoneWeights* boneWeights(); // returns null if there are no bone weights
uint16_t* indices(); // returns null if there are no indices
// Detach the built vertices object. After the first call, this will always return null.
sk_sp<SkVertices> detach();
private:
Builder(VertexMode mode, int vertexCount, int indexCount, bool isVolatile, const Sizes&);
void init(VertexMode mode, int vertexCount, int indexCount, bool isVolatile, const Sizes&);
// holds a partially complete object. only completed in detach()
sk_sp<SkVertices> fVertices;
// Extra storage for intermediate vertices in the case where the client specifies indexed
// triangle fans. These get converted to indexed triangles when the Builder is finalized.
std::unique_ptr<uint8_t[]> fIntermediateFanIndices;
friend class SkVertices;
};
uint32_t uniqueID() const { return fUniqueID; }
VertexMode mode() const { return fMode; }
const SkRect& bounds() const { return fBounds; }
bool hasColors() const { return SkToBool(this->colors()); }
bool hasTexCoords() const { return SkToBool(this->texCoords()); }
bool hasBones() const { return SkToBool(this->boneIndices()); }
bool hasIndices() const { return SkToBool(this->indices()); }
int vertexCount() const { return fVertexCnt; }
const SkPoint* positions() const { return fPositions; }
const SkPoint* texCoords() const { return fTexs; }
const SkColor* colors() const { return fColors; }
const BoneIndices* boneIndices() const { return fBoneIndices; }
const BoneWeights* boneWeights() const { return fBoneWeights; }
int indexCount() const { return fIndexCnt; }
const uint16_t* indices() const { return fIndices; }
bool isVolatile() const { return fIsVolatile; }
// returns approximate byte size of the vertices object
size_t approximateSize() const;
/**
* Recreate a vertices from a buffer previously created by calling encode().
* Returns null if the data is corrupt or the length is incorrect for the contents.
*/
static sk_sp<SkVertices> Decode(const void* buffer, size_t length);
/**
* Pack the vertices object into a byte buffer. This can be used to recreate the vertices
* by calling Decode() with the buffer.
*/
sk_sp<SkData> encode() const;
private:
SkVertices() {}
// these are needed since we've manually sized our allocation (see Builder::init)
friend class SkNVRefCnt<SkVertices>;
void operator delete(void* p);
static sk_sp<SkVertices> Alloc(int vCount, int iCount, uint32_t builderFlags,
size_t* arraySize);
// we store this first, to pair with the refcnt in our base-class, so we don't have an
// unnecessary pad between it and the (possibly 8-byte aligned) ptrs.
uint32_t fUniqueID;
// these point inside our allocation, so none of these can be "freed"
SkPoint* fPositions;
SkPoint* fTexs;
SkColor* fColors;
BoneIndices* fBoneIndices;
BoneWeights* fBoneWeights;
uint16_t* fIndices;
SkRect fBounds; // computed to be the union of the fPositions[]
int fVertexCnt;
int fIndexCnt;
bool fIsVolatile;
VertexMode fMode;
// below here is where the actual array data is stored.
};
#endif