8c0f615fdd
Reason for revert: breaks mac Original issue's description: > Remove GP from drawstate, revision of invariant output for GP > > BUG=skia: > > Committed: https://skia.googlesource.com/skia/+/c6bc58eded89b0c0a36b8e20e193c200f297a0da TBR=bsalomon@google.com,egdaniel@google.com,joshualitt@chromium.org NOTREECHECKS=true NOTRY=true BUG=skia: Review URL: https://codereview.chromium.org/794843002
123 lines
5.3 KiB
C++
123 lines
5.3 KiB
C++
/*
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* Copyright 2014 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#ifndef GrFragmentProcessor_DEFINED
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#define GrFragmentProcessor_DEFINED
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#include "GrProcessor.h"
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class GrCoordTransform;
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class GrGLCaps;
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class GrGLFragmentProcessor;
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class GrProcessorKeyBuilder;
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/** Provides custom fragment shader code. Fragment processors receive an input color (vec4f) and
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produce an output color. They may reference textures and uniforms. They may use
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GrCoordTransforms to receive a transformation of the local coordinates that map from local space
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to the fragment being processed.
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*/
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class GrFragmentProcessor : public GrProcessor {
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public:
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GrFragmentProcessor()
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: INHERITED()
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, fWillReadDstColor(false)
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, fWillUseInputColor(true) {}
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/** Implemented using GLFragmentProcessor::GenKey as described in this class's comment. */
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virtual void getGLProcessorKey(const GrGLCaps& caps,
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GrProcessorKeyBuilder* b) const = 0;
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/** Returns a new instance of the appropriate *GL* implementation class
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for the given GrFragmentProcessor; caller is responsible for deleting
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the object. */
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virtual GrGLFragmentProcessor* createGLInstance() const = 0;
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/** Human-meaningful string to identify this GrFragmentProcessor; may be embedded
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in generated shader code. */
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virtual const char* name() const = 0;
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int numTransforms() const { return fCoordTransforms.count(); }
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/** Returns the coordinate transformation at index. index must be valid according to
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numTransforms(). */
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const GrCoordTransform& coordTransform(int index) const { return *fCoordTransforms[index]; }
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/** Will this prceossor read the destination pixel value? */
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bool willReadDstColor() const { return fWillReadDstColor; }
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/** Will this prceossor read the source color value? */
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bool willUseInputColor() const { return fWillUseInputColor; }
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/** Returns true if this and other processor conservatively draw identically. It can only return
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true when the two processor are of the same subclass (i.e. they return the same object from
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from getFactory()).
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A return value of true from isEqual() should not be used to test whether the processor would
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generate the same shader code. To test for identical code generation use getGLProcessorKey*/
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bool isEqual(const GrFragmentProcessor& that) const {
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if (this->classID() != that.classID() ||
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!this->hasSameTransforms(that) ||
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!this->hasSameTextureAccesses(that)) {
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return false;
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}
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return this->onIsEqual(that);
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}
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protected:
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/**
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* Fragment Processor subclasses call this from their constructor to register coordinate
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* transformations. Coord transforms provide a mechanism for a processor to receive coordinates
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* in their FS code. The matrix expresses a transformation from local space. For a given
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* fragment the matrix will be applied to the local coordinate that maps to the fragment.
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*
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* When the transformation has perspective, the transformed coordinates will have
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* 3 components. Otherwise they'll have 2.
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*
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* This must only be called from the constructor because GrProcessors are immutable. The
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* processor subclass manages the lifetime of the transformations (this function only stores a
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* pointer). The GrCoordTransform is typically a member field of the GrProcessor subclass.
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*
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* A processor subclass that has multiple methods of construction should always add its coord
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* transforms in a consistent order. The non-virtual implementation of isEqual() automatically
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* compares transforms and will assume they line up across the two processor instances.
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*/
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void addCoordTransform(const GrCoordTransform*);
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/**
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* If the prceossor subclass will read the destination pixel value then it must call this
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* function from its constructor. Otherwise, when its generated backend-specific prceossor class
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* attempts to generate code that reads the destination pixel it will fail.
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*/
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void setWillReadDstColor() { fWillReadDstColor = true; }
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/**
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* If the prceossor will generate a result that does not depend on the input color value then it
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* must call this function from its constructor. Otherwise, when its generated backend-specific
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* code might fail during variable binding due to unused variables.
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*/
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void setWillNotUseInputColor() { fWillUseInputColor = false; }
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private:
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/**
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* Subclass implements this to support isEqual(). It will only be called if it is known that
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* the two processors are of the same subclass (i.e. they return the same object from
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* getFactory()). The processor subclass should not compare its coord transforms as that will
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* be performed automatically in the non-virtual isEqual().
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*/
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virtual bool onIsEqual(const GrFragmentProcessor&) const = 0;
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bool hasSameTransforms(const GrFragmentProcessor&) const;
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SkSTArray<4, const GrCoordTransform*, true> fCoordTransforms;
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bool fWillReadDstColor;
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bool fWillUseInputColor;
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typedef GrProcessor INHERITED;
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};
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#endif
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