4b3050b410
BUG=skia: Review URL: https://codereview.chromium.org/1266633003
164 lines
7.0 KiB
C++
164 lines
7.0 KiB
C++
/*
|
|
* Copyright 2014 Google Inc.
|
|
*
|
|
* Use of this source code is governed by a BSD-style license that can be
|
|
* found in the LICENSE file.
|
|
*/
|
|
|
|
#ifndef GrFragmentProcessor_DEFINED
|
|
#define GrFragmentProcessor_DEFINED
|
|
|
|
#include "GrProcessor.h"
|
|
|
|
class GrCoordTransform;
|
|
class GrGLSLCaps;
|
|
class GrGLFragmentProcessor;
|
|
class GrProcessorKeyBuilder;
|
|
|
|
/** Provides custom fragment shader code. Fragment processors receive an input color (vec4f) and
|
|
produce an output color. They may reference textures and uniforms. They may use
|
|
GrCoordTransforms to receive a transformation of the local coordinates that map from local space
|
|
to the fragment being processed.
|
|
*/
|
|
class GrFragmentProcessor : public GrProcessor {
|
|
public:
|
|
GrFragmentProcessor()
|
|
: INHERITED()
|
|
, fUsesLocalCoords(false) {}
|
|
|
|
/** Returns a new instance of the appropriate *GL* implementation class
|
|
for the given GrFragmentProcessor; caller is responsible for deleting
|
|
the object. */
|
|
virtual GrGLFragmentProcessor* createGLInstance() const = 0;
|
|
|
|
/** Human-meaningful string to identify this GrFragmentProcessor; may be embedded
|
|
in generated shader code. */
|
|
virtual const char* name() const = 0;
|
|
|
|
void getGLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const {
|
|
this->onGetGLProcessorKey(caps, b);
|
|
for (int i = 0; i < fChildProcessors.count(); ++i) {
|
|
fChildProcessors[i]->getGLProcessorKey(caps, b);
|
|
}
|
|
}
|
|
|
|
int numTransforms() const { return fCoordTransforms.count(); }
|
|
|
|
int numTransformsIncludeChildProcs() const {
|
|
int numTransforms = fCoordTransforms.count();
|
|
for (int i = 0; i < fChildProcessors.count(); ++i) {
|
|
numTransforms += fChildProcessors[i]->numTransformsIncludeChildProcs();
|
|
}
|
|
return numTransforms;
|
|
}
|
|
|
|
/** Returns the coordinate transformation at index. index must be valid according to
|
|
numTransforms(). */
|
|
const GrCoordTransform& coordTransform(int index) const { return *fCoordTransforms[index]; }
|
|
|
|
const SkTArray<const GrCoordTransform*, true>& coordTransforms() const {
|
|
return fCoordTransforms;
|
|
}
|
|
|
|
int numChildProcessors() const { return fChildProcessors.count(); }
|
|
|
|
GrFragmentProcessor* childProcessor(int index) const { return fChildProcessors[index]; }
|
|
|
|
const SkTArray<GrFragmentProcessor*, false>& childProcessors() const {
|
|
return fChildProcessors;
|
|
}
|
|
|
|
int numTexturesIncludeChildProcs() const {
|
|
int numTextures = this->numTextures();
|
|
for (int i = 0; i < fChildProcessors.count(); ++i) {
|
|
numTextures += fChildProcessors[i]->numTexturesIncludeChildProcs();
|
|
}
|
|
return numTextures;
|
|
}
|
|
|
|
/** Do any of the coordtransforms for this processor require local coords? */
|
|
bool usesLocalCoords() const { return fUsesLocalCoords; }
|
|
|
|
/** Returns true if this and other processor conservatively draw identically. It can only return
|
|
true when the two processor are of the same subclass (i.e. they return the same object from
|
|
from getFactory()).
|
|
|
|
A return value of true from isEqual() should not be used to test whether the processor would
|
|
generate the same shader code. To test for identical code generation use getGLProcessorKey*/
|
|
bool isEqual(const GrFragmentProcessor& that) const {
|
|
if (this->classID() != that.classID() ||
|
|
!this->hasSameTransforms(that) ||
|
|
!this->hasSameTextureAccesses(that)) {
|
|
return false;
|
|
}
|
|
return this->onIsEqual(that);
|
|
}
|
|
|
|
/**
|
|
* 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;
|
|
|
|
protected:
|
|
/**
|
|
* Fragment Processor subclasses call this from their constructor to register coordinate
|
|
* transformations. Coord transforms provide a mechanism for a processor to receive coordinates
|
|
* in their FS code. The matrix expresses a transformation from local space. For a given
|
|
* fragment the matrix will be applied to the local coordinate that maps to the fragment.
|
|
*
|
|
* When the transformation has perspective, the transformed coordinates will have
|
|
* 3 components. Otherwise they'll have 2.
|
|
*
|
|
* This must only be called from the constructor because GrProcessors are immutable. The
|
|
* processor subclass manages the lifetime of the transformations (this function only stores a
|
|
* pointer). The GrCoordTransform is typically a member field of the GrProcessor subclass.
|
|
*
|
|
* A processor subclass that has multiple methods of construction should always add its coord
|
|
* transforms in a consistent order. The non-virtual implementation of isEqual() automatically
|
|
* compares transforms and will assume they line up across the two processor instances.
|
|
*/
|
|
void addCoordTransform(const GrCoordTransform*);
|
|
|
|
/**
|
|
* FragmentProcessor subclasses call this to register any child FragmentProcessors they have.
|
|
* This is for processors whose shader code will be composed of nested processors whose output
|
|
* colors will be combined somehow to produce its output color. Registering these child
|
|
* processors will allow the ProgramBuilder to automatically add their transformed coords and
|
|
* texture accesses and mangle their uniform and output color names and
|
|
*/
|
|
void registerChildProcessor(GrFragmentProcessor* child);
|
|
|
|
/**
|
|
* Subclass implements this to support getConstantColorComponents(...).
|
|
*/
|
|
virtual void onComputeInvariantOutput(GrInvariantOutput* inout) const = 0;
|
|
|
|
private:
|
|
/** Implemented using GLFragmentProcessor::GenKey as described in this class's comment. */
|
|
virtual void onGetGLProcessorKey(const GrGLSLCaps& caps,
|
|
GrProcessorKeyBuilder* b) const = 0;
|
|
|
|
/**
|
|
* Subclass implements this to support isEqual(). It will only be called if it is known that
|
|
* the two processors are of the same subclass (i.e. they return the same object from
|
|
* getFactory()). The processor subclass should not compare its coord transforms as that will
|
|
* be performed automatically in the non-virtual isEqual().
|
|
*/
|
|
virtual bool onIsEqual(const GrFragmentProcessor&) const = 0;
|
|
|
|
bool hasSameTransforms(const GrFragmentProcessor&) const;
|
|
|
|
SkSTArray<4, const GrCoordTransform*, true> fCoordTransforms;
|
|
bool fUsesLocalCoords;
|
|
SkTArray<GrFragmentProcessor*, false> fChildProcessors;
|
|
|
|
typedef GrProcessor INHERITED;
|
|
};
|
|
|
|
#endif
|