skia2/include/gpu/GrProcessor.h
egdaniel 605dd0fbce Move GrInvariantOutput out of GrProcessor and into its own class.
This will help with the ability to subclass, add to, etc. GrInvariantOutput. Also it was simply
getting a little too big to be a "supporting" subclass
BUG=skia:

Review URL: https://codereview.chromium.org/699943003
2014-11-12 08:35:25 -08:00

136 lines
5.3 KiB
C++

/*
* 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 "GrBackendProcessorFactory.h"
#include "GrColor.h"
#include "GrProcessorUnitTest.h"
#include "GrProgramElement.h"
#include "GrTextureAccess.h"
#include "SkMath.h"
class GrContext;
class GrCoordTransform;
class GrInvariantOutput;
/** 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;
/** This object, besides creating back-end-specific helper objects, is used for run-time-type-
identification. The factory should be an instance of templated class,
GrTBackendProcessorFactory. It is templated on the subclass of GrProcessor. The subclass
must have a nested type (or typedef) named GLProcessor which will be the subclass of
GrGLProcessor created by the factory.
Example:
class MyCustomProcessor : public GrProcessor {
...
virtual const GrBackendProcessorFactory& getFactory() const SK_OVERRIDE {
return GrTBackendProcessorFactory<MyCustomProcessor>::getInstance();
}
...
};
*/
virtual const GrBackendProcessorFactory& getFactory() const = 0;
/** Human-meaningful string to identify this prcoessor; may be embedded
in generated shader code. */
const char* name() const;
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 <typename T> const T& cast() const { return *static_cast<const T*>(this); }
protected:
GrProcessor() : 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; }
private:
/**
* Subclass implements this to support getConstantColorComponents(...).
*/
virtual void onComputeInvariantOutput(GrInvariantOutput* inout) const = 0;
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<sizeof(PROC_CLASS)> g_##NAME##_Storage; \
static PROC_CLASS* NAME SkNEW_PLACEMENT_ARGS(g_##NAME##_Storage.get(), PROC_CLASS, ARGS); \
static SkAutoTDestroy<GrProcessor> NAME##_ad(NAME);
#endif