570e7a34da
TBR=bsalomon@google.com BUG=skia: Review URL: https://codereview.chromium.org/1259303003
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 GrGLSLCaps;
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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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, fUsesLocalCoords(false) {}
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/** Implemented using GLFragmentProcessor::GenKey as described in this class's comment. */
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virtual void getGLProcessorKey(const GrGLSLCaps& 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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const SkTArray<const GrCoordTransform*, true>& coordTransforms() const {
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return fCoordTransforms;
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}
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/** Do any of the coordtransforms for this processor require local coords? */
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bool usesLocalCoords() const { return fUsesLocalCoords; }
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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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/**
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* This function is used to perform optimizations. When called the invarientOuput param
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* indicate whether the input components to this processor in the FS will have known values.
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* In inout the validFlags member is a bitfield of GrColorComponentFlags. The isSingleComponent
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* member indicates whether the input will be 1 or 4 bytes. The function updates the members of
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* inout to indicate known values of its output. A component of the color member only has
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* meaning if the corresponding bit in validFlags is set.
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*/
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void computeInvariantOutput(GrInvariantOutput* inout) const;
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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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* Subclass implements this to support getConstantColorComponents(...).
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*/
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virtual void onComputeInvariantOutput(GrInvariantOutput* inout) const = 0;
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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 fUsesLocalCoords;
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typedef GrProcessor INHERITED;
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};
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#endif
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