skia2/include/gpu/GrBackendProcessorFactory.h
joshualitt b0a8a377f8 Patch to create a distinct geometry processor. The vast majority of this patch
is just a rename.  The meat is in GrGeometryProcessor, GrProcessor,
GrGL*Processor, GrProcessorStage, Gr*BackendProcessorFactory,
GrProcessUnitTestFactory, and the builders

BUG=skia:
R=bsalomon@google.com

Author: joshualitt@chromium.org

Review URL: https://codereview.chromium.org/582963002
2014-09-23 09:50:21 -07:00

169 lines
5.9 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 GrBackendProcessorFactory_DEFINED
#define GrBackendProcessorFactory_DEFINED
#include "GrTypes.h"
#include "SkTemplates.h"
#include "SkThread.h"
#include "SkTypes.h"
#include "SkTArray.h"
class GrGLProcessor;
class GrGLCaps;
class GrProcessor;
/**
* Used by effects to build their keys. It incorporates each per-processor key into a larger shader
* key.
*/
class GrProcessorKeyBuilder {
public:
GrProcessorKeyBuilder(SkTArray<unsigned char, true>* data) : fData(data), fCount(0) {
SkASSERT(0 == fData->count() % sizeof(uint32_t));
}
void add32(uint32_t v) {
++fCount;
fData->push_back_n(4, reinterpret_cast<uint8_t*>(&v));
}
/** Inserts count uint32_ts into the key. The returned pointer is only valid until the next
add*() call. */
uint32_t* SK_WARN_UNUSED_RESULT add32n(int count) {
SkASSERT(count > 0);
fCount += count;
return reinterpret_cast<uint32_t*>(fData->push_back_n(4 * count));
}
size_t size() const { return sizeof(uint32_t) * fCount; }
private:
SkTArray<uint8_t, true>* fData; // unowned ptr to the larger key.
int fCount; // number of uint32_ts added to fData by the effect.
};
/**
* This class is used to pass the key that was created for a GrGLProcessor back to it
* when it emits code. It may allow the emit step to skip calculations that were
* performed when computing the key.
*/
class GrProcessorKey {
public:
GrProcessorKey(const uint32_t* key, int count) : fKey(key), fCount(count) {
SkASSERT(0 == reinterpret_cast<intptr_t>(key) % sizeof(uint32_t));
}
/** Gets the uint32_t values that the effect inserted into the key. */
uint32_t get32(int index) const {
SkASSERT(index >=0 && index < fCount);
return fKey[index];
}
/** Gets the number of uint32_t values that the effect inserted into the key. */
int count32() const { return fCount; }
private:
const uint32_t* fKey; // unowned ptr into the larger key.
int fCount; // number of uint32_ts inserted by the effect into its key.
};
/**
* Given a GrProcessor of a particular type, creates the corresponding graphics-backend-specific
* effect object. It also tracks equivalence of shaders generated via a key. The factory for an
* effect is accessed via GrProcessor::getFactory(). Each factory instance is assigned an ID at
* construction. The ID of GrProcessor::getFactory() is used as a type identifier. Thus, a
* GrProcessor subclass must always return the same object from getFactory() and that factory object
* must be unique to the GrProcessor subclass (and unique from any further derived subclasses).
*
* Rather than subclassing this class themselves, it is recommended that GrProcessor authors use
* the templated subclass GrTBackendEffectFactory by writing their getFactory() method as:
*
* const GrBackendEffectFactory& MyEffect::getFactory() const {
* return GrTBackendEffectFactory<MyEffect>::getInstance();
* }
*
* Using GrTBackendEffectFactory places a few constraints on the effect. See that class's comments.
*/
class GrBackendProcessorFactory : SkNoncopyable {
public:
/**
* Generates an effect's key. The key is based on the aspects of the GrProcessor object's
* configuration that affect GLSL code generation. Two GrProcessor instances that would cause
* this->createGLInstance()->emitCode() to produce different code must produce different keys.
*/
virtual void getGLProcessorKey(const GrProcessor&, const GrGLCaps&,
GrProcessorKeyBuilder*) const = 0;
/**
* Produces a human-reable name for the effect.
*/
virtual const char* name() const = 0;
/**
* A unique value for every instance of this factory. It is automatically incorporated into the
* effect's key. This allows keys generated by getGLProcessorKey() to only be unique within a
* GrProcessor subclass and not necessarily across subclasses.
*/
uint32_t effectClassID() const { return fEffectClassID; }
protected:
GrBackendProcessorFactory() : fEffectClassID(GenID()) {}
virtual ~GrBackendProcessorFactory() {}
private:
enum {
kIllegalEffectClassID = 0,
};
static uint32_t GenID() {
// fCurrEffectClassID has been initialized to kIllegalEffectClassID. The
// atomic inc returns the old value not the incremented value. So we add
// 1 to the returned value.
uint32_t id = static_cast<uint32_t>(sk_atomic_inc(&fCurrEffectClassID)) + 1;
if (!id) {
SkFAIL("This should never wrap as it should only be called once for each GrProcessor "
"subclass.");
}
return id;
}
const uint32_t fEffectClassID;
static int32_t fCurrEffectClassID;
};
class GrFragmentProcessor;
class GrGeometryProcessor;
class GrGLFragmentProcessor;
class GrGLGeometryProcessor;
/**
* Backend processor factory cannot actually create anything, it is up to subclasses to implement
* a create binding which matches Gr to GL in a type safe way
*/
class GrBackendFragmentProcessorFactory : public GrBackendProcessorFactory {
public:
/**
* Creates a GrGLProcessor instance that is used both to generate code for the GrProcessor in a
* GLSL program and to manage updating uniforms for the program when it is used.
*/
virtual GrGLFragmentProcessor* createGLInstance(const GrFragmentProcessor&) const = 0;
};
class GrBackendGeometryProcessorFactory : public GrBackendProcessorFactory {
public:
/**
* Creates a GrGLProcessor instance that is used both to generate code for the GrProcessor in a
* GLSL program and to manage updating uniforms for the program when it is used.
*/
virtual GrGLGeometryProcessor* createGLInstance(const GrGeometryProcessor&) const = 0;
};
#endif