b0a8a377f8
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
169 lines
5.9 KiB
C++
169 lines
5.9 KiB
C++
/*
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* Copyright 2012 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 GrBackendProcessorFactory_DEFINED
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#define GrBackendProcessorFactory_DEFINED
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#include "GrTypes.h"
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#include "SkTemplates.h"
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#include "SkThread.h"
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#include "SkTypes.h"
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#include "SkTArray.h"
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class GrGLProcessor;
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class GrGLCaps;
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class GrProcessor;
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/**
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* Used by effects to build their keys. It incorporates each per-processor key into a larger shader
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* key.
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*/
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class GrProcessorKeyBuilder {
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public:
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GrProcessorKeyBuilder(SkTArray<unsigned char, true>* data) : fData(data), fCount(0) {
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SkASSERT(0 == fData->count() % sizeof(uint32_t));
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}
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void add32(uint32_t v) {
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++fCount;
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fData->push_back_n(4, reinterpret_cast<uint8_t*>(&v));
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}
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/** Inserts count uint32_ts into the key. The returned pointer is only valid until the next
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add*() call. */
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uint32_t* SK_WARN_UNUSED_RESULT add32n(int count) {
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SkASSERT(count > 0);
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fCount += count;
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return reinterpret_cast<uint32_t*>(fData->push_back_n(4 * count));
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}
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size_t size() const { return sizeof(uint32_t) * fCount; }
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private:
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SkTArray<uint8_t, true>* fData; // unowned ptr to the larger key.
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int fCount; // number of uint32_ts added to fData by the effect.
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};
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/**
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* This class is used to pass the key that was created for a GrGLProcessor back to it
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* when it emits code. It may allow the emit step to skip calculations that were
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* performed when computing the key.
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*/
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class GrProcessorKey {
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public:
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GrProcessorKey(const uint32_t* key, int count) : fKey(key), fCount(count) {
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SkASSERT(0 == reinterpret_cast<intptr_t>(key) % sizeof(uint32_t));
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}
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/** Gets the uint32_t values that the effect inserted into the key. */
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uint32_t get32(int index) const {
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SkASSERT(index >=0 && index < fCount);
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return fKey[index];
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}
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/** Gets the number of uint32_t values that the effect inserted into the key. */
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int count32() const { return fCount; }
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private:
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const uint32_t* fKey; // unowned ptr into the larger key.
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int fCount; // number of uint32_ts inserted by the effect into its key.
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};
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/**
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* Given a GrProcessor of a particular type, creates the corresponding graphics-backend-specific
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* effect object. It also tracks equivalence of shaders generated via a key. The factory for an
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* effect is accessed via GrProcessor::getFactory(). Each factory instance is assigned an ID at
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* construction. The ID of GrProcessor::getFactory() is used as a type identifier. Thus, a
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* GrProcessor subclass must always return the same object from getFactory() and that factory object
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* must be unique to the GrProcessor subclass (and unique from any further derived subclasses).
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*
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* Rather than subclassing this class themselves, it is recommended that GrProcessor authors use
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* the templated subclass GrTBackendEffectFactory by writing their getFactory() method as:
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*
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* const GrBackendEffectFactory& MyEffect::getFactory() const {
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* return GrTBackendEffectFactory<MyEffect>::getInstance();
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* }
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*
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* Using GrTBackendEffectFactory places a few constraints on the effect. See that class's comments.
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*/
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class GrBackendProcessorFactory : SkNoncopyable {
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public:
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/**
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* Generates an effect's key. The key is based on the aspects of the GrProcessor object's
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* configuration that affect GLSL code generation. Two GrProcessor instances that would cause
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* this->createGLInstance()->emitCode() to produce different code must produce different keys.
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*/
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virtual void getGLProcessorKey(const GrProcessor&, const GrGLCaps&,
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GrProcessorKeyBuilder*) const = 0;
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/**
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* Produces a human-reable name for the effect.
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*/
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virtual const char* name() const = 0;
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/**
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* A unique value for every instance of this factory. It is automatically incorporated into the
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* effect's key. This allows keys generated by getGLProcessorKey() to only be unique within a
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* GrProcessor subclass and not necessarily across subclasses.
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*/
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uint32_t effectClassID() const { return fEffectClassID; }
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protected:
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GrBackendProcessorFactory() : fEffectClassID(GenID()) {}
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virtual ~GrBackendProcessorFactory() {}
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private:
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enum {
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kIllegalEffectClassID = 0,
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};
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static uint32_t GenID() {
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// fCurrEffectClassID has been initialized to kIllegalEffectClassID. The
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// atomic inc returns the old value not the incremented value. So we add
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// 1 to the returned value.
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uint32_t id = static_cast<uint32_t>(sk_atomic_inc(&fCurrEffectClassID)) + 1;
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if (!id) {
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SkFAIL("This should never wrap as it should only be called once for each GrProcessor "
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"subclass.");
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}
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return id;
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}
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const uint32_t fEffectClassID;
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static int32_t fCurrEffectClassID;
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};
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class GrFragmentProcessor;
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class GrGeometryProcessor;
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class GrGLFragmentProcessor;
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class GrGLGeometryProcessor;
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/**
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* Backend processor factory cannot actually create anything, it is up to subclasses to implement
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* a create binding which matches Gr to GL in a type safe way
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*/
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class GrBackendFragmentProcessorFactory : public GrBackendProcessorFactory {
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public:
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/**
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* Creates a GrGLProcessor instance that is used both to generate code for the GrProcessor in a
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* GLSL program and to manage updating uniforms for the program when it is used.
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*/
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virtual GrGLFragmentProcessor* createGLInstance(const GrFragmentProcessor&) const = 0;
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};
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class GrBackendGeometryProcessorFactory : public GrBackendProcessorFactory {
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public:
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/**
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* Creates a GrGLProcessor instance that is used both to generate code for the GrProcessor in a
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* GLSL program and to manage updating uniforms for the program when it is used.
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*/
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virtual GrGLGeometryProcessor* createGLInstance(const GrGeometryProcessor&) const = 0;
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};
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#endif
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