273 lines
9.9 KiB
C++
273 lines
9.9 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 GrProcessor_DEFINED
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#define GrProcessor_DEFINED
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#include "GrBackendProcessorFactory.h"
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#include "GrColor.h"
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#include "GrProcessorUnitTest.h"
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#include "GrProgramElement.h"
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#include "GrTextureAccess.h"
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#include "SkMath.h"
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class GrContext;
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class GrCoordTransform;
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/** Provides custom shader code to the Ganesh shading pipeline. GrProcessor objects *must* be
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immutable: after being constructed, their fields may not change.
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Dynamically allocated GrProcessors are managed by a per-thread memory pool. The ref count of an
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processor must reach 0 before the thread terminates and the pool is destroyed. To create a
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static processor use the helper macro GR_CREATE_STATIC_PROCESSOR declared below.
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*/
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class GrProcessor : public GrProgramElement {
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public:
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SK_DECLARE_INST_COUNT(GrProcessor)
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virtual ~GrProcessor();
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struct InvariantOutput{
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InvariantOutput() : fColor(0), fValidFlags(0), fIsSingleComponent(false),
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fNonMulStageFound(false), fWillUseInputColor(true) {}
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enum ReadInput {
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kWill_ReadInput,
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kWillNot_ReadInput,
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};
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void mulByUnknownOpaqueColor() {
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if (this->isOpaque()) {
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fValidFlags = kA_GrColorComponentFlag;
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fIsSingleComponent = false;
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} else {
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// Since the current state is not opaque we no longer care if the color being
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// multiplied is opaque.
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this->mulByUnknownColor();
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}
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}
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void mulByUnknownColor() {
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if (this->hasZeroAlpha()) {
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this->internalSetToTransparentBlack();
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} else {
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this->internalSetToUnknown();
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}
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}
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void mulByUnknownAlpha() {
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if (this->hasZeroAlpha()) {
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this->internalSetToTransparentBlack();
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} else {
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// We don't need to change fIsSingleComponent in this case
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fValidFlags = 0;
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}
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}
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void mulByKnownAlpha(uint8_t alpha) {
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if (this->hasZeroAlpha() || 0 == alpha) {
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this->internalSetToTransparentBlack();
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} else {
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if (alpha != 255) {
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// Multiply color by alpha
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fColor = GrColorPackRGBA(SkMulDiv255Round(GrColorUnpackR(fColor), alpha),
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SkMulDiv255Round(GrColorUnpackG(fColor), alpha),
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SkMulDiv255Round(GrColorUnpackB(fColor), alpha),
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SkMulDiv255Round(GrColorUnpackA(fColor), alpha));
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}
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}
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}
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void invalidateComponents(uint8_t invalidateFlags, ReadInput readsInput) {
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fValidFlags &= ~invalidateFlags;
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fIsSingleComponent = false;
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if (kWillNot_ReadInput == readsInput) {
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fWillUseInputColor = false;
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}
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}
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void setToOther(uint8_t validFlags, GrColor color, ReadInput readsInput) {
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fValidFlags = validFlags;
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fColor = color;
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fIsSingleComponent = false;
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fNonMulStageFound = true;
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if (kWillNot_ReadInput == readsInput) {
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fWillUseInputColor = false;
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}
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}
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void setToUnknown(ReadInput readsInput) {
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this->internalSetToUnknown();
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fNonMulStageFound= true;
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if (kWillNot_ReadInput == readsInput) {
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fWillUseInputColor = false;
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}
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}
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bool isOpaque() const {
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return ((fValidFlags & kA_GrColorComponentFlag) && 0xFF == GrColorUnpackA(fColor));
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}
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bool isSolidWhite() const {
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return (fValidFlags == kRGBA_GrColorComponentFlags && 0xFFFFFFFF == fColor);
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}
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GrColor color() const { return fColor; }
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uint8_t validFlags() const { return fValidFlags; }
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/**
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* If isSingleComponent is true, then the flag values for r, g, b, and a must all be the
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* same. If the flags are all set then all color components must be equal.
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*/
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SkDEBUGCODE(void validate() const;)
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private:
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void internalSetToTransparentBlack() {
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fValidFlags = kRGBA_GrColorComponentFlags;
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fColor = 0;
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fIsSingleComponent = true;
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}
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void internalSetToUnknown() {
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fValidFlags = 0;
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fIsSingleComponent = false;
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}
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bool hasZeroAlpha() const {
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return ((fValidFlags & kA_GrColorComponentFlag) && 0 == GrColorUnpackA(fColor));
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}
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SkDEBUGCODE(bool colorComponentsAllEqual() const;)
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/**
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* If alpha is valid, check that any valid R,G,B values are <= A
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*/
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SkDEBUGCODE(bool validPreMulColor() const;)
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// Friended class that have "controller" code which loop over stages calling
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// computeInvarianteOutput(). These controllers may need to manually adjust the internal
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// members of InvariantOutput
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friend class GrDrawState;
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friend class GrOptDrawState;
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friend class GrPaint;
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friend class GrProcessor;
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GrColor fColor;
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uint32_t fValidFlags;
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bool fIsSingleComponent;
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bool fNonMulStageFound;
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bool fWillUseInputColor;
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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(InvariantOutput* inout) const {
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inout->fWillUseInputColor = true;
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this->onComputeInvariantOutput(inout);
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#ifdef SK_DEBUG
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inout->validate();
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#endif
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}
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/** This object, besides creating back-end-specific helper objects, is used for run-time-type-
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identification. The factory should be an instance of templated class,
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GrTBackendProcessorFactory. It is templated on the subclass of GrProcessor. The subclass
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must have a nested type (or typedef) named GLProcessor which will be the subclass of
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GrGLProcessor created by the factory.
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Example:
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class MyCustomProcessor : public GrProcessor {
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...
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virtual const GrBackendProcessorFactory& getFactory() const SK_OVERRIDE {
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return GrTBackendProcessorFactory<MyCustomProcessor>::getInstance();
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}
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...
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};
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*/
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virtual const GrBackendProcessorFactory& getFactory() const = 0;
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/** Human-meaningful string to identify this prcoessor; may be embedded
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in generated shader code. */
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const char* name() const;
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int numTextures() const { return fTextureAccesses.count(); }
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/** Returns the access pattern for the texture at index. index must be valid according to
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numTextures(). */
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const GrTextureAccess& textureAccess(int index) const { return *fTextureAccesses[index]; }
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/** Shortcut for textureAccess(index).texture(); */
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GrTexture* texture(int index) const { return this->textureAccess(index).getTexture(); }
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/** Will this processor read the fragment position? */
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bool willReadFragmentPosition() const { return fWillReadFragmentPosition; }
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void* operator new(size_t size);
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void operator delete(void* target);
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void* operator new(size_t size, void* placement) {
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return ::operator new(size, placement);
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}
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void operator delete(void* target, void* placement) {
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::operator delete(target, placement);
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}
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/**
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* Helper for down-casting to a GrProcessor subclass
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*/
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template <typename T> const T& cast() const { return *static_cast<const T*>(this); }
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protected:
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GrProcessor() : fWillReadFragmentPosition(false) {}
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/**
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* Subclasses call this from their constructor to register GrTextureAccesses. The processor
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* subclass manages the lifetime of the accesses (this function only stores a pointer). The
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* GrTextureAccess is typically a member field of the GrProcessor subclass. This must only be
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* called from the constructor because GrProcessors are immutable.
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*/
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void addTextureAccess(const GrTextureAccess* textureAccess);
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bool hasSameTextureAccesses(const GrProcessor&) const;
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/**
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* If the prcoessor will generate a backend-specific processor that will read the fragment
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* position in the FS then it must call this method from its constructor. Otherwise, the
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* request to access the fragment position will be denied.
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*/
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void setWillReadFragmentPosition() { fWillReadFragmentPosition = true; }
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private:
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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(InvariantOutput* inout) const = 0;
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SkSTArray<4, const GrTextureAccess*, true> fTextureAccesses;
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bool fWillReadFragmentPosition;
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typedef GrProgramElement INHERITED;
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};
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/**
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* This creates a processor outside of the memory pool. The processor's destructor will be called
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* at global destruction time. NAME will be the name of the created instance.
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*/
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#define GR_CREATE_STATIC_PROCESSOR(NAME, PROC_CLASS, ARGS) \
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static SkAlignedSStorage<sizeof(PROC_CLASS)> g_##NAME##_Storage; \
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static PROC_CLASS* NAME SkNEW_PLACEMENT_ARGS(g_##NAME##_Storage.get(), PROC_CLASS, ARGS); \
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static SkAutoTDestroy<GrProcessor> NAME##_ad(NAME);
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#endif
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