/* * Copyright 2018 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef GrQuadPerEdgeAA_DEFINED #define GrQuadPerEdgeAA_DEFINED #include "include/core/SkPoint.h" #include "include/core/SkPoint3.h" #include "include/private/GrTypesPriv.h" #include "src/gpu/GrColor.h" #include "src/gpu/GrGeometryProcessor.h" #include "src/gpu/GrSamplerState.h" #include "src/gpu/geometry/GrQuad.h" #include "src/gpu/ops/GrMeshDrawOp.h" class GrCaps; class GrColorSpaceXform; class GrShaderCaps; namespace GrQuadPerEdgeAA { enum class Domain : bool { kNo = false, kYes = true }; enum class ColorType { kNone, kByte, kHalf, kLast = kHalf }; static const int kColorTypeCount = static_cast(ColorType::kLast) + 1; // Gets the minimum ColorType that can represent a color. ColorType MinColorType(SkPMColor4f, GrClampType, const GrCaps&); // Specifies the vertex configuration for an op that renders per-edge AA quads. The vertex // order (when enabled) is device position, color, local position, domain, aa edge equations. // This order matches the constructor argument order of VertexSpec and is the order that // GPAttributes maintains. If hasLocalCoords is false, then the local quad type can be ignored. struct VertexSpec { public: VertexSpec(GrQuad::Type deviceQuadType, ColorType colorType, GrQuad::Type localQuadType, bool hasLocalCoords, Domain domain, GrAAType aa, bool coverageAsAlpha) : fDeviceQuadType(static_cast(deviceQuadType)) , fLocalQuadType(static_cast(localQuadType)) , fHasLocalCoords(hasLocalCoords) , fColorType(static_cast(colorType)) , fHasDomain(static_cast(domain)) , fUsesCoverageAA(aa == GrAAType::kCoverage) , fCompatibleWithCoverageAsAlpha(coverageAsAlpha) , fRequiresGeometryDomain(aa == GrAAType::kCoverage && deviceQuadType > GrQuad::Type::kRectilinear) { } GrQuad::Type deviceQuadType() const { return static_cast(fDeviceQuadType); } GrQuad::Type localQuadType() const { return static_cast(fLocalQuadType); } bool hasLocalCoords() const { return fHasLocalCoords; } ColorType colorType() const { return static_cast(fColorType); } bool hasVertexColors() const { return ColorType::kNone != this->colorType(); } bool hasDomain() const { return fHasDomain; } bool usesCoverageAA() const { return fUsesCoverageAA; } bool compatibleWithCoverageAsAlpha() const { return fCompatibleWithCoverageAsAlpha; } bool requiresGeometryDomain() const { return fRequiresGeometryDomain; } // Will always be 2 or 3 int deviceDimensionality() const; // Will always be 0 if hasLocalCoords is false, otherwise will be 2 or 3 int localDimensionality() const; int verticesPerQuad() const { return fUsesCoverageAA ? 8 : 4; } private: static_assert(GrQuad::kTypeCount <= 4, "GrQuad::Type doesn't fit in 2 bits"); static_assert(kColorTypeCount <= 4, "Color doesn't fit in 2 bits"); unsigned fDeviceQuadType: 2; unsigned fLocalQuadType: 2; unsigned fHasLocalCoords: 1; unsigned fColorType : 2; unsigned fHasDomain: 1; unsigned fUsesCoverageAA: 1; unsigned fCompatibleWithCoverageAsAlpha: 1; // The geometry domain serves to clip off pixels touched by quads with sharp corners that // would otherwise exceed the miter limit for the AA-outset geometry. unsigned fRequiresGeometryDomain: 1; }; sk_sp MakeProcessor(const VertexSpec& spec); sk_sp MakeTexturedProcessor( const VertexSpec& spec, const GrShaderCaps& caps, GrTextureType textureType, const GrSamplerState& samplerState, const GrSwizzle& swizzle, uint32_t extraSamplerKey, sk_sp textureColorSpaceXform); // Fill vertices with the vertex data needed to represent the given quad. The device position, // local coords, vertex color, domain, and edge coefficients will be written and/or computed // based on the configuration in the vertex spec; if that attribute is disabled in the spec, // then its corresponding function argument is ignored. // // Tessellation is based on the quad type of the vertex spec, not the provided GrQuad's // so that all quads in a batch are tessellated the same. // // Returns the advanced pointer in vertices. void* Tessellate(void* vertices, const VertexSpec& spec, const GrQuad& deviceQuad, const SkPMColor4f& color, const GrQuad& localQuad, const SkRect& domain, GrQuadAAFlags aa); // The mesh will have its index data configured to meet the expectations of the Tessellate() // function, but it the calling code must handle filling a vertex buffer via Tessellate() and // then assigning it to the returned mesh. // // Returns false if the index data could not be allocated. bool ConfigureMeshIndices(GrMeshDrawOp::Target* target, GrMesh* mesh, const VertexSpec& spec, int quadCount); static constexpr int kNumAAQuadsInIndexBuffer = 512; } // namespace GrQuadPerEdgeAA #endif // GrQuadPerEdgeAA_DEFINED