/* * Copyright 2020 Google LLC. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef StrokeTessellateOp_DEFINED #define StrokeTessellateOp_DEFINED #include "include/core/SkStrokeRec.h" #include "src/gpu/ops/GrDrawOp.h" #include "src/gpu/tessellate/StrokeTessellator.h" #include "src/gpu/tessellate/shaders/GrTessellationShader.h" class GrRecordingContext; class GrStrokeTessellationShader; namespace skgpu::v1 { // Renders strokes by linearizing them into sorted "parametric" and "radial" edges. See // GrStrokeTessellationShader. class StrokeTessellateOp final : public GrDrawOp { public: StrokeTessellateOp(GrAAType, const SkMatrix&, const SkPath&, const SkStrokeRec&, GrPaint&&); private: using PathStrokeList = StrokeTessellator::PathStrokeList; DEFINE_OP_CLASS_ID SkStrokeRec& headStroke() { return fPathStrokeList.fStroke; } SkPMColor4f& headColor() { return fPathStrokeList.fColor; } // Returns whether it is a good tradeoff to use the dynamic states flagged in the given // bitfield. Dynamic states improve batching, but if they aren't already enabled, they come at // the cost of having to write out more data with each patch or instance. bool shouldUseDynamicStates(PatchAttribs neededDynamicStates) const { // Use the dynamic states if either (1) they are all already enabled anyway, or (2) we don't // have many verbs. constexpr static int kMaxVerbsToEnableDynamicState = 50; bool anyStateDisabled = (bool)(~fPatchAttribs & neededDynamicStates); bool allStatesEnabled = !anyStateDisabled; return allStatesEnabled || (fTotalCombinedVerbCnt <= kMaxVerbsToEnableDynamicState); } const char* name() const override { return "StrokeTessellateOp"; } void visitProxies(const GrVisitProxyFunc&) const override; bool usesMSAA() const override { return fAAType == GrAAType::kMSAA; } GrProcessorSet::Analysis finalize(const GrCaps&, const GrAppliedClip*, GrClampType) override; bool usesStencil() const override { // This must be called after finalize(). fNeedsStencil can change in finalize(). SkASSERT(fProcessors.isFinalized()); return fNeedsStencil; } CombineResult onCombineIfPossible(GrOp*, SkArenaAlloc*, const GrCaps&) override; // Creates the tessellator and the stencil/fill program(s) we will use with it. void prePrepareTessellator(GrTessellationShader::ProgramArgs&&, GrAppliedClip&&); void onPrePrepare(GrRecordingContext*, const GrSurfaceProxyView&, GrAppliedClip*, const GrDstProxyView&, GrXferBarrierFlags, GrLoadOp colorLoadOp) override; void onPrepare(GrOpFlushState*) override; void onExecute(GrOpFlushState*, const SkRect& chainBounds) override; const GrAAType fAAType; const SkMatrix fViewMatrix; PatchAttribs fPatchAttribs = PatchAttribs::kNone; PathStrokeList fPathStrokeList; PathStrokeList** fPathStrokeTail = &fPathStrokeList.fNext; int fTotalCombinedVerbCnt = 0; GrProcessorSet fProcessors; bool fNeedsStencil; StrokeTessellator* fTessellator = nullptr; GrStrokeTessellationShader* fTessellationShader; const GrProgramInfo* fStencilProgram = nullptr; // Only used if the stroke has transparency. const GrProgramInfo* fFillProgram = nullptr; }; } // namespace skgpu::v1 #endif // StrokeTessellateOp_DEFINED