• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
1 /*
2  * Copyright 2013 Google Inc.
3  *
4  * Use of this source code is governed by a BSD-style license that can be
5  * found in the LICENSE file.
6  */
7 
8 #ifndef GrPrimitiveProcessor_DEFINED
9 #define GrPrimitiveProcessor_DEFINED
10 
11 #include "GrColor.h"
12 #include "GrProcessor.h"
13 #include "GrShaderVar.h"
14 
15 /*
16  * The GrPrimitiveProcessor represents some kind of geometric primitive.  This includes the shape
17  * of the primitive and the inherent color of the primitive.  The GrPrimitiveProcessor is
18  * responsible for providing a color and coverage input into the Ganesh rendering pipeline.  Through
19  * optimization, Ganesh may decide a different color, no color, and / or no coverage are required
20  * from the GrPrimitiveProcessor, so the GrPrimitiveProcessor must be able to support this
21  * functionality.
22  *
23  * There are two feedback loops between the GrFragmentProcessors, the GrXferProcessor, and the
24  * GrPrimitiveProcessor. These loops run on the CPU and to determine known properties of the final
25  * color and coverage inputs to the GrXferProcessor in order to perform optimizations that preserve
26  * correctness. The GrDrawOp seeds these loops with initial color and coverage, in its
27  * getProcessorAnalysisInputs implementation. These seed values are processed by the
28  * subsequent
29  * stages of the rendering pipeline and the output is then fed back into the GrDrawOp in
30  * the applyPipelineOptimizations call, where the op can use the information to inform decisions
31  * about GrPrimitiveProcessor creation.
32  */
33 
34 class GrGLSLPrimitiveProcessor;
35 
36 /*
37  * GrPrimitiveProcessor defines an interface which all subclasses must implement.  All
38  * GrPrimitiveProcessors must proivide seed color and coverage for the Ganesh color / coverage
39  * pipelines, and they must provide some notion of equality
40  */
41 class GrPrimitiveProcessor : public GrResourceIOProcessor, public GrProgramElement {
42 public:
43     struct Attribute {
44         enum class InputRate : bool {
45             kPerVertex,
46             kPerInstance
47         };
48 
49         const char*          fName;
50         GrVertexAttribType   fType;
51         int                  fOffsetInRecord;
52         GrSLPrecision        fPrecision;
53         InputRate            fInputRate;
54     };
55 
numAttribs()56     int numAttribs() const { return fAttribs.count(); }
getAttrib(int index)57     const Attribute& getAttrib(int index) const { return fAttribs[index]; }
58 
hasVertexAttribs()59     bool hasVertexAttribs() const { return SkToBool(fVertexStride); }
hasInstanceAttribs()60     bool hasInstanceAttribs() const { return SkToBool(fInstanceStride); }
61 
62     /**
63      * These return the strides of the vertex and instance buffers. Attributes are expected to be
64      * laid out interleaved in their corresponding buffer (vertex or instance). fOffsetInRecord
65      * indicates an attribute's location in bytes relative to the first attribute. (These are padded
66      * to the nearest 4 bytes for performance reasons.)
67      *
68      * A common practice is to populate the buffer's memory using an implicit array of structs. In
69      * this case, it is best to assert:
70      *
71      *     stride == sizeof(struct) and
72      *     offsetof(struct, field[i]) == attrib[i].fOffsetInRecord
73      *
74      * NOTE: for instanced draws the vertex buffer has a single record that each instance reuses.
75      */
getVertexStride()76     int getVertexStride() const { return fVertexStride; }
getInstanceStride()77     int getInstanceStride() const { return fInstanceStride; }
78 
79     // Only the GrGeometryProcessor subclass actually has a geo shader or vertex attributes, but
80     // we put these calls on the base class to prevent having to cast
81     virtual bool willUseGeoShader() const = 0;
82 
83     /**
84      * Computes a transformKey from an array of coord transforms. Will only look at the first
85      * <numCoords> transforms in the array.
86      *
87      * TODO: A better name for this function  would be "compute" instead of "get".
88      */
89     uint32_t getTransformKey(const SkTArray<const GrCoordTransform*, true>& coords,
90                              int numCoords) const;
91 
92     /**
93      * Sets a unique key on the GrProcessorKeyBuilder that is directly associated with this geometry
94      * processor's GL backend implementation.
95      *
96      * TODO: A better name for this function  would be "compute" instead of "get".
97      */
98     virtual void getGLSLProcessorKey(const GrShaderCaps&, GrProcessorKeyBuilder*) const = 0;
99 
100 
101     /** Returns a new instance of the appropriate *GL* implementation class
102         for the given GrProcessor; caller is responsible for deleting
103         the object. */
104     virtual GrGLSLPrimitiveProcessor* createGLSLInstance(const GrShaderCaps&) const = 0;
105 
isPathRendering()106     virtual bool isPathRendering() const { return false; }
107 
108     /**
109      * If non-null, overrides the dest color returned by GrGLSLFragmentShaderBuilder::dstColor().
110      */
getDestColorOverride()111     virtual const char* getDestColorOverride() const { return nullptr; }
112 
getSampleShading()113     virtual float getSampleShading() const {
114         return 0.0;
115     }
116 
117 protected:
118     /**
119      * Subclasses call these from their constructor to register vertex and instance attributes.
120      */
121     const Attribute& addVertexAttrib(const char* name, GrVertexAttribType type,
122                                      GrSLPrecision precision = kDefault_GrSLPrecision) {
123         precision = (kDefault_GrSLPrecision == precision) ? kMedium_GrSLPrecision : precision;
124         fAttribs.push_back() = {name, type, fVertexStride, precision,
125                                 Attribute::InputRate::kPerVertex};
126         fVertexStride += static_cast<int>(SkAlign4(GrVertexAttribTypeSize(type)));
127         return fAttribs.back();
128     }
129     const Attribute& addInstanceAttrib(const char* name, GrVertexAttribType type,
130                                        GrSLPrecision precision = kDefault_GrSLPrecision) {
131         precision = (kDefault_GrSLPrecision == precision) ? kMedium_GrSLPrecision : precision;
132         fAttribs.push_back() = {name, type, fInstanceStride, precision,
133                                 Attribute::InputRate::kPerInstance};
134         fInstanceStride += static_cast<int>(SkAlign4(GrVertexAttribTypeSize(type)));
135         return fAttribs.back();
136     }
137 
138 private:
addPendingIOs()139     void addPendingIOs() const override { GrResourceIOProcessor::addPendingIOs(); }
removeRefs()140     void removeRefs() const override { GrResourceIOProcessor::removeRefs(); }
pendingIOComplete()141     void pendingIOComplete() const override { GrResourceIOProcessor::pendingIOComplete(); }
notifyRefCntIsZero()142     void notifyRefCntIsZero() const final {}
143     virtual bool hasExplicitLocalCoords() const = 0;
144 
145     SkSTArray<8, Attribute>   fAttribs;
146     int                       fVertexStride = 0;
147     int                       fInstanceStride = 0;
148 
149     typedef GrProcessor INHERITED;
150 };
151 
152 #endif
153