blob: 6e84724e8f635783d425ad58939e139aec3204a0 [file] [log] [blame]
/*
* Copyright 2012 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "GrClipMaskManager.h"
#include "GrGpu.h"
#include "GrRenderTarget.h"
#include "GrStencilBuffer.h"
#include "GrPathRenderer.h"
#include "GrPaint.h"
#include "SkRasterClip.h"
#include "GrAAConvexPathRenderer.h"
#include "GrAAHairLinePathRenderer.h"
// TODO: move GrSWMaskHelper out of GrSoftwarePathRender.h & remove this include
#include "GrSoftwarePathRenderer.h"
//#define GR_AA_CLIP 1
//#define GR_SW_CLIP 1
////////////////////////////////////////////////////////////////////////////////
void ScissoringSettings::setupScissoring(GrGpu* gpu) {
if (!fEnableScissoring) {
gpu->disableScissor();
return;
}
gpu->enableScissoring(fScissorRect);
}
namespace {
// set up the draw state to enable the aa clipping mask. Besides setting up the
// sampler matrix this also alters the vertex layout
void setup_drawstate_aaclip(GrGpu* gpu,
GrTexture* result,
const GrIRect &bound) {
GrDrawState* drawState = gpu->drawState();
GrAssert(drawState);
static const int maskStage = GrPaint::kTotalStages+1;
GrMatrix mat;
mat.setIDiv(result->width(), result->height());
mat.preTranslate(SkIntToScalar(-bound.fLeft), SkIntToScalar(-bound.fTop));
mat.preConcat(drawState->getViewMatrix());
drawState->sampler(maskStage)->reset(GrSamplerState::kClamp_WrapMode,
GrSamplerState::kNearest_Filter,
mat);
drawState->setTexture(maskStage, result);
// The AA clipping determination happens long after the geometry has
// been set up to draw. Here we directly enable the AA clip mask stage
gpu->addToVertexLayout(
GrDrawTarget::StagePosAsTexCoordVertexLayoutBit(maskStage));
}
bool path_needs_SW_renderer(GrContext* context,
GrGpu* gpu,
const SkPath& path,
GrPathFill fill,
bool doAA) {
// last (false) parameter disallows use of the SW path renderer
return NULL == context->getPathRenderer(path, fill, gpu, doAA, false);
}
}
/*
* This method traverses the clip stack to see if the GrSoftwarePathRenderer
* will be used on any element. If so, it returns true to indicate that the
* entire clip should be rendered in SW and then uploaded en masse to the gpu.
*/
bool GrClipMaskManager::useSWOnlyPath(GrGpu* gpu, const GrClip& clipIn) {
if (!clipIn.requiresAA()) {
// The stencil buffer can handle this case
return false;
}
// TODO: generalize this function so that when
// a clip gets complex enough it can just be done in SW regardless
// of whether it would invoke the GrSoftwarePathRenderer.
bool useSW = false;
for (int i = 0; i < clipIn.getElementCount(); ++i) {
if (SkRegion::kReplace_Op == clipIn.getOp(i)) {
// Everything before a replace op can be ignored so start
// afresh w.r.t. determining if any element uses the SW path
useSW = false;
}
if (kRect_ClipType == clipIn.getElementType(i)) {
// Non-anti-aliased rects can always be drawn directly (w/o
// using the software path) so the anti-aliased rects are all
// that need to be checked here
if (clipIn.getDoAA(i)) {
// Antialiased rects are converted to paths and then drawn with
// kEvenOdd_PathFill.
// TODO: wrap GrContext::fillAARect in a helper class and
// draw AA rects directly rather than converting to paths
SkPath temp;
temp.addRect(clipIn.getRect(i));
if (path_needs_SW_renderer(this->getContext(), gpu, temp,
kEvenOdd_PathFill, true)) {
useSW = true;
}
}
} else {
if (path_needs_SW_renderer(this->getContext(), gpu,
clipIn.getPath(i),
clipIn.getPathFill(i),
clipIn.getDoAA(i))) {
useSW = true;
}
}
}
return useSW;
}
////////////////////////////////////////////////////////////////////////////////
// sort out what kind of clip mask needs to be created: alpha, stencil,
// scissor, or entirely software
bool GrClipMaskManager::createClipMask(GrGpu* gpu,
const GrClip& clipIn,
ScissoringSettings* scissorSettings) {
GrAssert(scissorSettings);
scissorSettings->fEnableScissoring = false;
fClipMaskInStencil = false;
fClipMaskInAlpha = false;
GrDrawState* drawState = gpu->drawState();
if (!drawState->isClipState()) {
return true;
}
GrRenderTarget* rt = drawState->getRenderTarget();
// GrDrawTarget should have filtered this for us
GrAssert(NULL != rt);
#if GR_SW_CLIP
// If MSAA is enabled we can do everything in the stencil buffer.
// Otherwise check if we should just create the entire clip mask
// in software (this will only happen if the clip mask is anti-aliased
// and too complex for the gpu to handle in its entirety)
if (0 == rt->numSamples() && useSWOnlyPath(gpu, clipIn)) {
// The clip geometry is complex enough that it will be more
// efficient to create it entirely in software
GrTexture* result = NULL;
GrIRect bound;
if (this->createSoftwareClipMask(gpu, clipIn, &result, &bound)) {
fClipMaskInAlpha = true;
setup_drawstate_aaclip(gpu, result, bound);
return true;
}
// if SW clip mask creation fails fall through to the other
// two possible methods (bottoming out at stencil clipping)
}
#endif // GR_SW_CLIP
#if GR_AA_CLIP
// If MSAA is enabled use the (faster) stencil path for AA clipping
// otherwise the alpha clip mask is our only option
if (0 == rt->numSamples() && clipIn.requiresAA()) {
// Since we are going to create a destination texture of the correct
// size for the mask (rather than being bound by the size of the
// render target) we aren't going to use scissoring like the stencil
// path does (see scissorSettings below)
GrTexture* result = NULL;
GrIRect bound;
if (this->createAlphaClipMask(gpu, clipIn, &result, &bound)) {
fClipMaskInAlpha = true;
setup_drawstate_aaclip(gpu, result, bound);
return true;
}
// if alpha clip mask creation fails fall through to the stencil
// buffer method
}
#endif // GR_AA_CLIP
// Either a hard (stencil buffer) clip was explicitly requested or
// an antialiased clip couldn't be created. In either case, free up
// the texture in the antialiased mask cache.
// TODO: this may require more investigation. Ganesh performs a lot of
// utility draws (e.g., clears, InOrderDrawBuffer playbacks) that hit
// the stencil buffer path. These may be "incorrectly" clearing the
// AA cache.
fAACache.reset();
GrRect bounds;
GrRect rtRect;
rtRect.setLTRB(0, 0,
GrIntToScalar(rt->width()), GrIntToScalar(rt->height()));
if (clipIn.hasConservativeBounds()) {
bounds = clipIn.getConservativeBounds();
if (!bounds.intersect(rtRect)) {
bounds.setEmpty();
}
} else {
bounds = rtRect;
}
bounds.roundOut(&scissorSettings->fScissorRect);
if (scissorSettings->fScissorRect.isEmpty()) {
scissorSettings->fScissorRect.setLTRB(0,0,0,0);
// TODO: I think we can do an early exit here - after refactoring try:
// set fEnableScissoring to true but leave fClipMaskInStencil false
// and return - everything is going to be scissored away anyway!
}
scissorSettings->fEnableScissoring = true;
// use the stencil clip if we can't represent the clip as a rectangle.
fClipMaskInStencil = !clipIn.isRect() && !clipIn.isEmpty() &&
!bounds.isEmpty();
if (fClipMaskInStencil) {
return this->createStencilClipMask(gpu, clipIn, bounds, scissorSettings);
}
return true;
}
#define VISUALIZE_COMPLEX_CLIP 0
#if VISUALIZE_COMPLEX_CLIP
#include "GrRandom.h"
GrRandom gRandom;
#define SET_RANDOM_COLOR drawState->setColor(0xff000000 | gRandom.nextU());
#else
#define SET_RANDOM_COLOR
#endif
namespace {
/**
* Does "container" contain "containee"? If either is empty then
* no containment is possible.
*/
bool contains(const SkRect& container, const SkIRect& containee) {
return !containee.isEmpty() && !container.isEmpty() &&
container.fLeft <= SkIntToScalar(containee.fLeft) &&
container.fTop <= SkIntToScalar(containee.fTop) &&
container.fRight >= SkIntToScalar(containee.fRight) &&
container.fBottom >= SkIntToScalar(containee.fBottom);
}
////////////////////////////////////////////////////////////////////////////////
// determines how many elements at the head of the clip can be skipped and
// whether the initial clear should be to the inside- or outside-the-clip value,
// and what op should be used to draw the first element that isn't skipped.
int process_initial_clip_elements(const GrClip& clip,
const GrIRect& bounds,
bool* clearToInside,
SkRegion::Op* startOp) {
// logically before the first element of the clip stack is
// processed the clip is entirely open. However, depending on the
// first set op we may prefer to clear to 0 for performance. We may
// also be able to skip the initial clip paths/rects. We loop until
// we cannot skip an element.
int curr;
bool done = false;
*clearToInside = true;
int count = clip.getElementCount();
for (curr = 0; curr < count && !done; ++curr) {
switch (clip.getOp(curr)) {
case SkRegion::kReplace_Op:
// replace ignores everything previous
*startOp = SkRegion::kReplace_Op;
*clearToInside = false;
done = true;
break;
case SkRegion::kIntersect_Op:
// if this element contains the entire bounds then we
// can skip it.
if (kRect_ClipType == clip.getElementType(curr)
&& contains(clip.getRect(curr), bounds)) {
break;
}
// if everything is initially clearToInside then intersect is
// same as clear to 0 and treat as a replace. Otherwise,
// set stays empty.
if (*clearToInside) {
*startOp = SkRegion::kReplace_Op;
*clearToInside = false;
done = true;
}
break;
// we can skip a leading union.
case SkRegion::kUnion_Op:
// if everything is initially outside then union is
// same as replace. Otherwise, every pixel is still
// clearToInside
if (!*clearToInside) {
*startOp = SkRegion::kReplace_Op;
done = true;
}
break;
case SkRegion::kXOR_Op:
// xor is same as difference or replace both of which
// can be 1-pass instead of 2 for xor.
if (*clearToInside) {
*startOp = SkRegion::kDifference_Op;
} else {
*startOp = SkRegion::kReplace_Op;
}
done = true;
break;
case SkRegion::kDifference_Op:
// if all pixels are clearToInside then we have to process the
// difference, otherwise it has no effect and all pixels
// remain outside.
if (*clearToInside) {
*startOp = SkRegion::kDifference_Op;
done = true;
}
break;
case SkRegion::kReverseDifference_Op:
// if all pixels are clearToInside then reverse difference
// produces empty set. Otherise it is same as replace
if (*clearToInside) {
*clearToInside = false;
} else {
*startOp = SkRegion::kReplace_Op;
done = true;
}
break;
default:
GrCrash("Unknown set op.");
}
}
return done ? curr-1 : count;
}
}
namespace {
////////////////////////////////////////////////////////////////////////////////
// set up the OpenGL blend function to perform the specified
// boolean operation for alpha clip mask creation
void setup_boolean_blendcoeffs(GrDrawState* drawState, SkRegion::Op op) {
switch (op) {
case SkRegion::kReplace_Op:
drawState->setBlendFunc(kOne_BlendCoeff, kZero_BlendCoeff);
break;
case SkRegion::kIntersect_Op:
drawState->setBlendFunc(kDC_BlendCoeff, kZero_BlendCoeff);
break;
case SkRegion::kUnion_Op:
drawState->setBlendFunc(kOne_BlendCoeff, kISC_BlendCoeff);
break;
case SkRegion::kXOR_Op:
drawState->setBlendFunc(kIDC_BlendCoeff, kISC_BlendCoeff);
break;
case SkRegion::kDifference_Op:
drawState->setBlendFunc(kZero_BlendCoeff, kISC_BlendCoeff);
break;
case SkRegion::kReverseDifference_Op:
drawState->setBlendFunc(kIDC_BlendCoeff, kZero_BlendCoeff);
break;
default:
GrAssert(false);
break;
}
}
////////////////////////////////////////////////////////////////////////////////
bool draw_path(GrContext* context,
GrGpu* gpu,
const SkPath& path,
GrPathFill fill,
bool doAA) {
GrPathRenderer* pr = context->getPathRenderer(path, fill, gpu, doAA, true);
if (NULL == pr) {
return false;
}
pr->drawPath(path, fill, NULL, gpu, 0, doAA);
return true;
}
}
////////////////////////////////////////////////////////////////////////////////
bool GrClipMaskManager::drawClipShape(GrGpu* gpu,
GrTexture* target,
const GrClip& clipIn,
int index) {
GrDrawState* drawState = gpu->drawState();
GrAssert(NULL != drawState);
drawState->setRenderTarget(target->asRenderTarget());
if (kRect_ClipType == clipIn.getElementType(index)) {
if (clipIn.getDoAA(index)) {
// convert the rect to a path for AA
SkPath temp;
temp.addRect(clipIn.getRect(index));
return draw_path(this->getContext(), gpu, temp,
kEvenOdd_PathFill, clipIn.getDoAA(index));
} else {
gpu->drawSimpleRect(clipIn.getRect(index), NULL, 0);
}
} else {
return draw_path(this->getContext(), gpu,
clipIn.getPath(index),
clipIn.getPathFill(index),
clipIn.getDoAA(index));
}
return true;
}
void GrClipMaskManager::drawTexture(GrGpu* gpu,
GrTexture* target,
GrTexture* texture) {
GrDrawState* drawState = gpu->drawState();
GrAssert(NULL != drawState);
// no AA here since it is encoded in the texture
drawState->setRenderTarget(target->asRenderTarget());
GrMatrix sampleM;
sampleM.setIDiv(texture->width(), texture->height());
drawState->setTexture(0, texture);
drawState->sampler(0)->reset(GrSamplerState::kClamp_WrapMode,
GrSamplerState::kNearest_Filter,
sampleM);
GrRect rect = GrRect::MakeWH(SkIntToScalar(target->width()),
SkIntToScalar(target->height()));
gpu->drawSimpleRect(rect, NULL, 1 << 0);
drawState->setTexture(0, NULL);
}
namespace {
void clear(GrGpu* gpu,
GrTexture* target,
GrColor color) {
GrDrawState* drawState = gpu->drawState();
GrAssert(NULL != drawState);
// zap entire target to specified color
drawState->setRenderTarget(target->asRenderTarget());
gpu->clear(NULL, color);
}
}
// get a texture to act as a temporary buffer for AA clip boolean operations
// TODO: given the expense of createTexture we may want to just cache this too
void GrClipMaskManager::getTemp(const GrIRect& bounds,
GrAutoScratchTexture* temp) {
if (NULL != temp->texture()) {
// we've already allocated the temp texture
return;
}
const GrTextureDesc desc = {
kRenderTarget_GrTextureFlagBit|kNoStencil_GrTextureFlagBit,
bounds.width(),
bounds.height(),
kAlpha_8_GrPixelConfig,
0 // samples
};
temp->set(this->getContext(), desc);
}
void GrClipMaskManager::setupCache(const GrClip& clipIn,
const GrIRect& bounds) {
// Since we are setting up the cache we know the last lookup was a miss
// Free up the currently cached mask so it can be reused
fAACache.reset();
const GrTextureDesc desc = {
kRenderTarget_GrTextureFlagBit|kNoStencil_GrTextureFlagBit,
bounds.width(),
bounds.height(),
kAlpha_8_GrPixelConfig,
0 // samples
};
fAACache.acquireMask(clipIn, desc, bounds);
}
////////////////////////////////////////////////////////////////////////////////
// Shared preamble between gpu and SW-only AA clip mask creation paths.
// Handles caching, determination of clip mask bound & allocation (if needed)
// of the result texture
// Returns true if there is no more work to be done (i.e., we got a cache hit)
bool GrClipMaskManager::clipMaskPreamble(GrGpu* gpu,
const GrClip& clipIn,
GrTexture** result,
GrIRect *resultBounds) {
GrDrawState* origDrawState = gpu->drawState();
GrAssert(origDrawState->isClipState());
GrRenderTarget* rt = origDrawState->getRenderTarget();
GrAssert(NULL != rt);
GrRect rtRect;
rtRect.setLTRB(0, 0,
GrIntToScalar(rt->width()), GrIntToScalar(rt->height()));
// unlike the stencil path the alpha path is not bound to the size of the
// render target - determine the minimum size required for the mask
GrRect bounds;
if (clipIn.hasConservativeBounds()) {
bounds = clipIn.getConservativeBounds();
if (!bounds.intersect(rtRect)) {
// the mask will be empty in this case
GrAssert(false);
bounds.setEmpty();
}
} else {
// still locked to the size of the render target
bounds = rtRect;
}
GrIRect intBounds;
bounds.roundOut(&intBounds);
// need to outset a pixel since the standard bounding box computation
// path doesn't leave any room for antialiasing (esp. w.r.t. rects)
intBounds.outset(1, 1);
// TODO: make sure we don't outset if bounds are still 0,0 @ min
if (fAACache.canReuse(clipIn,
intBounds.width(),
intBounds.height())) {
*result = fAACache.getLastMask();
fAACache.getLastBound(resultBounds);
return true;
}
this->setupCache(clipIn, intBounds);
*resultBounds = intBounds;
return false;
}
////////////////////////////////////////////////////////////////////////////////
// Create a 8-bit clip mask in alpha
bool GrClipMaskManager::createAlphaClipMask(GrGpu* gpu,
const GrClip& clipIn,
GrTexture** result,
GrIRect *resultBounds) {
if (this->clipMaskPreamble(gpu, clipIn, result, resultBounds)) {
return true;
}
GrTexture* accum = fAACache.getLastMask();
if (NULL == accum) {
fClipMaskInAlpha = false;
fAACache.reset();
return false;
}
GrDrawTarget::AutoStateRestore asr(gpu, GrDrawTarget::kReset_ASRInit);
GrDrawState* drawState = gpu->drawState();
GrDrawTarget::AutoGeometryPush agp(gpu);
int count = clipIn.getElementCount();
if (0 != resultBounds->fTop || 0 != resultBounds->fLeft) {
// if we were able to trim down the size of the mask we need to
// offset the paths & rects that will be used to compute it
GrMatrix m;
m.setTranslate(SkIntToScalar(-resultBounds->fLeft),
SkIntToScalar(-resultBounds->fTop));
drawState->setViewMatrix(m);
}
bool clearToInside;
SkRegion::Op startOp = SkRegion::kReplace_Op; // suppress warning
int start = process_initial_clip_elements(clipIn,
*resultBounds,
&clearToInside,
&startOp);
clear(gpu, accum, clearToInside ? 0xffffffff : 0x00000000);
GrAutoScratchTexture temp;
// walk through each clip element and perform its set op
for (int c = start; c < count; ++c) {
SkRegion::Op op = (c == start) ? startOp : clipIn.getOp(c);
if (SkRegion::kReplace_Op == op) {
// TODO: replace is actually a lot faster then intersection
// for this path - refactor the stencil path so it can handle
// replace ops and alter GrClip to allow them through
// clear the accumulator and draw the new object directly into it
clear(gpu, accum, 0x00000000);
setup_boolean_blendcoeffs(drawState, op);
this->drawClipShape(gpu, accum, clipIn, c);
} else if (SkRegion::kReverseDifference_Op == op ||
SkRegion::kIntersect_Op == op) {
// there is no point in intersecting a screen filling rectangle.
if (SkRegion::kIntersect_Op == op &&
kRect_ClipType == clipIn.getElementType(c) &&
contains(clipIn.getRect(c), *resultBounds)) {
continue;
}
getTemp(*resultBounds, &temp);
if (NULL == temp.texture()) {
fClipMaskInAlpha = false;
fAACache.reset();
return false;
}
// clear the temp target & draw into it
clear(gpu, temp.texture(), 0x00000000);
setup_boolean_blendcoeffs(drawState, SkRegion::kReplace_Op);
this->drawClipShape(gpu, temp.texture(), clipIn, c);
// TODO: rather than adding these two translations here
// compute the bounding box needed to render the texture
// into temp
if (0 != resultBounds->fTop || 0 != resultBounds->fLeft) {
GrMatrix m;
m.setTranslate(SkIntToScalar(resultBounds->fLeft),
SkIntToScalar(resultBounds->fTop));
drawState->preConcatViewMatrix(m);
}
// Now draw into the accumulator using the real operation
// and the temp buffer as a texture
setup_boolean_blendcoeffs(drawState, op);
this->drawTexture(gpu, accum, temp.texture());
if (0 != resultBounds->fTop || 0 != resultBounds->fLeft) {
GrMatrix m;
m.setTranslate(SkIntToScalar(-resultBounds->fLeft),
SkIntToScalar(-resultBounds->fTop));
drawState->preConcatViewMatrix(m);
}
} else {
// all the remaining ops can just be directly draw into
// the accumulation buffer
setup_boolean_blendcoeffs(drawState, op);
this->drawClipShape(gpu, accum, clipIn, c);
}
}
*result = accum;
return true;
}
////////////////////////////////////////////////////////////////////////////////
// Create a 1-bit clip mask in the stencil buffer
bool GrClipMaskManager::createStencilClipMask(GrGpu* gpu,
const GrClip& clipIn,
const GrRect& bounds,
ScissoringSettings* scissorSettings) {
GrAssert(fClipMaskInStencil);
GrDrawState* drawState = gpu->drawState();
GrAssert(drawState->isClipState());
GrRenderTarget* rt = drawState->getRenderTarget();
GrAssert(NULL != rt);
// TODO: dynamically attach a SB when needed.
GrStencilBuffer* stencilBuffer = rt->getStencilBuffer();
if (NULL == stencilBuffer) {
return false;
}
if (stencilBuffer->mustRenderClip(clipIn, rt->width(), rt->height())) {
stencilBuffer->setLastClip(clipIn, rt->width(), rt->height());
// we set the current clip to the bounds so that our recursive
// draws are scissored to them. We use the copy of the complex clip
// we just stashed on the SB to render from. We set it back after
// we finish drawing it into the stencil.
const GrClip& clipCopy = stencilBuffer->getLastClip();
gpu->setClip(GrClip(bounds));
GrDrawTarget::AutoStateRestore asr(gpu, GrDrawTarget::kReset_ASRInit);
drawState = gpu->drawState();
drawState->setRenderTarget(rt);
GrDrawTarget::AutoGeometryPush agp(gpu);
gpu->disableScissor();
#if !VISUALIZE_COMPLEX_CLIP
drawState->enableState(GrDrawState::kNoColorWrites_StateBit);
#endif
int count = clipCopy.getElementCount();
int clipBit = stencilBuffer->bits();
SkASSERT((clipBit <= 16) &&
"Ganesh only handles 16b or smaller stencil buffers");
clipBit = (1 << (clipBit-1));
GrIRect rtRect = GrIRect::MakeWH(rt->width(), rt->height());
bool clearToInside;
SkRegion::Op startOp = SkRegion::kReplace_Op; // suppress warning
int start = process_initial_clip_elements(clipCopy,
rtRect,
&clearToInside,
&startOp);
gpu->clearStencilClip(scissorSettings->fScissorRect, clearToInside);
// walk through each clip element and perform its set op
// with the existing clip.
for (int c = start; c < count; ++c) {
GrPathFill fill;
bool fillInverted;
// enabled at bottom of loop
drawState->disableState(GrGpu::kModifyStencilClip_StateBit);
bool canRenderDirectToStencil; // can the clip element be drawn
// directly to the stencil buffer
// with a non-inverted fill rule
// without extra passes to
// resolve in/out status.
SkRegion::Op op = (c == start) ? startOp : clipCopy.getOp(c);
GrPathRenderer* pr = NULL;
const SkPath* clipPath = NULL;
if (kRect_ClipType == clipCopy.getElementType(c)) {
canRenderDirectToStencil = true;
fill = kEvenOdd_PathFill;
fillInverted = false;
// there is no point in intersecting a screen filling
// rectangle.
if (SkRegion::kIntersect_Op == op &&
contains(clipCopy.getRect(c), rtRect)) {
continue;
}
} else {
fill = clipCopy.getPathFill(c);
fillInverted = GrIsFillInverted(fill);
fill = GrNonInvertedFill(fill);
clipPath = &clipCopy.getPath(c);
pr = this->getContext()->getPathRenderer(*clipPath,
fill, gpu, false,
true);
if (NULL == pr) {
fClipMaskInStencil = false;
gpu->setClip(clipCopy); // restore to the original
return false;
}
canRenderDirectToStencil =
!pr->requiresStencilPass(*clipPath, fill, gpu);
}
int passes;
GrStencilSettings stencilSettings[GrStencilSettings::kMaxStencilClipPasses];
bool canDrawDirectToClip; // Given the renderer, the element,
// fill rule, and set operation can
// we render the element directly to
// stencil bit used for clipping.
canDrawDirectToClip =
GrStencilSettings::GetClipPasses(op,
canRenderDirectToStencil,
clipBit,
fillInverted,
&passes, stencilSettings);
// draw the element to the client stencil bits if necessary
if (!canDrawDirectToClip) {
GR_STATIC_CONST_SAME_STENCIL(gDrawToStencil,
kIncClamp_StencilOp,
kIncClamp_StencilOp,
kAlways_StencilFunc,
0xffff,
0x0000,
0xffff);
SET_RANDOM_COLOR
if (kRect_ClipType == clipCopy.getElementType(c)) {
*drawState->stencil() = gDrawToStencil;
gpu->drawSimpleRect(clipCopy.getRect(c), NULL, 0);
} else {
if (canRenderDirectToStencil) {
*drawState->stencil() = gDrawToStencil;
pr->drawPath(*clipPath, fill, NULL, gpu, 0, false);
} else {
pr->drawPathToStencil(*clipPath, fill, gpu);
}
}
}
// now we modify the clip bit by rendering either the clip
// element directly or a bounding rect of the entire clip.
drawState->enableState(GrGpu::kModifyStencilClip_StateBit);
for (int p = 0; p < passes; ++p) {
*drawState->stencil() = stencilSettings[p];
if (canDrawDirectToClip) {
if (kRect_ClipType == clipCopy.getElementType(c)) {
SET_RANDOM_COLOR
gpu->drawSimpleRect(clipCopy.getRect(c), NULL, 0);
} else {
SET_RANDOM_COLOR
pr->drawPath(*clipPath, fill, NULL, gpu, 0, false);
}
} else {
SET_RANDOM_COLOR
gpu->drawSimpleRect(bounds, NULL, 0);
}
}
}
// restore clip
gpu->setClip(clipCopy);
// recusive draws would have disabled this since they drew with
// the clip bounds as clip.
fClipMaskInStencil = true;
}
return true;
}
namespace {
GrPathFill invert_fill(GrPathFill fill) {
static const GrPathFill gInvertedFillTable[] = {
kInverseWinding_PathFill, // kWinding_PathFill
kInverseEvenOdd_PathFill, // kEvenOdd_PathFill
kWinding_PathFill, // kInverseWinding_PathFill
kEvenOdd_PathFill, // kInverseEvenOdd_PathFill
kHairLine_PathFill, // kHairLine_PathFill
};
GR_STATIC_ASSERT(0 == kWinding_PathFill);
GR_STATIC_ASSERT(1 == kEvenOdd_PathFill);
GR_STATIC_ASSERT(2 == kInverseWinding_PathFill);
GR_STATIC_ASSERT(3 == kInverseEvenOdd_PathFill);
GR_STATIC_ASSERT(4 == kHairLine_PathFill);
GR_STATIC_ASSERT(5 == kPathFillCount);
return gInvertedFillTable[fill];
}
}
////////////////////////////////////////////////////////////////////////////////
bool GrClipMaskManager::createSoftwareClipMask(GrGpu* gpu,
const GrClip& clipIn,
GrTexture** result,
GrIRect *resultBounds) {
if (this->clipMaskPreamble(gpu, clipIn, result, resultBounds)) {
return true;
}
GrTexture* accum = fAACache.getLastMask();
if (NULL == accum) {
fClipMaskInAlpha = false;
fAACache.reset();
return false;
}
GrSWMaskHelper helper(this->getContext());
helper.init(*resultBounds, NULL, false);
int count = clipIn.getElementCount();
bool clearToInside;
SkRegion::Op startOp = SkRegion::kReplace_Op; // suppress warning
int start = process_initial_clip_elements(clipIn,
*resultBounds,
&clearToInside,
&startOp);
helper.clear(clearToInside ? SK_ColorWHITE : 0x00000000);
for (int i = start; i < count; ++i) {
SkRegion::Op op = (i == start) ? startOp : clipIn.getOp(i);
if (SkRegion::kIntersect_Op == op ||
SkRegion::kReverseDifference_Op == op) {
// Intersect and reverse difference require modifying pixels
// outside of the geometry that is being "drawn". In both cases
// we erase all the pixels outside of the geometry but
// leave the pixels inside the geometry alone. For reverse
// difference we invert all the pixels before clearing the ones
// outside the geometry.
if (SkRegion::kReverseDifference_Op == op) {
SkRect temp = SkRect::MakeLTRB(
SkIntToScalar(resultBounds->left()),
SkIntToScalar(resultBounds->top()),
SkIntToScalar(resultBounds->right()),
SkIntToScalar(resultBounds->bottom()));
// invert the entire scene
helper.draw(temp, SkRegion::kXOR_Op, false, SK_ColorWHITE);
}
if (kRect_ClipType == clipIn.getElementType(i)) {
// convert the rect to a path so we can invert the fill
SkPath temp;
temp.addRect(clipIn.getRect(i));
helper.draw(temp, SkRegion::kReplace_Op,
kInverseEvenOdd_PathFill, clipIn.getDoAA(i),
0x00000000);
} else {
GrAssert(kPath_ClipType == clipIn.getElementType(i));
helper.draw(clipIn.getPath(i),
SkRegion::kReplace_Op,
invert_fill(clipIn.getPathFill(i)),
clipIn.getDoAA(i),
0x00000000);
}
continue;
}
// The other ops (union, xor, diff) only affect pixels inside
// the geometry so they can just be drawn normally
if (kRect_ClipType == clipIn.getElementType(i)) {
helper.draw(clipIn.getRect(i),
op,
clipIn.getDoAA(i), SK_ColorWHITE);
} else {
GrAssert(kPath_ClipType == clipIn.getElementType(i));
helper.draw(clipIn.getPath(i),
op,
clipIn.getPathFill(i),
clipIn.getDoAA(i), SK_ColorWHITE);
}
}
// Because we are using the scratch texture cache, "accum" may be
// larger than expected and have some cruft in the areas we aren't using.
// Clear it out.
// TODO: need a simpler way to clear the texture - can we combine
// the clear and the writePixels (inside toTexture)
GrDrawState* drawState = gpu->drawState();
GrAssert(NULL != drawState);
GrRenderTarget* temp = drawState->getRenderTarget();
clear(gpu, accum, 0x00000000);
// can't leave the accum bound as a rendertarget
drawState->setRenderTarget(temp);
helper.toTexture(accum);
*result = accum;
return true;
}
////////////////////////////////////////////////////////////////////////////////
void GrClipMaskManager::releaseResources() {
fAACache.releaseResources();
}