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/*
* Copyright 2011 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef GrInOrderDrawBuffer_DEFINED
#define GrInOrderDrawBuffer_DEFINED
#include "GrDrawTarget.h"
#include "GrAllocPool.h"
#include "GrAllocator.h"
#include "GrPath.h"
#include "SkClipStack.h"
#include "SkStroke.h"
#include "SkTemplates.h"
class GrGpu;
class GrIndexBufferAllocPool;
class GrVertexBufferAllocPool;
/**
* GrInOrderDrawBuffer is an implementation of GrDrawTarget that queues up
* draws for eventual playback into a GrGpu. In theory one draw buffer could
* playback into another. When index or vertex buffers are used as geometry
* sources it is the callers the draw buffer only holds references to the
* buffers. It is the callers responsibility to ensure that the data is still
* valid when the draw buffer is played back into a GrGpu. Similarly, it is the
* caller's responsibility to ensure that all referenced textures, buffers,
* and rendertargets are associated in the GrGpu object that the buffer is
* played back into. The buffer requires VB and IB pools to store geometry.
*/
class GrInOrderDrawBuffer : public GrDrawTarget {
public:
/**
* Creates a GrInOrderDrawBuffer
*
* @param gpu the gpu object where this will be played back
* (possible indirectly). GrResources used with the draw
* buffer are created by this gpu object.
* @param vertexPool pool where vertices for queued draws will be saved when
* the vertex source is either reserved or array.
* @param indexPool pool where indices for queued draws will be saved when
* the index source is either reserved or array.
*/
GrInOrderDrawBuffer(const GrGpu* gpu,
GrVertexBufferAllocPool* vertexPool,
GrIndexBufferAllocPool* indexPool);
virtual ~GrInOrderDrawBuffer();
/**
* Provides the buffer with an index buffer that can be used for quad rendering.
* The buffer may be able to batch consecutive drawRects if this is provided.
* @param indexBuffer index buffer with quad indices.
*/
void setQuadIndexBuffer(const GrIndexBuffer* indexBuffer);
/**
* Empties the draw buffer of any queued up draws. This must not be called
* while inside an unbalanced pushGeometrySource().
*/
void reset();
/**
* plays the queued up draws to another target. Does not empty this buffer
* so that it can be played back multiple times. This buffer must not have
* an active reserved vertex or index source. Any reserved geometry on
* the target will be finalized because it's geometry source will be pushed
* before playback and popped afterwards.
*
* @return false if the playback trivially drew nothing because nothing was
* recorded.
*
* @param target the target to receive the playback
*/
bool playback(GrDrawTarget* target);
/**
* A convenience method to do a playback followed by a reset. All the
* constraints and side-effects or playback() and reset apply().
*/
void flushTo(GrDrawTarget* target) {
if (fFlushing) {
// When creating SW-only clip masks, the GrClipMaskManager can
// cause a GrContext::flush (when copying the mask results back
// to the GPU). Without a guard this results in a recursive call
// to this method.
return;
}
fFlushing = true;
if (this->playback(target)) {
this->reset();
}
fFlushing = false;
}
/**
* This function allows the draw buffer to automatically flush itself to
* another target. This means the buffer may internally call
* this->flushTo(target) when it is safe to do so.
*
* When the auto flush target is set to NULL (as it initially is) the draw
* buffer will never automatically flush itself.
*/
void setAutoFlushTarget(GrDrawTarget* target);
// overrides from GrDrawTarget
virtual void drawRect(const GrRect& rect,
const SkMatrix* matrix = NULL,
const GrRect* srcRects[] = NULL,
const SkMatrix* srcMatrices[] = NULL) SK_OVERRIDE;
virtual void drawIndexedInstances(GrPrimitiveType type,
int instanceCount,
int verticesPerInstance,
int indicesPerInstance)
SK_OVERRIDE;
virtual bool geometryHints(GrVertexLayout vertexLayout,
int* vertexCount,
int* indexCount) const SK_OVERRIDE;
virtual void clear(const GrIRect* rect,
GrColor color,
GrRenderTarget* renderTarget = NULL) SK_OVERRIDE;
protected:
virtual void willReserveVertexAndIndexSpace(GrVertexLayout vertexLayout,
int vertexCount,
int indexCount) SK_OVERRIDE;
private:
enum Cmd {
kDraw_Cmd = 1,
kStencilPath_Cmd = 2,
kSetState_Cmd = 3,
kSetClip_Cmd = 4,
kClear_Cmd = 5,
};
struct Draw {
GrPrimitiveType fPrimitiveType;
int fStartVertex;
int fStartIndex;
int fVertexCount;
int fIndexCount;
GrVertexLayout fVertexLayout;
const GrVertexBuffer* fVertexBuffer;
const GrIndexBuffer* fIndexBuffer;
};
struct StencilPath {
SkAutoTUnref<const GrPath> fPath;
SkStroke fStroke;
SkPath::FillType fFill;
};
struct Clear {
Clear() : fRenderTarget(NULL) {}
~Clear() { GrSafeUnref(fRenderTarget); }
GrIRect fRect;
GrColor fColor;
GrRenderTarget* fRenderTarget;
};
// overrides from GrDrawTarget
virtual void onDrawIndexed(GrPrimitiveType primitiveType,
int startVertex,
int startIndex,
int vertexCount,
int indexCount) SK_OVERRIDE;
virtual void onDrawNonIndexed(GrPrimitiveType primitiveType,
int startVertex,
int vertexCount) SK_OVERRIDE;
virtual void onStencilPath(const GrPath*, const SkStroke& stroke, SkPath::FillType) SK_OVERRIDE;
virtual bool onReserveVertexSpace(GrVertexLayout layout,
int vertexCount,
void** vertices) SK_OVERRIDE;
virtual bool onReserveIndexSpace(int indexCount,
void** indices) SK_OVERRIDE;
virtual void releaseReservedVertexSpace() SK_OVERRIDE;
virtual void releaseReservedIndexSpace() SK_OVERRIDE;
virtual void onSetVertexSourceToArray(const void* vertexArray,
int vertexCount) SK_OVERRIDE;
virtual void onSetIndexSourceToArray(const void* indexArray,
int indexCount) SK_OVERRIDE;
virtual void releaseVertexArray() SK_OVERRIDE;
virtual void releaseIndexArray() SK_OVERRIDE;
virtual void geometrySourceWillPush() SK_OVERRIDE;
virtual void geometrySourceWillPop(
const GeometrySrcState& restoredState) SK_OVERRIDE;
virtual void clipWillBeSet(const GrClipData* newClip) SK_OVERRIDE;
// we lazily record state and clip changes in order to skip clips and states
// that have no effect.
bool needsNewState() const;
bool needsNewClip() const;
// these functions record a command
void recordState();
void recordDefaultState();
void recordClip();
void recordDefaultClip();
Draw* recordDraw();
StencilPath* recordStencilPath();
Clear* recordClear();
// call this to invalidate the tracking data that is used to concatenate
// multiple draws into a single draw.
void resetDrawTracking();
enum {
kCmdPreallocCnt = 32,
kDrawPreallocCnt = 8,
kStencilPathPreallocCnt = 8,
kStatePreallocCnt = 8,
kClipPreallocCnt = 8,
kClearPreallocCnt = 4,
kGeoPoolStatePreAllocCnt = 4,
};
SkSTArray<kCmdPreallocCnt, uint8_t, true> fCmds;
GrSTAllocator<kDrawPreallocCnt, Draw> fDraws;
GrSTAllocator<kStatePreallocCnt, StencilPath> fStencilPaths;
GrSTAllocator<kStatePreallocCnt, GrDrawState> fStates;
GrSTAllocator<kClearPreallocCnt, Clear> fClears;
GrSTAllocator<kClipPreallocCnt, SkClipStack> fClips;
GrSTAllocator<kClipPreallocCnt, SkIPoint> fClipOrigins;
GrDrawTarget* fAutoFlushTarget;
bool fClipSet;
GrVertexBufferAllocPool& fVertexPool;
GrIndexBufferAllocPool& fIndexPool;
// these are used to attempt to concatenate drawRect calls
GrVertexLayout fLastRectVertexLayout;
const GrIndexBuffer* fQuadIndexBuffer;
int fMaxQuads;
int fCurrQuad;
// bookkeeping to attempt to concantenate drawIndexedInstances calls
struct {
int fVerticesPerInstance;
int fIndicesPerInstance;
void reset() {
fVerticesPerInstance = 0;
fIndicesPerInstance = 0;
}
} fInstancedDrawTracker;
struct GeometryPoolState {
const GrVertexBuffer* fPoolVertexBuffer;
int fPoolStartVertex;
const GrIndexBuffer* fPoolIndexBuffer;
int fPoolStartIndex;
// caller may conservatively over reserve vertices / indices.
// we release unused space back to allocator if possible
// can only do this if there isn't an intervening pushGeometrySource()
size_t fUsedPoolVertexBytes;
size_t fUsedPoolIndexBytes;
};
SkSTArray<kGeoPoolStatePreAllocCnt, GeometryPoolState> fGeoPoolStateStack;
bool fFlushing;
typedef GrDrawTarget INHERITED;
};
#endif