| /* |
| * Copyright 2012 Google Inc. |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| #ifndef GrEffect_DEFINED |
| #define GrEffect_DEFINED |
| |
| #include "GrColor.h" |
| #include "GrEffectUnitTest.h" |
| #include "GrTexture.h" |
| #include "GrTextureAccess.h" |
| #include "GrTypesPriv.h" |
| |
| class GrBackendEffectFactory; |
| class GrContext; |
| class GrCoordTransform; |
| class GrEffect; |
| class GrVertexEffect; |
| class SkString; |
| |
| /** Provides custom vertex shader, fragment shader, uniform data for a particular stage of the |
| Ganesh shading pipeline. |
| Subclasses must have a function that produces a human-readable name: |
| static const char* Name(); |
| GrEffect objects *must* be immutable: after being constructed, their fields may not change. |
| |
| Dynamically allocated GrEffects are managed by a per-thread memory pool. The ref count of an |
| effect must reach 0 before the thread terminates and the pool is destroyed. To create a static |
| effect use the macro GR_CREATE_STATIC_EFFECT declared below. |
| */ |
| class GrEffect : public SkRefCnt { |
| public: |
| SK_DECLARE_INST_COUNT(GrEffect) |
| |
| virtual ~GrEffect(); |
| |
| /** |
| * This function is used to perform optimizations. When called the color and validFlags params |
| * indicate whether the input components to this effect in the FS will have known values. |
| * validFlags is a bitfield of GrColorComponentFlags. The function updates both params to |
| * indicate known values of its output. A component of the color param only has meaning if the |
| * corresponding bit in validFlags is set. |
| */ |
| virtual void getConstantColorComponents(GrColor* color, uint32_t* validFlags) const = 0; |
| |
| /** Will this effect read the source color value? */ |
| bool willUseInputColor() const { return fWillUseInputColor; } |
| |
| /** This object, besides creating back-end-specific helper objects, is used for run-time-type- |
| identification. The factory should be an instance of templated class, |
| GrTBackendEffectFactory. It is templated on the subclass of GrEffect. The subclass must have |
| a nested type (or typedef) named GLEffect which will be the subclass of GrGLEffect created |
| by the factory. |
| |
| Example: |
| class MyCustomEffect : public GrEffect { |
| ... |
| virtual const GrBackendEffectFactory& getFactory() const SK_OVERRIDE { |
| return GrTBackendEffectFactory<MyCustomEffect>::getInstance(); |
| } |
| ... |
| }; |
| */ |
| virtual const GrBackendEffectFactory& getFactory() const = 0; |
| |
| /** Returns true if this and other effect conservatively draw identically. It can only return |
| true when the two effects are of the same subclass (i.e. they return the same object from |
| from getFactory()). |
| |
| A return value of true from isEqual() should not be used to test whether the effects would |
| generate the same shader code. To test for identical code generation use the EffectKey |
| computed by the GrBackendEffectFactory: |
| effectA.getFactory().glEffectKey(effectA) == effectB.getFactory().glEffectKey(effectB). |
| */ |
| bool isEqual(const GrEffect& other) const { |
| if (&this->getFactory() != &other.getFactory()) { |
| return false; |
| } |
| bool result = this->onIsEqual(other); |
| #ifdef SK_DEBUG |
| if (result) { |
| this->assertEquality(other); |
| } |
| #endif |
| return result; |
| } |
| |
| /** Human-meaningful string to identify this effect; may be embedded |
| in generated shader code. */ |
| const char* name() const; |
| |
| int numTransforms() const { return fCoordTransforms.count(); } |
| |
| /** Returns the coordinate transformation at index. index must be valid according to |
| numTransforms(). */ |
| const GrCoordTransform& coordTransform(int index) const { return *fCoordTransforms[index]; } |
| |
| int numTextures() const { return fTextureAccesses.count(); } |
| |
| /** Returns the access pattern for the texture at index. index must be valid according to |
| numTextures(). */ |
| const GrTextureAccess& textureAccess(int index) const { return *fTextureAccesses[index]; } |
| |
| /** Shortcut for textureAccess(index).texture(); */ |
| GrTexture* texture(int index) const { return this->textureAccess(index).getTexture(); } |
| |
| /** Will this effect read the destination pixel value? */ |
| bool willReadDstColor() const { return fWillReadDstColor; } |
| |
| /** Will this effect read the fragment position? */ |
| bool willReadFragmentPosition() const { return fWillReadFragmentPosition; } |
| |
| /** Will this effect emit custom vertex shader code? |
| (To set this value the effect must inherit from GrVertexEffect.) */ |
| bool hasVertexCode() const { return fHasVertexCode; } |
| |
| int numVertexAttribs() const { |
| SkASSERT(0 == fVertexAttribTypes.count() || fHasVertexCode); |
| return fVertexAttribTypes.count(); |
| } |
| |
| GrSLType vertexAttribType(int index) const { return fVertexAttribTypes[index]; } |
| |
| static const int kMaxVertexAttribs = 2; |
| |
| /** Useful for effects that want to insert a texture matrix that is implied by the texture |
| dimensions */ |
| static inline SkMatrix MakeDivByTextureWHMatrix(const GrTexture* texture) { |
| SkASSERT(NULL != texture); |
| SkMatrix mat; |
| mat.setIDiv(texture->width(), texture->height()); |
| return mat; |
| } |
| |
| void* operator new(size_t size); |
| void operator delete(void* target); |
| |
| void* operator new(size_t size, void* placement) { |
| return ::operator new(size, placement); |
| } |
| void operator delete(void* target, void* placement) { |
| ::operator delete(target, placement); |
| } |
| |
| protected: |
| /** |
| * Subclasses call this from their constructor to register coordinate transformations. The |
| * effect subclass manages the lifetime of the transformations (this function only stores a |
| * pointer). The GrCoordTransform is typically a member field of the GrEffect subclass. When the |
| * matrix has perspective, the transformed coordinates will have 3 components. Otherwise they'll |
| * have 2. This must only be called from the constructor because GrEffects are immutable. |
| */ |
| void addCoordTransform(const GrCoordTransform* coordTransform); |
| |
| /** |
| * Subclasses call this from their constructor to register GrTextureAccesses. The effect |
| * subclass manages the lifetime of the accesses (this function only stores a pointer). The |
| * GrTextureAccess is typically a member field of the GrEffect subclass. This must only be |
| * called from the constructor because GrEffects are immutable. |
| */ |
| void addTextureAccess(const GrTextureAccess* textureAccess); |
| |
| GrEffect() |
| : fWillReadDstColor(false) |
| , fWillReadFragmentPosition(false) |
| , fWillUseInputColor(true) |
| , fHasVertexCode(false) {} |
| |
| /** |
| * Helper for down-casting to a GrEffect subclass |
| */ |
| template <typename T> static const T& CastEffect(const GrEffect& effect) { |
| return *static_cast<const T*>(&effect); |
| } |
| |
| /** |
| * If the effect subclass will read the destination pixel value then it must call this function |
| * from its constructor. Otherwise, when its generated backend-specific effect class attempts |
| * to generate code that reads the destination pixel it will fail. |
| */ |
| void setWillReadDstColor() { fWillReadDstColor = true; } |
| |
| /** |
| * If the effect will generate a backend-specific effect that will read the fragment position |
| * in the FS then it must call this method from its constructor. Otherwise, the request to |
| * access the fragment position will be denied. |
| */ |
| void setWillReadFragmentPosition() { fWillReadFragmentPosition = true; } |
| |
| /** |
| * If the effect will generate a result that does not depend on the input color value then it must |
| * call this function from its constructor. Otherwise, when its generated backend-specific code |
| * might fail during variable binding due to unused variables. |
| */ |
| void setWillNotUseInputColor() { fWillUseInputColor = false; } |
| |
| private: |
| SkDEBUGCODE(void assertEquality(const GrEffect& other) const;) |
| |
| /** Subclass implements this to support isEqual(). It will only be called if it is known that |
| the two effects are of the same subclass (i.e. they return the same object from |
| getFactory()).*/ |
| virtual bool onIsEqual(const GrEffect& other) const = 0; |
| |
| friend class GrVertexEffect; // to set fHasVertexCode and build fVertexAttribTypes. |
| |
| SkSTArray<4, const GrCoordTransform*, true> fCoordTransforms; |
| SkSTArray<4, const GrTextureAccess*, true> fTextureAccesses; |
| SkSTArray<kMaxVertexAttribs, GrSLType, true> fVertexAttribTypes; |
| bool fWillReadDstColor; |
| bool fWillReadFragmentPosition; |
| bool fWillUseInputColor; |
| bool fHasVertexCode; |
| |
| typedef SkRefCnt INHERITED; |
| }; |
| |
| /** |
| * This creates an effect outside of the effect memory pool. The effect's destructor will be called |
| * at global destruction time. NAME will be the name of the created GrEffect. |
| */ |
| #define GR_CREATE_STATIC_EFFECT(NAME, EFFECT_CLASS, ARGS) \ |
| static SkAlignedSStorage<sizeof(EFFECT_CLASS)> g_##NAME##_Storage; \ |
| static GrEffect* NAME SkNEW_PLACEMENT_ARGS(g_##NAME##_Storage.get(), EFFECT_CLASS, ARGS); \ |
| static SkAutoTDestroy<GrEffect> NAME##_ad(NAME); |
| |
| |
| #endif |