| /* |
| * 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 GrStrokeTessellateOp_DEFINED |
| #define GrStrokeTessellateOp_DEFINED |
| |
| #include "include/core/SkStrokeRec.h" |
| #include "src/gpu/ops/GrMeshDrawOp.h" |
| #include "src/gpu/tessellate/GrPathShader.h" |
| #include "src/gpu/tessellate/GrStrokeTessellator.h" |
| |
| class GrRecordingContext; |
| |
| // Renders strokes by linearizing them into sorted "parametric" and "radial" edges. See |
| // GrStrokeTessellateShader. |
| class GrStrokeTessellateOp : public GrDrawOp { |
| public: |
| GrStrokeTessellateOp(GrAAType, const SkMatrix&, const SkPath&, const SkStrokeRec&, GrPaint&&); |
| |
| private: |
| using ShaderFlags = GrStrokeTessellateShader::ShaderFlags; |
| using PathStrokeList = GrStrokeTessellator::PathStrokeList; |
| DEFINE_OP_CLASS_ID |
| |
| SkStrokeRec& headStroke() { return fPathStrokeList.fStroke; } |
| SkPMColor4f& headColor() { return fPathStrokeList.fColor; } |
| GrStrokeTessellateOp* nextInChain() const { |
| return static_cast<GrStrokeTessellateOp*>(this->GrDrawOp::nextInChain()); |
| } |
| |
| // 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(ShaderFlags 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)(~fShaderFlags & neededDynamicStates); |
| bool allStatesEnabled = !anyStateDisabled; |
| return allStatesEnabled || (fTotalCombinedVerbCnt <= kMaxVerbsToEnableDynamicState); |
| } |
| |
| bool canUseHardwareTessellation(const GrCaps& caps) { |
| SkASSERT(!fStencilProgram && !fFillProgram); // Ensure we haven't std::moved fProcessors. |
| // Our back door for HW tessellation shaders isn't currently capable of passing varyings to |
| // the fragment shader, so if the processors have varyings we need to use indirect draws. |
| return caps.shaderCaps()->tessellationSupport() && !fProcessors.usesVaryingCoords(); |
| } |
| |
| const char* name() const override { return "GrStrokeTessellateOp"; } |
| void visitProxies(const VisitProxyFunc& fn) const override; |
| FixedFunctionFlags fixedFunctionFlags() const override; |
| GrProcessorSet::Analysis finalize(const GrCaps&, const GrAppliedClip*, GrClampType) override; |
| CombineResult onCombineIfPossible(GrOp*, SkArenaAlloc*, const GrCaps&) override; |
| |
| // Creates the tessellator and the stencil/fill program(s) we will use with it. |
| void prePrepareTessellator(GrPathShader::ProgramArgs&&, GrAppliedClip&&); |
| |
| void onPrePrepare(GrRecordingContext*, const GrSurfaceProxyView&, GrAppliedClip*, |
| const GrXferProcessor::DstProxyView&, GrXferBarrierFlags, |
| GrLoadOp colorLoadOp) override; |
| |
| void onPrepare(GrOpFlushState*) override; |
| |
| void onExecute(GrOpFlushState*, const SkRect& chainBounds) override; |
| |
| const GrAAType fAAType; |
| const SkMatrix fViewMatrix; |
| ShaderFlags fShaderFlags = ShaderFlags::kNone; |
| PathStrokeList fPathStrokeList; |
| PathStrokeList** fPathStrokeTail = &fPathStrokeList.fNext; |
| int fTotalCombinedVerbCnt = 0; |
| GrProcessorSet fProcessors; |
| bool fNeedsStencil = false; |
| |
| GrStrokeTessellator* fTessellator = nullptr; |
| const GrProgramInfo* fStencilProgram = nullptr; // Only used if the stroke has transparency. |
| const GrProgramInfo* fFillProgram = nullptr; |
| }; |
| |
| #endif |