blob: f1152cc6befd7773c106052ed04fa0b4fff8b83c [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.
*/
#ifndef GrClipMaskCache_DEFINED
#define GrClipMaskCache_DEFINED
#include "GrContext.h"
#include "GrNoncopyable.h"
#include "SkClipStack.h"
class GrTexture;
/**
* The stencil buffer stores the last clip path - providing a single entry
* "cache". This class provides similar functionality for AA clip paths
*/
class GrClipMaskCache : public GrNoncopyable {
public:
GrClipMaskCache();
~GrClipMaskCache() {
while (!fStack.empty()) {
GrClipStackFrame* temp = (GrClipStackFrame*) fStack.back();
temp->~GrClipStackFrame();
fStack.pop_back();
}
}
bool canReuse(const SkClipStack& clip, int width, int height) {
if (fStack.empty()) {
GrAssert(false);
return false;
}
GrClipStackFrame* back = (GrClipStackFrame*) fStack.back();
if (back->fLastMask.texture() &&
back->fLastMask.texture()->width() >= width &&
back->fLastMask.texture()->height() >= height &&
clip == back->fLastClip) {
return true;
}
return false;
}
void reset() {
if (fStack.empty()) {
// GrAssert(false);
return;
}
GrClipStackFrame* back = (GrClipStackFrame*) fStack.back();
back->reset();
}
/**
* After a "push" the clip state is entirely open. Currently, the
* entire clip stack will be re-rendered into a new clip mask.
* TODO: can we take advantage of the nested nature of the clips to
* reduce the mask creation cost?
*/
void push();
void pop() {
//GrAssert(!fStack.empty());
if (!fStack.empty()) {
GrClipStackFrame* back = (GrClipStackFrame*) fStack.back();
back->~GrClipStackFrame();
fStack.pop_back();
}
}
void getLastClip(SkClipStack* clip) const {
if (fStack.empty()) {
GrAssert(false);
clip->reset();
return;
}
GrClipStackFrame* back = (GrClipStackFrame*) fStack.back();
*clip = back->fLastClip;
}
GrTexture* getLastMask() {
if (fStack.empty()) {
GrAssert(false);
return NULL;
}
GrClipStackFrame* back = (GrClipStackFrame*) fStack.back();
return back->fLastMask.texture();
}
const GrTexture* getLastMask() const {
if (fStack.empty()) {
GrAssert(false);
return NULL;
}
GrClipStackFrame* back = (GrClipStackFrame*) fStack.back();
return back->fLastMask.texture();
}
void acquireMask(const SkClipStack& clip,
const GrTextureDesc& desc,
const GrIRect& bound) {
if (fStack.empty()) {
GrAssert(false);
return;
}
GrClipStackFrame* back = (GrClipStackFrame*) fStack.back();
back->acquireMask(fContext, clip, desc, bound);
}
int getLastMaskWidth() const {
if (fStack.empty()) {
GrAssert(false);
return -1;
}
GrClipStackFrame* back = (GrClipStackFrame*) fStack.back();
if (NULL == back->fLastMask.texture()) {
return -1;
}
return back->fLastMask.texture()->width();
}
int getLastMaskHeight() const {
if (fStack.empty()) {
GrAssert(false);
return -1;
}
GrClipStackFrame* back = (GrClipStackFrame*) fStack.back();
if (NULL == back->fLastMask.texture()) {
return -1;
}
return back->fLastMask.texture()->height();
}
void getLastBound(GrIRect* bound) const {
if (fStack.empty()) {
GrAssert(false);
bound->setEmpty();
return;
}
GrClipStackFrame* back = (GrClipStackFrame*) fStack.back();
*bound = back->fLastBound;
}
void setContext(GrContext* context) {
fContext = context;
}
GrContext* getContext() {
return fContext;
}
void releaseResources() {
SkDeque::F2BIter iter(fStack);
for (GrClipStackFrame* frame = (GrClipStackFrame*) iter.next();
frame != NULL;
frame = (GrClipStackFrame*) iter.next()) {
frame->reset();
}
}
protected:
private:
struct GrClipStackFrame {
GrClipStackFrame() {
reset();
}
void acquireMask(GrContext* context,
const SkClipStack& clip,
const GrTextureDesc& desc,
const GrIRect& bound) {
fLastClip = clip;
fLastMask.set(context, desc);
fLastBound = bound;
}
void reset () {
fLastClip.reset();
GrTextureDesc desc;
fLastMask.set(NULL, desc);
fLastBound.setEmpty();
}
SkClipStack fLastClip;
// The mask's width & height values are used in setupDrawStateAAClip to
// correctly scale the uvs for geometry drawn with this mask
GrAutoScratchTexture fLastMask;
// fLastBound stores the bounding box of the clip mask in canvas
// space. The left and top fields are used to offset the uvs for
// geometry drawn with this mask (in setupDrawStateAAClip)
GrIRect fLastBound;
};
GrContext* fContext;
SkDeque fStack;
typedef GrNoncopyable INHERITED;
};
#endif // GrClipMaskCache_DEFINED