| /* |
| * Copyright 2018 Google Inc. |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| #ifndef GrQuadPerEdgeAA_DEFINED |
| #define GrQuadPerEdgeAA_DEFINED |
| |
| #include "GrColor.h" |
| #include "GrPrimitiveProcessor.h" |
| #include "GrQuad.h" |
| #include "GrSamplerState.h" |
| #include "GrTypesPriv.h" |
| #include "glsl/GrGLSLPrimitiveProcessor.h" |
| #include "SkPoint.h" |
| #include "SkPoint3.h" |
| |
| class GrGLSLColorSpaceXformHelper; |
| |
| namespace GrQuadPerEdgeAA { |
| |
| enum class Domain : bool { kNo = false, kYes = true }; |
| enum class ColorType { kNone, kByte, kHalf, kLast = kHalf }; |
| static const int kColorTypeCount = static_cast<int>(ColorType::kLast) + 1; |
| |
| // Specifies the vertex configuration for an op that renders per-edge AA quads. The vertex |
| // order (when enabled) is device position, color, local position, domain, aa edge equations. |
| // This order matches the constructor argument order of VertexSpec and is the order that |
| // GPAttributes maintains. If hasLocalCoords is false, then the local quad type can be ignored. |
| struct VertexSpec { |
| public: |
| VertexSpec(GrQuadType deviceQuadType, ColorType colorType, GrQuadType localQuadType, |
| bool hasLocalCoords, Domain domain, GrAAType aa) |
| : fDeviceQuadType(static_cast<unsigned>(deviceQuadType)) |
| , fLocalQuadType(static_cast<unsigned>(localQuadType)) |
| , fHasLocalCoords(hasLocalCoords) |
| , fColorType(static_cast<unsigned>(colorType)) |
| , fHasDomain(static_cast<unsigned>(domain)) |
| , fUsesCoverageAA(aa == GrAAType::kCoverage) { } |
| |
| GrQuadType deviceQuadType() const { return static_cast<GrQuadType>(fDeviceQuadType); } |
| GrQuadType localQuadType() const { return static_cast<GrQuadType>(fLocalQuadType); } |
| bool hasLocalCoords() const { return fHasLocalCoords; } |
| ColorType colorType() const { return static_cast<ColorType>(fColorType); } |
| bool hasVertexColors() const { return ColorType::kNone != this->colorType(); } |
| bool hasDomain() const { return fHasDomain; } |
| bool usesCoverageAA() const { return fUsesCoverageAA; } |
| |
| // Will always be 2 or 3 |
| int deviceDimensionality() const; |
| // Will always be 0 if hasLocalCoords is false, otherwise will be 2 or 3 |
| int localDimensionality() const; |
| |
| private: |
| static_assert(kGrQuadTypeCount <= 4, "GrQuadType doesn't fit in 2 bits"); |
| static_assert(kColorTypeCount <= 4, "Color doesn't fit in 2 bits"); |
| |
| unsigned fDeviceQuadType: 2; |
| unsigned fLocalQuadType: 2; |
| unsigned fHasLocalCoords: 1; |
| unsigned fColorType : 2; |
| unsigned fHasDomain: 1; |
| unsigned fUsesCoverageAA: 1; |
| }; |
| |
| // Utility class that manages the attribute state necessary to render a particular batch of |
| // quads. It is similar to a geometry processor but is meant to be included in a has-a |
| // relationship by specialized GP's that provide further functionality on top of the per-edge AA |
| // coverage. |
| // |
| // For performance reasons, this uses fixed names for the attribute variables; since it defines |
| // the majority of attributes a GP will likely need, this shouldn't be too limiting. |
| // |
| // In terms of responsibilities, the actual geometry processor must still call emitTransforms(), |
| // using the localCoords() attribute as the 4th argument; it must set the transform data helper |
| // to use the identity matrix; it must manage the color space transform for the quad's paint |
| // color; it should include getKey() in the geometry processor's key builder; and it should |
| // add these attributes at construction time. |
| class GPAttributes { |
| public: |
| using Attribute = GrPrimitiveProcessor::Attribute; |
| |
| GPAttributes(const VertexSpec& vertexSpec); |
| |
| const Attribute& positions() const { return fPositions; } |
| const Attribute& colors() const { return fColors; } |
| const Attribute& localCoords() const { return fLocalCoords; } |
| const Attribute& domain() const { return fDomain; } |
| const Attribute& edgeDistances() const { return fAAEdgeDistances; } |
| |
| bool hasVertexColors() const { return fColors.isInitialized(); } |
| |
| bool usesCoverageAA() const { return fAAEdgeDistances.isInitialized(); } |
| |
| bool hasLocalCoords() const { return fLocalCoords.isInitialized(); } |
| |
| bool hasDomain() const { return fDomain.isInitialized(); } |
| |
| bool needsPerspectiveInterpolation() const; |
| |
| const Attribute* attributes() const { return &fPositions; } |
| int attributeCount() const { return 5; } |
| |
| uint32_t getKey() const; |
| |
| // Functions to be called at appropriate times in a processor's onEmitCode() block. These |
| // are separated into discrete pieces so that they can be interleaved with the rest of the |
| // processor's shader code as needed. The functions take char* arguments for the names of |
| // variables the emitted code must declare, so that the calling GP can ensure there's no |
| // naming conflicts with their own code. |
| |
| void emitColor(GrGLSLPrimitiveProcessor::EmitArgs& args, const char* colorVarName) const; |
| |
| // localCoordName will be declared as a float2, with any domain applied after any |
| // perspective division is performed. |
| // |
| // Note: this should only be used if the local coordinates need to be passed separately |
| // from the standard coord transform process that is used by FPs. |
| // FIXME: This can go in two directions from here, if GrTextureOp stops needing per-quad |
| // domains it can be removed and GrTextureOp rewritten to use coord transforms. Or |
| // emitTransform() in the primitive builder can be updated to have a notion of domain for |
| // local coords, and all domain-needing code (blurs, filters, etc.) can switch to that magic |
| void emitExplicitLocalCoords(GrGLSLPrimitiveProcessor::EmitArgs& args, |
| const char* localCoordName, const char* domainVarName) const; |
| |
| void emitCoverage(GrGLSLPrimitiveProcessor::EmitArgs& args, const char* edgeDistName) const; |
| private: |
| Attribute fPositions; // named "position" in SkSL |
| Attribute fColors; // named "color" in SkSL |
| Attribute fLocalCoords; // named "localCoord" in SkSL |
| Attribute fDomain; // named "domain" in SkSL |
| Attribute fAAEdgeDistances; // named "aaEdgeDist" in SkSL |
| }; |
| |
| // Fill vertices with the vertex data needed to represent the given quad. The device position, |
| // local coords, vertex color, domain, and edge coefficients will be written and/or computed |
| // based on the configuration in the vertex spec; if that attribute is disabled in the spec, |
| // then its corresponding function argument is ignored. |
| // |
| // Returns the advanced pointer in vertices. |
| // TODO4F: Switch GrColor to GrVertexColor |
| void* Tessellate(void* vertices, const VertexSpec& spec, const GrPerspQuad& deviceQuad, |
| const SkPMColor4f& color, const GrPerspQuad& localQuad, const SkRect& domain, |
| GrQuadAAFlags aa); |
| |
| } // namespace GrQuadPerEdgeAA |
| |
| #endif // GrQuadPerEdgeAA_DEFINED |