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/*
* 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 GrProcessor_DEFINED
#define GrProcessor_DEFINED
#include "GrColor.h"
#include "GrBuffer.h"
#include "GrGpuResourceRef.h"
#include "GrProcessorUnitTest.h"
#include "GrProgramElement.h"
#include "GrSamplerParams.h"
#include "GrShaderVar.h"
#include "SkMath.h"
#include "SkString.h"
#include "../private/SkAtomics.h"
class GrContext;
class GrCoordTransform;
class GrInvariantOutput;
class GrResourceProvider;
class GrTextureProxy;
/**
* Used by processors to build their keys. It incorporates each per-processor key into a larger
* shader key.
*/
class GrProcessorKeyBuilder {
public:
GrProcessorKeyBuilder(SkTArray<unsigned char, true>* data) : fData(data), fCount(0) {
SkASSERT(0 == fData->count() % sizeof(uint32_t));
}
void add32(uint32_t v) {
++fCount;
fData->push_back_n(4, reinterpret_cast<uint8_t*>(&v));
}
/** Inserts count uint32_ts into the key. The returned pointer is only valid until the next
add*() call. */
uint32_t* SK_WARN_UNUSED_RESULT add32n(int count) {
SkASSERT(count > 0);
fCount += count;
return reinterpret_cast<uint32_t*>(fData->push_back_n(4 * count));
}
size_t size() const { return sizeof(uint32_t) * fCount; }
private:
SkTArray<uint8_t, true>* fData; // unowned ptr to the larger key.
int fCount; // number of uint32_ts added to fData by the processor.
};
/** Provides custom shader code to the Ganesh shading pipeline. GrProcessor objects *must* be
immutable: after being constructed, their fields may not change.
Dynamically allocated GrProcessors are managed by a per-thread memory pool. The ref count of an
processor must reach 0 before the thread terminates and the pool is destroyed.
*/
class GrProcessor {
public:
virtual ~GrProcessor() = default;
/** Human-meaningful string to identify this prcoessor; may be embedded in generated shader
code. */
virtual const char* name() const = 0;
/** Human-readable dump of all information */
virtual SkString dumpInfo() const {
SkString str;
str.appendf("Missing data");
return str;
}
/**
* Platform specific built-in features that a processor can request for the fragment shader.
*/
enum RequiredFeatures {
kNone_RequiredFeatures = 0,
kSampleLocations_RequiredFeature = 1 << 0
};
GR_DECL_BITFIELD_OPS_FRIENDS(RequiredFeatures);
RequiredFeatures requiredFeatures() const { return fRequiredFeatures; }
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);
}
/** Helper for down-casting to a GrProcessor subclass */
template <typename T> const T& cast() const { return *static_cast<const T*>(this); }
uint32_t classID() const { SkASSERT(kIllegalProcessorClassID != fClassID); return fClassID; }
protected:
GrProcessor() : fClassID(kIllegalProcessorClassID), fRequiredFeatures(kNone_RequiredFeatures) {}
/**
* If the prcoessor will generate code that uses platform specific built-in features, then it
* must call these methods from its constructor. Otherwise, requests to use these features will
* be denied.
*/
void setWillUseSampleLocations() { fRequiredFeatures |= kSampleLocations_RequiredFeature; }
void combineRequiredFeatures(const GrProcessor& other) {
fRequiredFeatures |= other.fRequiredFeatures;
}
template <typename PROC_SUBCLASS> void initClassID() {
static uint32_t kClassID = GenClassID();
fClassID = kClassID;
}
private:
GrProcessor(const GrProcessor&) = delete;
GrProcessor& operator=(const GrProcessor&) = delete;
static uint32_t GenClassID() {
// fCurrProcessorClassID has been initialized to kIllegalProcessorClassID. The
// atomic inc returns the old value not the incremented value. So we add
// 1 to the returned value.
uint32_t id = static_cast<uint32_t>(sk_atomic_inc(&gCurrProcessorClassID)) + 1;
if (!id) {
SkFAIL("This should never wrap as it should only be called once for each GrProcessor "
"subclass.");
}
return id;
}
enum {
kIllegalProcessorClassID = 0,
};
static int32_t gCurrProcessorClassID;
uint32_t fClassID;
RequiredFeatures fRequiredFeatures;
};
GR_MAKE_BITFIELD_OPS(GrProcessor::RequiredFeatures);
/** A GrProcessor with the ability to access textures, buffers, and image storages. */
class GrResourceIOProcessor : public GrProcessor {
public:
class TextureSampler;
class BufferAccess;
class ImageStorageAccess;
int numTextureSamplers() const { return fTextureSamplers.count(); }
/** Returns the access pattern for the texture at index. index must be valid according to
numTextureSamplers(). */
const TextureSampler& textureSampler(int index) const { return *fTextureSamplers[index]; }
int numBuffers() const { return fBufferAccesses.count(); }
/** Returns the access pattern for the buffer at index. index must be valid according to
numBuffers(). */
const BufferAccess& bufferAccess(int index) const { return *fBufferAccesses[index]; }
int numImageStorages() const { return fImageStorageAccesses.count(); }
/** Returns the access object for the image at index. index must be valid according to
numImages(). */
const ImageStorageAccess& imageStorageAccess(int index) const {
return *fImageStorageAccesses[index];
}
protected:
GrResourceIOProcessor() = default;
/**
* Subclasses call these from their constructor to register sampler/image sources. The processor
* subclass manages the lifetime of the objects (these functions only store pointers). The
* TextureSampler and/or BufferAccess instances are typically member fields of the GrProcessor
* subclass. These must only be called from the constructor because GrProcessors are immutable.
*/
void addTextureSampler(const TextureSampler*);
void addBufferAccess(const BufferAccess*);
void addImageStorageAccess(const ImageStorageAccess*);
bool hasSameSamplersAndAccesses(const GrResourceIOProcessor&) const;
// These methods can be used by derived classes that also derive from GrProgramElement.
void addPendingIOs() const;
void removeRefs() const;
void pendingIOComplete() const;
private:
SkSTArray<4, const TextureSampler*, true> fTextureSamplers;
SkSTArray<1, const BufferAccess*, true> fBufferAccesses;
SkSTArray<1, const ImageStorageAccess*, true> fImageStorageAccesses;
typedef GrProcessor INHERITED;
};
/**
* Used to represent a texture that is required by a GrResourceIOProcessor. It holds a GrTexture
* along with an associated GrSamplerParams. TextureSamplers don't perform any coord manipulation to
* account for texture origin.
*/
class GrResourceIOProcessor::TextureSampler : public SkNoncopyable {
public:
/**
* Must be initialized before adding to a GrProcessor's texture access list.
*/
TextureSampler();
TextureSampler(GrTexture*, const GrSamplerParams&);
explicit TextureSampler(GrTexture*,
GrSamplerParams::FilterMode = GrSamplerParams::kNone_FilterMode,
SkShader::TileMode tileXAndY = SkShader::kClamp_TileMode,
GrShaderFlags visibility = kFragment_GrShaderFlag);
void reset(GrTexture*, const GrSamplerParams&,
GrShaderFlags visibility = kFragment_GrShaderFlag);
void reset(GrTexture*,
GrSamplerParams::FilterMode = GrSamplerParams::kNone_FilterMode,
SkShader::TileMode tileXAndY = SkShader::kClamp_TileMode,
GrShaderFlags visibility = kFragment_GrShaderFlag);
// MDB TODO: ultimately we shouldn't need the resource provider parameter
TextureSampler(GrResourceProvider*, sk_sp<GrTextureProxy>, const GrSamplerParams&);
explicit TextureSampler(GrResourceProvider*, sk_sp<GrTextureProxy>,
GrSamplerParams::FilterMode = GrSamplerParams::kNone_FilterMode,
SkShader::TileMode tileXAndY = SkShader::kClamp_TileMode,
GrShaderFlags visibility = kFragment_GrShaderFlag);
void reset(GrResourceProvider*, sk_sp<GrTextureProxy>, const GrSamplerParams&,
GrShaderFlags visibility = kFragment_GrShaderFlag);
void reset(GrResourceProvider*, sk_sp<GrTextureProxy>,
GrSamplerParams::FilterMode = GrSamplerParams::kNone_FilterMode,
SkShader::TileMode tileXAndY = SkShader::kClamp_TileMode,
GrShaderFlags visibility = kFragment_GrShaderFlag);
bool operator==(const TextureSampler& that) const {
return this->texture() == that.texture() &&
fParams == that.fParams &&
fVisibility == that.fVisibility;
}
bool operator!=(const TextureSampler& other) const { return !(*this == other); }
GrTexture* texture() const { return fTexture.get(); }
GrShaderFlags visibility() const { return fVisibility; }
const GrSamplerParams& params() const { return fParams; }
/**
* For internal use by GrProcessor.
*/
const GrGpuResourceRef* programTexture() const { return &fTexture; }
private:
typedef GrTGpuResourceRef<GrTexture> ProgramTexture;
ProgramTexture fTexture;
GrSamplerParams fParams;
GrShaderFlags fVisibility;
typedef SkNoncopyable INHERITED;
};
/**
* Used to represent a texel buffer that will be read in a GrResourceIOProcessor. It holds a
* GrBuffer along with an associated offset and texel config.
*/
class GrResourceIOProcessor::BufferAccess : public SkNoncopyable {
public:
BufferAccess() = default;
BufferAccess(GrPixelConfig texelConfig, GrBuffer* buffer,
GrShaderFlags visibility = kFragment_GrShaderFlag) {
this->reset(texelConfig, buffer, visibility);
}
/**
* Must be initialized before adding to a GrProcessor's buffer access list.
*/
void reset(GrPixelConfig texelConfig, GrBuffer* buffer,
GrShaderFlags visibility = kFragment_GrShaderFlag) {
fTexelConfig = texelConfig;
fBuffer.set(SkRef(buffer), kRead_GrIOType);
fVisibility = visibility;
}
bool operator==(const BufferAccess& that) const {
return fTexelConfig == that.fTexelConfig &&
this->buffer() == that.buffer() &&
fVisibility == that.fVisibility;
}
bool operator!=(const BufferAccess& that) const { return !(*this == that); }
GrPixelConfig texelConfig() const { return fTexelConfig; }
GrBuffer* buffer() const { return fBuffer.get(); }
GrShaderFlags visibility() const { return fVisibility; }
/**
* For internal use by GrProcessor.
*/
const GrGpuResourceRef* programBuffer() const { return &fBuffer;}
private:
GrPixelConfig fTexelConfig;
GrTGpuResourceRef<GrBuffer> fBuffer;
GrShaderFlags fVisibility;
typedef SkNoncopyable INHERITED;
};
/**
* This is used by a GrProcessor to access a texture using image load/store in its shader code.
* ImageStorageAccesses don't perform any coord manipulation to account for texture origin.
* Currently the format of the load/store data in the shader is inferred from the texture config,
* though it could be made explicit.
*/
class GrResourceIOProcessor::ImageStorageAccess : public SkNoncopyable {
public:
ImageStorageAccess(sk_sp<GrTexture> texture, GrIOType ioType, GrSLMemoryModel, GrSLRestrict,
GrShaderFlags visibility = kFragment_GrShaderFlag);
bool operator==(const ImageStorageAccess& that) const {
return this->texture() == that.texture() && fVisibility == that.fVisibility;
}
bool operator!=(const ImageStorageAccess& that) const { return !(*this == that); }
GrTexture* texture() const { return fTexture.get(); }
GrShaderFlags visibility() const { return fVisibility; }
GrIOType ioType() const { return fTexture.ioType(); }
GrImageStorageFormat format() const { return fFormat; }
GrSLMemoryModel memoryModel() const { return fMemoryModel; }
GrSLRestrict restrict() const { return fRestrict; }
/**
* For internal use by GrProcessor.
*/
const GrGpuResourceRef* programTexture() const { return &fTexture; }
private:
GrTGpuResourceRef<GrTexture> fTexture;
GrShaderFlags fVisibility;
GrImageStorageFormat fFormat;
GrSLMemoryModel fMemoryModel;
GrSLRestrict fRestrict;
typedef SkNoncopyable INHERITED;
};
#endif