| /* |
| * Copyright 2013 Google Inc. |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| #ifndef GrGeometryProcessor_DEFINED |
| #define GrGeometryProcessor_DEFINED |
| |
| #include "GrColor.h" |
| #include "GrProcessor.h" |
| #include "GrShaderVar.h" |
| |
| /* |
| * The GrPrimitiveProcessor represents some kind of geometric primitive. This includes the shape |
| * of the primitive and the inherent color of the primitive. The GrPrimitiveProcessor is |
| * responsible for providing a color and coverage input into the Ganesh rendering pipeline. Through |
| * optimization, Ganesh may decide a different color, no color, and / or no coverage are required |
| * from the GrPrimitiveProcessor, so the GrPrimitiveProcessor must be able to support this |
| * functionality. We also use the GrPrimitiveProcessor to make batching decisions. |
| * |
| * There are two feedback loops between the GrFragmentProcessors, the GrXferProcessor, and the |
| * GrPrimitiveProcessor. These loops run on the CPU and compute any invariant components which |
| * might be useful for correctness / optimization decisions. The GrPrimitiveProcessor seeds these |
| * loops, one with initial color and one with initial coverage, in its |
| * onComputeInvariantColor / Coverage calls. These seed values are processed by the subsequent |
| * stages of the rendering pipeline and the output is then fed back into the GrPrimitiveProcessor in |
| * the initBatchTracker call, where the GrPrimitiveProcessor can then initialize the GrBatchTracker |
| * struct with the appropriate values. |
| * |
| * We are evolving this system to move towards generating geometric meshes and their associated |
| * vertex data after we have batched and reordered draws. This system, known as 'deferred geometry' |
| * will allow the GrPrimitiveProcessor much greater control over how data is transmitted to shaders. |
| * |
| * In a deferred geometry world, the GrPrimitiveProcessor can always 'batch' To do this, each |
| * primitive type is associated with one GrPrimitiveProcessor, who has complete control of how |
| * it draws. Each primitive draw will bundle all required data to perform the draw, and these |
| * bundles of data will be owned by an instance of the associated GrPrimitiveProcessor. Bundles |
| * can be updated alongside the GrBatchTracker struct itself, ultimately allowing the |
| * GrPrimitiveProcessor complete control of how it gets data into the fragment shader as long as |
| * it emits the appropriate color, or none at all, as directed. |
| */ |
| |
| /* |
| * A struct for tracking batching decisions. While this lives on GrOptState, it is managed |
| * entirely by the derived classes of the GP. |
| * // TODO this was an early attempt at handling out of order batching. It should be |
| * used carefully as it is being replaced by GrBatch |
| */ |
| class GrBatchTracker { |
| public: |
| template <typename T> const T& cast() const { |
| SkASSERT(sizeof(T) <= kMaxSize); |
| return *reinterpret_cast<const T*>(fData.get()); |
| } |
| |
| template <typename T> T* cast() { |
| SkASSERT(sizeof(T) <= kMaxSize); |
| return reinterpret_cast<T*>(fData.get()); |
| } |
| |
| static const size_t kMaxSize = 32; |
| |
| private: |
| SkAlignedSStorage<kMaxSize> fData; |
| }; |
| |
| class GrIndexBufferAllocPool; |
| class GrGLCaps; |
| class GrGLPrimitiveProcessor; |
| class GrVertexBufferAllocPool; |
| |
| struct GrInitInvariantOutput; |
| |
| /* |
| * This struct allows the GrPipeline to communicate information about the pipeline. Most of this |
| * is overrides, but some of it is general information. Logically it should live in GrPipeline.h, |
| * but this is problematic due to circular dependencies. |
| */ |
| struct GrPipelineInfo { |
| bool fColorIgnored; |
| bool fCoverageIgnored; |
| GrColor fOverrideColor; |
| bool fUsesLocalCoords; |
| }; |
| |
| /* |
| * This enum is shared by GrPrimitiveProcessors and GrGLPrimitiveProcessors to coordinate shaders |
| * with vertex attributes / uniforms. |
| */ |
| enum GrGPInput { |
| kAllOnes_GrGPInput, |
| kAttribute_GrGPInput, |
| kUniform_GrGPInput, |
| kIgnored_GrGPInput, |
| }; |
| |
| /* |
| * GrPrimitiveProcessor defines an interface which all subclasses must implement. All |
| * GrPrimitiveProcessors must proivide seed color and coverage for the Ganesh color / coverage |
| * pipelines, and they must provide some notion of equality |
| */ |
| class GrPrimitiveProcessor : public GrProcessor { |
| public: |
| // TODO let the PrimProc itself set this in its setData call, this should really live on the |
| // bundle of primitive data |
| const SkMatrix& viewMatrix() const { return fViewMatrix; } |
| const SkMatrix& localMatrix() const { return fLocalMatrix; } |
| |
| virtual void initBatchTracker(GrBatchTracker*, const GrPipelineInfo&) const = 0; |
| |
| virtual bool canMakeEqual(const GrBatchTracker& mine, |
| const GrPrimitiveProcessor& that, |
| const GrBatchTracker& theirs) const = 0; |
| |
| virtual void getInvariantOutputColor(GrInitInvariantOutput* out) const = 0; |
| virtual void getInvariantOutputCoverage(GrInitInvariantOutput* out) const = 0; |
| |
| // Only the GrGeometryProcessor subclass actually has a geo shader or vertex attributes, but |
| // we put these calls on the base class to prevent having to cast |
| virtual bool willUseGeoShader() const = 0; |
| |
| /* |
| * This is a safeguard to prevent GrPrimitiveProcessor's from going beyond platform specific |
| * attribute limits. This number can almost certainly be raised if required. |
| */ |
| static const int kMaxVertexAttribs = 6; |
| |
| struct Attribute { |
| Attribute() |
| : fName(NULL) |
| , fType(kFloat_GrVertexAttribType) |
| , fOffset(0) {} |
| Attribute(const char* name, GrVertexAttribType type) |
| : fName(name) |
| , fType(type) |
| , fOffset(SkAlign4(GrVertexAttribTypeSize(type))) {} |
| const char* fName; |
| GrVertexAttribType fType; |
| size_t fOffset; |
| }; |
| |
| int numAttribs() const { return fNumAttribs; } |
| const Attribute& getAttrib(int index) const { |
| SkASSERT(index < fNumAttribs); |
| return fAttribs[index]; |
| } |
| |
| // Returns the vertex stride of the GP. A common use case is to request geometry from a |
| // drawtarget based off of the stride, and to populate this memory using an implicit array of |
| // structs. In this case, it is best to assert the vertexstride == sizeof(VertexStruct). |
| size_t getVertexStride() const { return fVertexStride; } |
| |
| /** |
| * Gets a transformKey from an array of coord transforms |
| */ |
| uint32_t getTransformKey(const SkTArray<const GrCoordTransform*, true>&) const; |
| |
| /** |
| * Sets a unique key on the GrProcessorKeyBuilder that is directly associated with this geometry |
| * processor's GL backend implementation. |
| */ |
| virtual void getGLProcessorKey(const GrBatchTracker& bt, |
| const GrGLCaps& caps, |
| GrProcessorKeyBuilder* b) const = 0; |
| |
| |
| /** Returns a new instance of the appropriate *GL* implementation class |
| for the given GrProcessor; caller is responsible for deleting |
| the object. */ |
| virtual GrGLPrimitiveProcessor* createGLInstance(const GrBatchTracker& bt, |
| const GrGLCaps& caps) const = 0; |
| |
| bool isPathRendering() const { return fIsPathRendering; } |
| |
| protected: |
| GrPrimitiveProcessor(const SkMatrix& viewMatrix, const SkMatrix& localMatrix, |
| bool isPathRendering) |
| : fNumAttribs(0) |
| , fVertexStride(0) |
| , fViewMatrix(viewMatrix) |
| , fLocalMatrix(localMatrix) |
| , fIsPathRendering(isPathRendering) {} |
| |
| /* |
| * CanCombineOutput will return true if two draws are 'batchable' from a color perspective. |
| * TODO remove this when GPs can upgrade to attribute color |
| */ |
| static bool CanCombineOutput(GrGPInput left, GrColor lColor, GrGPInput right, GrColor rColor) { |
| if (left != right) { |
| return false; |
| } |
| |
| if (kUniform_GrGPInput == left && lColor != rColor) { |
| return false; |
| } |
| |
| return true; |
| } |
| |
| static bool CanCombineLocalMatrices(const GrPrimitiveProcessor& left, |
| bool leftUsesLocalCoords, |
| const GrPrimitiveProcessor& right, |
| bool rightUsesLocalCoords) { |
| if (leftUsesLocalCoords != rightUsesLocalCoords) { |
| return false; |
| } |
| |
| if (leftUsesLocalCoords && !left.localMatrix().cheapEqualTo(right.localMatrix())) { |
| return false; |
| } |
| return true; |
| } |
| |
| Attribute fAttribs[kMaxVertexAttribs]; |
| int fNumAttribs; |
| size_t fVertexStride; |
| |
| private: |
| virtual bool hasExplicitLocalCoords() const = 0; |
| |
| const SkMatrix fViewMatrix; |
| SkMatrix fLocalMatrix; |
| bool fIsPathRendering; |
| |
| typedef GrProcessor INHERITED; |
| }; |
| |
| /** |
| * A GrGeometryProcessor is a flexible method for rendering a primitive. The GrGeometryProcessor |
| * has complete control over vertex attributes and uniforms(aside from the render target) but it |
| * must obey the same contract as any GrPrimitiveProcessor, specifically it must emit a color and |
| * coverage into the fragment shader. Where this color and coverage come from is completely the |
| * responsibility of the GrGeometryProcessor. |
| */ |
| class GrGeometryProcessor : public GrPrimitiveProcessor { |
| public: |
| // TODO the Hint can be handled in a much more clean way when we have deferred geometry or |
| // atleast bundles |
| GrGeometryProcessor(GrColor color, |
| const SkMatrix& viewMatrix = SkMatrix::I(), |
| const SkMatrix& localMatrix = SkMatrix::I(), |
| bool opaqueVertexColors = false) |
| : INHERITED(viewMatrix, localMatrix, false) |
| , fColor(color) |
| , fOpaqueVertexColors(opaqueVertexColors) |
| , fWillUseGeoShader(false) |
| , fHasVertexColor(false) |
| , fHasLocalCoords(false) {} |
| |
| bool willUseGeoShader() const { return fWillUseGeoShader; } |
| |
| /* |
| * In an ideal world, two GrGeometryProcessors with the same class id and texture accesses |
| * would ALWAYS be able to batch together. If two GrGeometryProcesosrs are the same then we |
| * will only keep one of them. The remaining GrGeometryProcessor then updates its |
| * GrBatchTracker to incorporate the draw information from the GrGeometryProcessor we discard. |
| * Any bundles associated with the discarded GrGeometryProcessor will be attached to the |
| * remaining GrGeometryProcessor. |
| */ |
| bool canMakeEqual(const GrBatchTracker& mine, |
| const GrPrimitiveProcessor& that, |
| const GrBatchTracker& theirs) const SK_OVERRIDE { |
| if (this->classID() != that.classID() || !this->hasSameTextureAccesses(that)) { |
| return false; |
| } |
| |
| // TODO let the GPs decide this |
| if (!this->viewMatrix().cheapEqualTo(that.viewMatrix())) { |
| return false; |
| } |
| |
| // TODO remove the hint |
| const GrGeometryProcessor& other = that.cast<GrGeometryProcessor>(); |
| if (fHasVertexColor && fOpaqueVertexColors != other.fOpaqueVertexColors) { |
| return false; |
| } |
| |
| // TODO this equality test should really be broken up, some of this can live on the batch |
| // tracker test and some of this should be in bundles |
| if (!this->onIsEqual(other)) { |
| return false; |
| } |
| |
| return this->onCanMakeEqual(mine, other, theirs); |
| } |
| |
| // TODO we can remove color from the GrGeometryProcessor base class once we have bundles of |
| // primitive data |
| GrColor color() const { return fColor; } |
| |
| // TODO this is a total hack until the gp can do deferred geometry |
| bool hasVertexColor() const { return fHasVertexColor; } |
| |
| void getInvariantOutputColor(GrInitInvariantOutput* out) const SK_OVERRIDE; |
| void getInvariantOutputCoverage(GrInitInvariantOutput* out) const SK_OVERRIDE; |
| |
| protected: |
| /* |
| * An optional simple helper function to determine by what means the GrGeometryProcessor should |
| * use to provide color. If we are given an override color(ie the given overridecolor is NOT |
| * GrColor_ILLEGAL) then we must always emit that color(currently overrides are only supported |
| * via uniform, but with deferred Geometry we could use attributes). Otherwise, if our color is |
| * ignored then we should not emit a color. Lastly, if we don't have vertex colors then we must |
| * emit a color via uniform |
| * TODO this function changes quite a bit with deferred geometry. There the GrGeometryProcessor |
| * can upload a new color via attribute if needed. |
| */ |
| static GrGPInput GetColorInputType(GrColor* color, GrColor primitiveColor, |
| const GrPipelineInfo& init, |
| bool hasVertexColor) { |
| if (init.fColorIgnored) { |
| *color = GrColor_ILLEGAL; |
| return kIgnored_GrGPInput; |
| } else if (GrColor_ILLEGAL != init.fOverrideColor) { |
| *color = init.fOverrideColor; |
| return kUniform_GrGPInput; |
| } |
| |
| *color = primitiveColor; |
| if (hasVertexColor) { |
| return kAttribute_GrGPInput; |
| } else { |
| return kUniform_GrGPInput; |
| } |
| } |
| |
| /** |
| * Subclasses call this from their constructor to register vertex attributes. Attributes |
| * will be padded to the nearest 4 bytes for performance reasons. |
| * TODO After deferred geometry, we should do all of this inline in GenerateGeometry alongside |
| * the struct used to actually populate the attributes. This is all extremely fragile, vertex |
| * attributes have to be added in the order they will appear in the struct which maps memory. |
| * The processor key should reflect the vertex attributes, or there lack thereof in the |
| * GrGeometryProcessor. |
| */ |
| const Attribute& addVertexAttrib(const Attribute& attribute) { |
| SkASSERT(fNumAttribs < kMaxVertexAttribs); |
| fVertexStride += attribute.fOffset; |
| fAttribs[fNumAttribs] = attribute; |
| return fAttribs[fNumAttribs++]; |
| } |
| |
| void setWillUseGeoShader() { fWillUseGeoShader = true; } |
| |
| // TODO hack see above |
| void setHasVertexColor() { fHasVertexColor = true; } |
| void setHasLocalCoords() { fHasLocalCoords = true; } |
| |
| virtual void onGetInvariantOutputColor(GrInitInvariantOutput*) const {} |
| virtual void onGetInvariantOutputCoverage(GrInitInvariantOutput*) const = 0; |
| |
| private: |
| virtual bool onCanMakeEqual(const GrBatchTracker& mine, |
| const GrGeometryProcessor& that, |
| const GrBatchTracker& theirs) const = 0; |
| |
| // TODO delete this when we have more advanced equality testing via bundles and the BT |
| virtual bool onIsEqual(const GrGeometryProcessor&) const = 0; |
| |
| bool hasExplicitLocalCoords() const SK_OVERRIDE { return fHasLocalCoords; } |
| |
| GrColor fColor; |
| bool fOpaqueVertexColors; |
| bool fWillUseGeoShader; |
| bool fHasVertexColor; |
| bool fHasLocalCoords; |
| |
| typedef GrPrimitiveProcessor INHERITED; |
| }; |
| |
| /* |
| * The path equivalent of the GP. For now this just manages color. In the long term we plan on |
| * extending this class to handle all nvpr uniform / varying / program work. |
| */ |
| class GrPathProcessor : public GrPrimitiveProcessor { |
| public: |
| static GrPathProcessor* Create(GrColor color, |
| const SkMatrix& viewMatrix = SkMatrix::I(), |
| const SkMatrix& localMatrix = SkMatrix::I()) { |
| return SkNEW_ARGS(GrPathProcessor, (color, viewMatrix, localMatrix)); |
| } |
| |
| void initBatchTracker(GrBatchTracker*, const GrPipelineInfo&) const SK_OVERRIDE; |
| |
| bool canMakeEqual(const GrBatchTracker& mine, |
| const GrPrimitiveProcessor& that, |
| const GrBatchTracker& theirs) const SK_OVERRIDE; |
| |
| const char* name() const SK_OVERRIDE { return "PathProcessor"; } |
| |
| GrColor color() const { return fColor; } |
| |
| void getInvariantOutputColor(GrInitInvariantOutput* out) const SK_OVERRIDE; |
| void getInvariantOutputCoverage(GrInitInvariantOutput* out) const SK_OVERRIDE; |
| |
| bool willUseGeoShader() const SK_OVERRIDE { return false; } |
| |
| virtual void getGLProcessorKey(const GrBatchTracker& bt, |
| const GrGLCaps& caps, |
| GrProcessorKeyBuilder* b) const SK_OVERRIDE; |
| |
| virtual GrGLPrimitiveProcessor* createGLInstance(const GrBatchTracker& bt, |
| const GrGLCaps& caps) const SK_OVERRIDE; |
| |
| protected: |
| GrPathProcessor(GrColor color, const SkMatrix& viewMatrix, const SkMatrix& localMatrix); |
| |
| private: |
| bool hasExplicitLocalCoords() const SK_OVERRIDE { return false; } |
| |
| GrColor fColor; |
| |
| typedef GrPrimitiveProcessor INHERITED; |
| }; |
| |
| #endif |