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/*
* Copyright 2010 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "GrGpu.h"
#include "GrBufferAllocPool.h"
#include "GrContext.h"
#include "GrDrawTargetCaps.h"
#include "GrIndexBuffer.h"
#include "GrStencilBuffer.h"
#include "GrVertexBuffer.h"
// probably makes no sense for this to be less than a page
static const size_t VERTEX_POOL_VB_SIZE = 1 << 18;
static const int VERTEX_POOL_VB_COUNT = 4;
static const size_t INDEX_POOL_IB_SIZE = 1 << 16;
static const int INDEX_POOL_IB_COUNT = 4;
////////////////////////////////////////////////////////////////////////////////
#define DEBUG_INVAL_BUFFER 0xdeadcafe
#define DEBUG_INVAL_START_IDX -1
GrGpu::GrGpu(GrContext* context)
: GrDrawTarget(context)
, fResetTimestamp(kExpiredTimestamp+1)
, fResetBits(kAll_GrBackendState)
, fVertexPool(NULL)
, fIndexPool(NULL)
, fVertexPoolUseCnt(0)
, fIndexPoolUseCnt(0)
, fQuadIndexBuffer(NULL) {
fClipMaskManager.setGpu(this);
fGeomPoolStateStack.push_back();
#ifdef SK_DEBUG
GeometryPoolState& poolState = fGeomPoolStateStack.back();
poolState.fPoolVertexBuffer = (GrVertexBuffer*)DEBUG_INVAL_BUFFER;
poolState.fPoolStartVertex = DEBUG_INVAL_START_IDX;
poolState.fPoolIndexBuffer = (GrIndexBuffer*)DEBUG_INVAL_BUFFER;
poolState.fPoolStartIndex = DEBUG_INVAL_START_IDX;
#endif
}
GrGpu::~GrGpu() {
this->releaseResources();
}
void GrGpu::abandonResources() {
fClipMaskManager.releaseResources();
while (NULL != fResourceList.head()) {
fResourceList.head()->abandon();
}
SkASSERT(NULL == fQuadIndexBuffer || !fQuadIndexBuffer->isValid());
SkSafeSetNull(fQuadIndexBuffer);
delete fVertexPool;
fVertexPool = NULL;
delete fIndexPool;
fIndexPool = NULL;
}
void GrGpu::releaseResources() {
fClipMaskManager.releaseResources();
while (NULL != fResourceList.head()) {
fResourceList.head()->release();
}
SkASSERT(NULL == fQuadIndexBuffer || !fQuadIndexBuffer->isValid());
SkSafeSetNull(fQuadIndexBuffer);
delete fVertexPool;
fVertexPool = NULL;
delete fIndexPool;
fIndexPool = NULL;
}
void GrGpu::insertResource(GrResource* resource) {
SkASSERT(NULL != resource);
SkASSERT(this == resource->getGpu());
fResourceList.addToHead(resource);
}
void GrGpu::removeResource(GrResource* resource) {
SkASSERT(NULL != resource);
SkASSERT(this == resource->getGpu());
fResourceList.remove(resource);
}
void GrGpu::unimpl(const char msg[]) {
#ifdef SK_DEBUG
GrPrintf("--- GrGpu unimplemented(\"%s\")\n", msg);
#endif
}
////////////////////////////////////////////////////////////////////////////////
GrTexture* GrGpu::createTexture(const GrTextureDesc& desc,
const void* srcData, size_t rowBytes) {
if (kUnknown_GrPixelConfig == desc.fConfig) {
return NULL;
}
if ((desc.fFlags & kRenderTarget_GrTextureFlagBit) &&
!this->caps()->isConfigRenderable(desc.fConfig, desc.fSampleCnt > 0)) {
return NULL;
}
this->handleDirtyContext();
GrTexture* tex = this->onCreateTexture(desc, srcData, rowBytes);
if (NULL != tex &&
(kRenderTarget_GrTextureFlagBit & desc.fFlags) &&
!(kNoStencil_GrTextureFlagBit & desc.fFlags)) {
SkASSERT(NULL != tex->asRenderTarget());
// TODO: defer this and attach dynamically
if (!this->attachStencilBufferToRenderTarget(tex->asRenderTarget())) {
tex->unref();
return NULL;
}
}
return tex;
}
bool GrGpu::attachStencilBufferToRenderTarget(GrRenderTarget* rt) {
SkASSERT(NULL == rt->getStencilBuffer());
GrStencilBuffer* sb =
this->getContext()->findStencilBuffer(rt->width(),
rt->height(),
rt->numSamples());
if (NULL != sb) {
rt->setStencilBuffer(sb);
bool attached = this->attachStencilBufferToRenderTarget(sb, rt);
if (!attached) {
rt->setStencilBuffer(NULL);
}
return attached;
}
if (this->createStencilBufferForRenderTarget(rt,
rt->width(), rt->height())) {
// Right now we're clearing the stencil buffer here after it is
// attached to an RT for the first time. When we start matching
// stencil buffers with smaller color targets this will no longer
// be correct because it won't be guaranteed to clear the entire
// sb.
// We used to clear down in the GL subclass using a special purpose
// FBO. But iOS doesn't allow a stencil-only FBO. It reports unsupported
// FBO status.
GrDrawState::AutoRenderTargetRestore artr(this->drawState(), rt);
this->clearStencil();
return true;
} else {
return false;
}
}
GrTexture* GrGpu::wrapBackendTexture(const GrBackendTextureDesc& desc) {
this->handleDirtyContext();
GrTexture* tex = this->onWrapBackendTexture(desc);
if (NULL == tex) {
return NULL;
}
// TODO: defer this and attach dynamically
GrRenderTarget* tgt = tex->asRenderTarget();
if (NULL != tgt &&
!this->attachStencilBufferToRenderTarget(tgt)) {
tex->unref();
return NULL;
} else {
return tex;
}
}
GrRenderTarget* GrGpu::wrapBackendRenderTarget(const GrBackendRenderTargetDesc& desc) {
this->handleDirtyContext();
return this->onWrapBackendRenderTarget(desc);
}
GrVertexBuffer* GrGpu::createVertexBuffer(size_t size, bool dynamic) {
this->handleDirtyContext();
return this->onCreateVertexBuffer(size, dynamic);
}
GrIndexBuffer* GrGpu::createIndexBuffer(size_t size, bool dynamic) {
this->handleDirtyContext();
return this->onCreateIndexBuffer(size, dynamic);
}
GrPath* GrGpu::createPath(const SkPath& path, const SkStrokeRec& stroke) {
SkASSERT(this->caps()->pathRenderingSupport());
this->handleDirtyContext();
return this->onCreatePath(path, stroke);
}
void GrGpu::clear(const SkIRect* rect,
GrColor color,
bool canIgnoreRect,
GrRenderTarget* renderTarget) {
GrDrawState::AutoRenderTargetRestore art;
if (NULL != renderTarget) {
art.set(this->drawState(), renderTarget);
}
if (NULL == this->getDrawState().getRenderTarget()) {
SkASSERT(0);
return;
}
this->handleDirtyContext();
this->onClear(rect, color, canIgnoreRect);
}
void GrGpu::forceRenderTargetFlush() {
this->handleDirtyContext();
this->onForceRenderTargetFlush();
}
bool GrGpu::readPixels(GrRenderTarget* target,
int left, int top, int width, int height,
GrPixelConfig config, void* buffer,
size_t rowBytes) {
this->handleDirtyContext();
return this->onReadPixels(target, left, top, width, height,
config, buffer, rowBytes);
}
bool GrGpu::writeTexturePixels(GrTexture* texture,
int left, int top, int width, int height,
GrPixelConfig config, const void* buffer,
size_t rowBytes) {
this->handleDirtyContext();
return this->onWriteTexturePixels(texture, left, top, width, height,
config, buffer, rowBytes);
}
void GrGpu::resolveRenderTarget(GrRenderTarget* target) {
SkASSERT(target);
this->handleDirtyContext();
this->onResolveRenderTarget(target);
}
static const GrStencilSettings& winding_path_stencil_settings() {
GR_STATIC_CONST_SAME_STENCIL_STRUCT(gSettings,
kIncClamp_StencilOp,
kIncClamp_StencilOp,
kAlwaysIfInClip_StencilFunc,
0xFFFF, 0xFFFF, 0xFFFF);
return *GR_CONST_STENCIL_SETTINGS_PTR_FROM_STRUCT_PTR(&gSettings);
}
static const GrStencilSettings& even_odd_path_stencil_settings() {
GR_STATIC_CONST_SAME_STENCIL_STRUCT(gSettings,
kInvert_StencilOp,
kInvert_StencilOp,
kAlwaysIfInClip_StencilFunc,
0xFFFF, 0xFFFF, 0xFFFF);
return *GR_CONST_STENCIL_SETTINGS_PTR_FROM_STRUCT_PTR(&gSettings);
}
void GrGpu::getPathStencilSettingsForFillType(SkPath::FillType fill, GrStencilSettings* outStencilSettings) {
switch (fill) {
default:
GrCrash("Unexpected path fill.");
/* fallthrough */;
case SkPath::kWinding_FillType:
case SkPath::kInverseWinding_FillType:
*outStencilSettings = winding_path_stencil_settings();
break;
case SkPath::kEvenOdd_FillType:
case SkPath::kInverseEvenOdd_FillType:
*outStencilSettings = even_odd_path_stencil_settings();
break;
}
fClipMaskManager.adjustPathStencilParams(outStencilSettings);
}
////////////////////////////////////////////////////////////////////////////////
static const int MAX_QUADS = 1 << 12; // max possible: (1 << 14) - 1;
GR_STATIC_ASSERT(4 * MAX_QUADS <= 65535);
static inline void fill_indices(uint16_t* indices, int quadCount) {
for (int i = 0; i < quadCount; ++i) {
indices[6 * i + 0] = 4 * i + 0;
indices[6 * i + 1] = 4 * i + 1;
indices[6 * i + 2] = 4 * i + 2;
indices[6 * i + 3] = 4 * i + 0;
indices[6 * i + 4] = 4 * i + 2;
indices[6 * i + 5] = 4 * i + 3;
}
}
const GrIndexBuffer* GrGpu::getQuadIndexBuffer() const {
if (NULL == fQuadIndexBuffer) {
static const int SIZE = sizeof(uint16_t) * 6 * MAX_QUADS;
GrGpu* me = const_cast<GrGpu*>(this);
fQuadIndexBuffer = me->createIndexBuffer(SIZE, false);
if (NULL != fQuadIndexBuffer) {
uint16_t* indices = (uint16_t*)fQuadIndexBuffer->lock();
if (NULL != indices) {
fill_indices(indices, MAX_QUADS);
fQuadIndexBuffer->unlock();
} else {
indices = (uint16_t*)sk_malloc_throw(SIZE);
fill_indices(indices, MAX_QUADS);
if (!fQuadIndexBuffer->updateData(indices, SIZE)) {
fQuadIndexBuffer->unref();
fQuadIndexBuffer = NULL;
GrCrash("Can't get indices into buffer!");
}
sk_free(indices);
}
}
}
return fQuadIndexBuffer;
}
////////////////////////////////////////////////////////////////////////////////
bool GrGpu::setupClipAndFlushState(DrawType type, const GrDeviceCoordTexture* dstCopy,
GrDrawState::AutoRestoreEffects* are) {
if (!fClipMaskManager.setupClipping(this->getClip(), are)) {
return false;
}
if (!this->flushGraphicsState(type, dstCopy)) {
return false;
}
return true;
}
////////////////////////////////////////////////////////////////////////////////
void GrGpu::geometrySourceWillPush() {
const GeometrySrcState& geoSrc = this->getGeomSrc();
if (kArray_GeometrySrcType == geoSrc.fVertexSrc ||
kReserved_GeometrySrcType == geoSrc.fVertexSrc) {
this->finalizeReservedVertices();
}
if (kArray_GeometrySrcType == geoSrc.fIndexSrc ||
kReserved_GeometrySrcType == geoSrc.fIndexSrc) {
this->finalizeReservedIndices();
}
GeometryPoolState& newState = fGeomPoolStateStack.push_back();
#ifdef SK_DEBUG
newState.fPoolVertexBuffer = (GrVertexBuffer*)DEBUG_INVAL_BUFFER;
newState.fPoolStartVertex = DEBUG_INVAL_START_IDX;
newState.fPoolIndexBuffer = (GrIndexBuffer*)DEBUG_INVAL_BUFFER;
newState.fPoolStartIndex = DEBUG_INVAL_START_IDX;
#else
(void) newState; // silence compiler warning
#endif
}
void GrGpu::geometrySourceWillPop(const GeometrySrcState& restoredState) {
// if popping last entry then pops are unbalanced with pushes
SkASSERT(fGeomPoolStateStack.count() > 1);
fGeomPoolStateStack.pop_back();
}
void GrGpu::onDraw(const DrawInfo& info) {
this->handleDirtyContext();
GrDrawState::AutoRestoreEffects are;
if (!this->setupClipAndFlushState(PrimTypeToDrawType(info.primitiveType()),
info.getDstCopy(),
&are)) {
return;
}
this->onGpuDraw(info);
}
void GrGpu::onStencilPath(const GrPath* path, SkPath::FillType fill) {
this->handleDirtyContext();
GrDrawState::AutoRestoreEffects are;
if (!this->setupClipAndFlushState(kStencilPath_DrawType, NULL, &are)) {
return;
}
this->onGpuStencilPath(path, fill);
}
void GrGpu::onDrawPath(const GrPath* path, SkPath::FillType fill,
const GrDeviceCoordTexture* dstCopy) {
this->handleDirtyContext();
drawState()->setDefaultVertexAttribs();
GrDrawState::AutoRestoreEffects are;
if (!this->setupClipAndFlushState(kDrawPath_DrawType, dstCopy, &are)) {
return;
}
this->onGpuDrawPath(path, fill);
}
void GrGpu::finalizeReservedVertices() {
SkASSERT(NULL != fVertexPool);
fVertexPool->unlock();
}
void GrGpu::finalizeReservedIndices() {
SkASSERT(NULL != fIndexPool);
fIndexPool->unlock();
}
void GrGpu::prepareVertexPool() {
if (NULL == fVertexPool) {
SkASSERT(0 == fVertexPoolUseCnt);
fVertexPool = SkNEW_ARGS(GrVertexBufferAllocPool, (this, true,
VERTEX_POOL_VB_SIZE,
VERTEX_POOL_VB_COUNT));
fVertexPool->releaseGpuRef();
} else if (!fVertexPoolUseCnt) {
// the client doesn't have valid data in the pool
fVertexPool->reset();
}
}
void GrGpu::prepareIndexPool() {
if (NULL == fIndexPool) {
SkASSERT(0 == fIndexPoolUseCnt);
fIndexPool = SkNEW_ARGS(GrIndexBufferAllocPool, (this, true,
INDEX_POOL_IB_SIZE,
INDEX_POOL_IB_COUNT));
fIndexPool->releaseGpuRef();
} else if (!fIndexPoolUseCnt) {
// the client doesn't have valid data in the pool
fIndexPool->reset();
}
}
bool GrGpu::onReserveVertexSpace(size_t vertexSize,
int vertexCount,
void** vertices) {
GeometryPoolState& geomPoolState = fGeomPoolStateStack.back();
SkASSERT(vertexCount > 0);
SkASSERT(NULL != vertices);
this->prepareVertexPool();
*vertices = fVertexPool->makeSpace(vertexSize,
vertexCount,
&geomPoolState.fPoolVertexBuffer,
&geomPoolState.fPoolStartVertex);
if (NULL == *vertices) {
return false;
}
++fVertexPoolUseCnt;
return true;
}
bool GrGpu::onReserveIndexSpace(int indexCount, void** indices) {
GeometryPoolState& geomPoolState = fGeomPoolStateStack.back();
SkASSERT(indexCount > 0);
SkASSERT(NULL != indices);
this->prepareIndexPool();
*indices = fIndexPool->makeSpace(indexCount,
&geomPoolState.fPoolIndexBuffer,
&geomPoolState.fPoolStartIndex);
if (NULL == *indices) {
return false;
}
++fIndexPoolUseCnt;
return true;
}
void GrGpu::releaseReservedVertexSpace() {
const GeometrySrcState& geoSrc = this->getGeomSrc();
SkASSERT(kReserved_GeometrySrcType == geoSrc.fVertexSrc);
size_t bytes = geoSrc.fVertexCount * geoSrc.fVertexSize;
fVertexPool->putBack(bytes);
--fVertexPoolUseCnt;
}
void GrGpu::releaseReservedIndexSpace() {
const GeometrySrcState& geoSrc = this->getGeomSrc();
SkASSERT(kReserved_GeometrySrcType == geoSrc.fIndexSrc);
size_t bytes = geoSrc.fIndexCount * sizeof(uint16_t);
fIndexPool->putBack(bytes);
--fIndexPoolUseCnt;
}
void GrGpu::onSetVertexSourceToArray(const void* vertexArray, int vertexCount) {
this->prepareVertexPool();
GeometryPoolState& geomPoolState = fGeomPoolStateStack.back();
#ifdef SK_DEBUG
bool success =
#endif
fVertexPool->appendVertices(this->getVertexSize(),
vertexCount,
vertexArray,
&geomPoolState.fPoolVertexBuffer,
&geomPoolState.fPoolStartVertex);
++fVertexPoolUseCnt;
GR_DEBUGASSERT(success);
}
void GrGpu::onSetIndexSourceToArray(const void* indexArray, int indexCount) {
this->prepareIndexPool();
GeometryPoolState& geomPoolState = fGeomPoolStateStack.back();
#ifdef SK_DEBUG
bool success =
#endif
fIndexPool->appendIndices(indexCount,
indexArray,
&geomPoolState.fPoolIndexBuffer,
&geomPoolState.fPoolStartIndex);
++fIndexPoolUseCnt;
GR_DEBUGASSERT(success);
}
void GrGpu::releaseVertexArray() {
// if vertex source was array, we stowed data in the pool
const GeometrySrcState& geoSrc = this->getGeomSrc();
SkASSERT(kArray_GeometrySrcType == geoSrc.fVertexSrc);
size_t bytes = geoSrc.fVertexCount * geoSrc.fVertexSize;
fVertexPool->putBack(bytes);
--fVertexPoolUseCnt;
}
void GrGpu::releaseIndexArray() {
// if index source was array, we stowed data in the pool
const GeometrySrcState& geoSrc = this->getGeomSrc();
SkASSERT(kArray_GeometrySrcType == geoSrc.fIndexSrc);
size_t bytes = geoSrc.fIndexCount * sizeof(uint16_t);
fIndexPool->putBack(bytes);
--fIndexPoolUseCnt;
}