| /* | |
| * 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 GrDrawTargetCaps_DEFINED | |
| #define GrDrawTargetCaps_DEFINED | |
| #include "GrTypes.h" | |
| #include "GrTypesPriv.h" | |
| #include "GrShaderVar.h" | |
| #include "SkRefCnt.h" | |
| #include "SkString.h" | |
| /** | |
| * Represents the draw target capabilities. | |
| */ | |
| class GrDrawTargetCaps : public SkRefCnt { | |
| public: | |
| SK_DECLARE_INST_COUNT(GrDrawTargetCaps) | |
| /** Info about shader variable precision within a given shader stage. That is, this info | |
| is relevant to a float (or vecNf) variable declared with a GrSLPrecision | |
| in a given GrShaderType. The info here is hoisted from the OpenGL spec. */ | |
| struct PrecisionInfo { | |
| PrecisionInfo() { | |
| fLogRangeLow = 0; | |
| fLogRangeHigh = 0; | |
| fBits = 0; | |
| } | |
| /** Is this precision level allowed in the shader stage? */ | |
| bool supported() const { return 0 != fBits; } | |
| bool operator==(const PrecisionInfo& that) const { | |
| return fLogRangeLow == that.fLogRangeLow && fLogRangeHigh == that.fLogRangeHigh && | |
| fBits == that.fBits; | |
| } | |
| bool operator!=(const PrecisionInfo& that) const { return !(*this == that); } | |
| /** floor(log2(|min_value|)) */ | |
| int fLogRangeLow; | |
| /** floor(log2(|max_value|)) */ | |
| int fLogRangeHigh; | |
| /** Number of bits of precision. As defined in OpenGL (with names modified to reflect this | |
| struct) : | |
| """ | |
| If the smallest representable value greater than 1 is 1 + e, then fBits will | |
| contain floor(log2(e)), and every value in the range [2^fLogRangeLow, | |
| 2^fLogRangeHigh] can be represented to at least one part in 2^fBits. | |
| """ | |
| */ | |
| int fBits; | |
| }; | |
| GrDrawTargetCaps() : fUniqueID(CreateUniqueID()) { | |
| this->reset(); | |
| } | |
| GrDrawTargetCaps(const GrDrawTargetCaps& other) : INHERITED(), fUniqueID(CreateUniqueID()) { | |
| *this = other; | |
| } | |
| GrDrawTargetCaps& operator= (const GrDrawTargetCaps&); | |
| virtual void reset(); | |
| virtual SkString dump() const; | |
| bool npotTextureTileSupport() const { return fNPOTTextureTileSupport; } | |
| /** To avoid as-yet-unnecessary complexity we don't allow any partial support of MIP Maps (e.g. | |
| only for POT textures) */ | |
| bool mipMapSupport() const { return fMipMapSupport; } | |
| bool twoSidedStencilSupport() const { return fTwoSidedStencilSupport; } | |
| bool stencilWrapOpsSupport() const { return fStencilWrapOpsSupport; } | |
| bool hwAALineSupport() const { return fHWAALineSupport; } | |
| bool shaderDerivativeSupport() const { return fShaderDerivativeSupport; } | |
| bool geometryShaderSupport() const { return fGeometryShaderSupport; } | |
| bool dualSourceBlendingSupport() const { return fDualSourceBlendingSupport; } | |
| bool pathRenderingSupport() const { return fPathRenderingSupport; } | |
| bool dstReadInShaderSupport() const { return fDstReadInShaderSupport; } | |
| bool discardRenderTargetSupport() const { return fDiscardRenderTargetSupport; } | |
| bool gpuTracingSupport() const { return fGpuTracingSupport; } | |
| bool compressedTexSubImageSupport() const { return fCompressedTexSubImageSupport; } | |
| bool useDrawInsteadOfClear() const { return fUseDrawInsteadOfClear; } | |
| /** | |
| * Indicates whether GPU->CPU memory mapping for GPU resources such as vertex buffers and | |
| * textures allows partial mappings or full mappings. | |
| */ | |
| enum MapFlags { | |
| kNone_MapFlags = 0x0, //<! Cannot map the resource. | |
| kCanMap_MapFlag = 0x1, //<! The resource can be mapped. Must be set for any of | |
| // the other flags to have meaning.k | |
| kSubset_MapFlag = 0x2, //<! The resource can be partially mapped. | |
| }; | |
| uint32_t mapBufferFlags() const { return fMapBufferFlags; } | |
| // Scratch textures not being reused means that those scratch textures | |
| // that we upload to (i.e., don't have a render target) will not be | |
| // recycled in the texture cache. This is to prevent ghosting by drivers | |
| // (in particular for deferred architectures). | |
| bool reuseScratchTextures() const { return fReuseScratchTextures; } | |
| int maxRenderTargetSize() const { return fMaxRenderTargetSize; } | |
| int maxTextureSize() const { return fMaxTextureSize; } | |
| // Will be 0 if MSAA is not supported | |
| int maxSampleCount() const { return fMaxSampleCount; } | |
| bool isConfigRenderable(GrPixelConfig config, bool withMSAA) const { | |
| SkASSERT(kGrPixelConfigCnt > config); | |
| return fConfigRenderSupport[config][withMSAA]; | |
| } | |
| bool isConfigTexturable(GrPixelConfig config) const { | |
| SkASSERT(kGrPixelConfigCnt > config); | |
| return fConfigTextureSupport[config]; | |
| } | |
| /** | |
| * Get the precision info for a variable of type kFloat_GrSLType, kVec2f_GrSLType, etc in a | |
| * given shader type. If the shader type is not supported or the precision level is not | |
| * supported in that shader type then the returned struct will report false when supported() is | |
| * called. | |
| */ | |
| const PrecisionInfo& getFloatShaderPrecisionInfo(GrShaderType shaderType, | |
| GrSLPrecision precision) const { | |
| return fFloatPrecisions[shaderType][precision]; | |
| }; | |
| /** | |
| * Is there any difference between the float shader variable precision types? If this is true | |
| * then unless the shader type is not supported, any call to getFloatShaderPrecisionInfo() would | |
| * report the same info for all precisions in all shader types. | |
| */ | |
| bool floatPrecisionVaries() const { return fShaderPrecisionVaries; } | |
| /** | |
| * Gets an id that is unique for this GrDrawTargetCaps object. It is static in that it does | |
| * not change when the content of the GrDrawTargetCaps object changes. This will never return | |
| * 0. | |
| */ | |
| uint32_t getUniqueID() const { return fUniqueID; } | |
| protected: | |
| bool fNPOTTextureTileSupport : 1; | |
| bool fMipMapSupport : 1; | |
| bool fTwoSidedStencilSupport : 1; | |
| bool fStencilWrapOpsSupport : 1; | |
| bool fHWAALineSupport : 1; | |
| bool fShaderDerivativeSupport : 1; | |
| bool fGeometryShaderSupport : 1; | |
| bool fDualSourceBlendingSupport : 1; | |
| bool fPathRenderingSupport : 1; | |
| bool fDstReadInShaderSupport : 1; | |
| bool fDiscardRenderTargetSupport: 1; | |
| bool fReuseScratchTextures : 1; | |
| bool fGpuTracingSupport : 1; | |
| bool fCompressedTexSubImageSupport : 1; | |
| // Driver workaround | |
| bool fUseDrawInsteadOfClear : 1; | |
| uint32_t fMapBufferFlags; | |
| int fMaxRenderTargetSize; | |
| int fMaxTextureSize; | |
| int fMaxSampleCount; | |
| // The first entry for each config is without msaa and the second is with. | |
| bool fConfigRenderSupport[kGrPixelConfigCnt][2]; | |
| bool fConfigTextureSupport[kGrPixelConfigCnt]; | |
| bool fShaderPrecisionVaries; | |
| PrecisionInfo fFloatPrecisions[kGrShaderTypeCount][kGrSLPrecisionCount]; | |
| private: | |
| static uint32_t CreateUniqueID(); | |
| const uint32_t fUniqueID; | |
| typedef SkRefCnt INHERITED; | |
| }; | |
| #endif |