| /* | |
| * 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 "GrGeometryData.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. | |
| */ | |
| 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 GrGLCaps; | |
| class GrGLGeometryProcessor; | |
| class GrOptDrawState; | |
| struct GrInitInvariantOutput; | |
| /* | |
| * 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; } | |
| /* | |
| * This struct allows the optstate to communicate requirements to the GrPrimitiveProcessor. | |
| */ | |
| struct InitBT { | |
| bool fColorIgnored; | |
| bool fCoverageIgnored; | |
| GrColor fOverrideColor; | |
| bool fUsesLocalCoords; | |
| }; | |
| virtual void initBatchTracker(GrBatchTracker*, const InitBT&) const = 0; | |
| virtual bool canMakeEqual(const GrBatchTracker& mine, | |
| const GrPrimitiveProcessor& that, | |
| const GrBatchTracker& theirs) const = 0; | |
| /* | |
| * We always call canMakeEqual before makeEqual so there is no need to do any kind of equality | |
| * testing here | |
| * TODO make this pure virtual when primProcs can actually use it | |
| */ | |
| virtual void makeEqual(GrBatchTracker*, const GrBatchTracker&) const {} | |
| virtual void getInvariantOutputColor(GrInitInvariantOutput* out) const = 0; | |
| virtual void getInvariantOutputCoverage(GrInitInvariantOutput* out) const = 0; | |
| /** | |
| * 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 GrGLGeometryProcessor* createGLInstance(const GrBatchTracker& bt) const = 0; | |
| protected: | |
| GrPrimitiveProcessor(const SkMatrix& viewMatrix, const SkMatrix& localMatrix) | |
| : fViewMatrix(viewMatrix) | |
| , fLocalMatrix(localMatrix) {} | |
| /* | |
| * 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; | |
| } | |
| private: | |
| SkMatrix fViewMatrix; | |
| SkMatrix fLocalMatrix; | |
| 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) | |
| , fVertexStride(0) | |
| , fColor(color) | |
| , fOpaqueVertexColors(opaqueVertexColors) | |
| , fWillUseGeoShader(false) | |
| , fHasVertexColor(false) | |
| , fHasLocalCoords(false) {} | |
| /* | |
| * This is a safeguard to prevent GPs from going beyond platform specific attribute limits. | |
| * This number can almost certainly be raised if required. | |
| */ | |
| static const int kMaxVertexAttribs = 6; | |
| struct GrAttribute { | |
| GrAttribute(const char* name, GrVertexAttribType type) | |
| : fName(name) | |
| , fType(type) | |
| , fOffset(SkAlign4(GrVertexAttribTypeSize(type))) {} | |
| const char* fName; | |
| GrVertexAttribType fType; | |
| size_t fOffset; | |
| }; | |
| typedef SkTArray<GrAttribute, true> VertexAttribArray; | |
| const VertexAttribArray& getAttribs() const { return fAttribs; } | |
| // 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; } | |
| 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; } | |
| // TODO this is a total hack until gp can setup and manage local coords | |
| bool hasLocalCoords() const { return fHasLocalCoords; } | |
| 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 InitBT& 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 GrAttribute& addVertexAttrib(const GrAttribute& attribute) { | |
| fVertexStride += attribute.fOffset; | |
| return fAttribs.push_back(attribute); | |
| } | |
| 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; | |
| SkSTArray<kMaxVertexAttribs, GrAttribute, true> fAttribs; | |
| size_t fVertexStride; | |
| 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 InitBT&) 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; | |
| virtual void getGLProcessorKey(const GrBatchTracker& bt, | |
| const GrGLCaps& caps, | |
| GrProcessorKeyBuilder* b) const SK_OVERRIDE; | |
| virtual GrGLGeometryProcessor* createGLInstance(const GrBatchTracker& bt) const SK_OVERRIDE; | |
| private: | |
| GrPathProcessor(GrColor color, const SkMatrix& viewMatrix, const SkMatrix& localMatrix); | |
| GrColor fColor; | |
| typedef GrPrimitiveProcessor INHERITED; | |
| }; | |
| #endif |