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/*
* 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 GrPrimitiveProcessor_DEFINED
#define GrPrimitiveProcessor_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.
*
* There are two feedback loops between the GrFragmentProcessors, the GrXferProcessor, and the
* GrPrimitiveProcessor. These loops run on the CPU and to determine known properties of the final
* color and coverage inputs to the GrXferProcessor in order to perform optimizations that preserve
* correctness. The GrDrawOp seeds these loops with initial color and coverage, in its
* getProcessorAnalysisInputs implementation. These seed values are processed by the
* subsequent
* stages of the rendering pipeline and the output is then fed back into the GrDrawOp in
* the applyPipelineOptimizations call, where the op can use the information to inform decisions
* about GrPrimitiveProcessor creation.
*/
class GrGLSLPrimitiveProcessor;
/*
* 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 GrResourceIOProcessor, public GrProgramElement {
public:
// 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;
struct Attribute {
Attribute()
: fName(nullptr)
, fType(kFloat_GrVertexAttribType)
, fOffset(0) {}
Attribute(const char* name, GrVertexAttribType type, GrSLPrecision precision)
: fName(name)
, fType(type)
, fOffset(SkAlign4(GrVertexAttribTypeSize(type)))
, fPrecision(precision) {}
const char* fName;
GrVertexAttribType fType;
size_t fOffset;
GrSLPrecision fPrecision;
};
int numAttribs() const { return fAttribs.count(); }
const Attribute& getAttrib(int index) const { return fAttribs[index]; }
// Returns the vertex stride of the GP. A common use case is to request geometry from a
// GrOpList 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; }
/**
* Computes a transformKey from an array of coord transforms. Will only look at the first
* <numCoords> transforms in the array.
*
* TODO: A better name for this function would be "compute" instead of "get".
*/
uint32_t getTransformKey(const SkTArray<const GrCoordTransform*, true>& coords,
int numCoords) const;
/**
* Sets a unique key on the GrProcessorKeyBuilder that is directly associated with this geometry
* processor's GL backend implementation.
*
* TODO: A better name for this function would be "compute" instead of "get".
*/
virtual void getGLSLProcessorKey(const GrShaderCaps&, GrProcessorKeyBuilder*) const = 0;
/** Returns a new instance of the appropriate *GL* implementation class
for the given GrProcessor; caller is responsible for deleting
the object. */
virtual GrGLSLPrimitiveProcessor* createGLSLInstance(const GrShaderCaps&) const = 0;
virtual bool isPathRendering() const { return false; }
/**
* If non-null, overrides the dest color returned by GrGLSLFragmentShaderBuilder::dstColor().
*/
virtual const char* getDestColorOverride() const { return nullptr; }
virtual float getSampleShading() const {
return 0.0;
}
/* Sub-class should override and return true if this primitive processor implements the distance
* vector field, a field of vectors to the nearest point in the edge of the shape. */
virtual bool implementsDistanceVector() const { return false; }
protected:
GrPrimitiveProcessor() : fVertexStride(0) {}
enum { kPreallocAttribCnt = 8 };
SkSTArray<kPreallocAttribCnt, Attribute> fAttribs;
size_t fVertexStride;
private:
void addPendingIOs() const override { GrResourceIOProcessor::addPendingIOs(); }
void removeRefs() const override { GrResourceIOProcessor::removeRefs(); }
void pendingIOComplete() const override { GrResourceIOProcessor::pendingIOComplete(); }
void notifyRefCntIsZero() const final {}
virtual bool hasExplicitLocalCoords() const = 0;
typedef GrProcessor INHERITED;
};
#endif