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/*
* Copyright 2015 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef GrPipeline_DEFINED
#define GrPipeline_DEFINED
#include "GrColor.h"
#include "GrGpu.h"
#include "GrPendingFragmentStage.h"
#include "GrProgramDesc.h"
#include "GrStencil.h"
#include "GrTypesPriv.h"
#include "SkMatrix.h"
#include "SkRefCnt.h"
class GrBatch;
class GrDeviceCoordTexture;
class GrPipelineBuilder;
/**
* Class that holds an optimized version of a GrPipelineBuilder. It is meant to be an immutable
* class, and contains all data needed to set the state for a gpu draw.
*/
class GrPipeline {
public:
SK_DECLARE_INST_COUNT(GrPipeline)
// TODO get rid of this version of the constructor when we use batch everywhere
GrPipeline(const GrPipelineBuilder& pipelineBuilder, const GrPrimitiveProcessor*,
const GrDrawTargetCaps&, const GrScissorState&,
const GrDeviceCoordTexture* dstCopy);
GrPipeline(GrBatch*, const GrPipelineBuilder&, const GrDrawTargetCaps&,
const GrScissorState&, const GrDeviceCoordTexture* dstCopy);
/*
* Returns true if it is possible to combine the two GrPipelines and it will update 'this'
* to subsume 'that''s draw.
*/
bool isEqual(const GrPipeline& that) const;
/// @}
///////////////////////////////////////////////////////////////////////////
/// @name Effect Stages
/// Each stage hosts a GrProcessor. The effect produces an output color or coverage in the
/// fragment shader. Its inputs are the output from the previous stage as well as some variables
/// available to it in the fragment and vertex shader (e.g. the vertex position, the dst color,
/// the fragment position, local coordinates).
///
/// The stages are divided into two sets, color-computing and coverage-computing. The final
/// color stage produces the final pixel color. The coverage-computing stages function exactly
/// as the color-computing but the output of the final coverage stage is treated as a fractional
/// pixel coverage rather than as input to the src/dst color blend step.
///
/// The input color to the first color-stage is either the constant color or interpolated
/// per-vertex colors. The input to the first coverage stage is either a constant coverage
/// (usually full-coverage) or interpolated per-vertex coverage.
////
int numColorStages() const { return fNumColorStages; }
int numCoverageStages() const { return fFragmentStages.count() - fNumColorStages; }
int numFragmentStages() const { return fFragmentStages.count(); }
const GrXferProcessor* getXferProcessor() const { return fXferProcessor.get(); }
const GrPendingFragmentStage& getColorStage(int idx) const {
SkASSERT(idx < this->numColorStages());
return fFragmentStages[idx];
}
const GrPendingFragmentStage& getCoverageStage(int idx) const {
SkASSERT(idx < this->numCoverageStages());
return fFragmentStages[fNumColorStages + idx];
}
const GrPendingFragmentStage& getFragmentStage(int idx) const {
return fFragmentStages[idx];
}
/// @}
///////////////////////////////////////////////////////////////////////////
/// @name Render Target
////
/**
* Retrieves the currently set render-target.
*
* @return The currently set render target.
*/
GrRenderTarget* getRenderTarget() const { return fRenderTarget.get(); }
/// @}
///////////////////////////////////////////////////////////////////////////
/// @name Stencil
////
const GrStencilSettings& getStencil() const { return fStencilSettings; }
/// @}
///////////////////////////////////////////////////////////////////////////
/// @name ScissorState
////
const GrScissorState& getScissorState() const { return fScissorState; }
/// @}
///////////////////////////////////////////////////////////////////////////
/// @name Boolean Queries
////
bool isDitherState() const { return SkToBool(fFlags & kDither_Flag); }
bool isHWAntialiasState() const { return SkToBool(fFlags & kHWAA_Flag); }
bool mustSkip() const { return NULL == this->getRenderTarget(); }
/// @}
/**
* Gets whether the target is drawing clockwise, counterclockwise,
* or both faces.
* @return the current draw face(s).
*/
GrPipelineBuilder::DrawFace getDrawFace() const { return fDrawFace; }
/// @}
///////////////////////////////////////////////////////////////////////////
const GrDeviceCoordTexture* getDstCopy() const { return fDstCopy.texture() ? &fDstCopy : NULL; }
const GrProgramDesc::DescInfo& descInfo() const { return fDescInfo; }
const GrPipelineInfo& getInitBatchTracker() const { return fInitBT; }
private:
// TODO we can have one constructor once GrBatch is complete
void internalConstructor(const GrPipelineBuilder&,
const GrProcOptInfo& colorPOI,
const GrProcOptInfo& coveragePOI,
const GrDrawTargetCaps&,
const GrScissorState&,
const GrDeviceCoordTexture* dstCopy);
/**
* Alter the program desc and inputs (attribs and processors) based on the blend optimization.
*/
void adjustProgramFromOptimizations(const GrPipelineBuilder& ds,
GrXferProcessor::OptFlags,
const GrProcOptInfo& colorPOI,
const GrProcOptInfo& coveragePOI,
int* firstColorStageIdx,
int* firstCoverageStageIdx);
/**
* Calculates the primary and secondary output types of the shader. For certain output types
* the function may adjust the blend coefficients. After this function is called the src and dst
* blend coeffs will represent those used by backend API.
*/
void setOutputStateInfo(const GrPipelineBuilder& ds, GrXferProcessor::OptFlags,
const GrDrawTargetCaps&);
enum Flags {
kDither_Flag = 0x1,
kHWAA_Flag = 0x2,
};
typedef GrPendingIOResource<GrRenderTarget, kWrite_GrIOType> RenderTarget;
typedef SkSTArray<8, GrPendingFragmentStage> FragmentStageArray;
typedef GrPendingProgramElement<const GrXferProcessor> ProgramXferProcessor;
RenderTarget fRenderTarget;
GrScissorState fScissorState;
GrStencilSettings fStencilSettings;
GrPipelineBuilder::DrawFace fDrawFace;
GrDeviceCoordTexture fDstCopy;
uint32_t fFlags;
ProgramXferProcessor fXferProcessor;
FragmentStageArray fFragmentStages;
GrProgramDesc::DescInfo fDescInfo;
GrPipelineInfo fInitBT;
// This function is equivalent to the offset into fFragmentStages where coverage stages begin.
int fNumColorStages;
GrProgramDesc fDesc;
typedef SkRefCnt INHERITED;
};
#endif