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/*
* Copyright 2018 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef GrGrStrokePatchBuilder_DEFINED
#define GrGrStrokePatchBuilder_DEFINED
#include "include/core/SkPaint.h"
#include "include/core/SkPoint.h"
#include "include/core/SkStrokeRec.h"
#include "include/private/SkTArray.h"
#include "src/gpu/ops/GrMeshDrawOp.h"
#include "src/gpu/tessellate/GrStrokeTessellateShader.h"
class SkStrokeRec;
// This is an RAII class that expands strokes into tessellation patches for consumption by
// GrStrokeTessellateShader. The provided GrMeshDrawOp::Target must not be used externally for the
// entire lifetime of this class. e.g.:
//
// void onPrepare(GrOpFlushState* target) {
// GrStrokePatchBuilder builder(target, &fMyPatchChunks, scale, count); // Locks target.
// for (...) {
// builder.addPath(path, stroke);
// }
// }
// ... target can now be used normally again.
// ... fMyPatchChunks now contains chunks that can be drawn during onExecute.
class GrStrokePatchBuilder {
public:
// We generate patch buffers in chunks. Normally there will only be one chunk, but in rare cases
// the first can run out of space if too many cubics needed to be subdivided.
struct PatchChunk {
sk_sp<const GrBuffer> fPatchBuffer;
int fPatchCount = 0;
int fBasePatch;
};
// Stores raw pointers to the provided target and patchChunkArray, which this class will use and
// push to as addPath is called. The caller is responsible to bind and draw each chunk that gets
// pushed to the array. (See GrStrokeTessellateShader.)
//
// All points are multiplied by 'matrixScale' before being written to the GPU buffer.
GrStrokePatchBuilder(GrMeshDrawOp::Target*, SkTArray<PatchChunk>*, float matrixScale,
const SkStrokeRec&, int totalCombinedVerbCnt);
// "Releases" the target to be used externally again by putting back any unused pre-allocated
// vertices.
~GrStrokePatchBuilder() {
fTarget->putBackVertices(fCurrChunkPatchCapacity - fPatchChunkArray->back().fPatchCount,
sizeof(GrStrokeTessellateShader::Patch));
}
void addPath(const SkPath&);
private:
enum class JoinType {
kFromStroke, // The shader will use the join type defined in our fStrokeRec.
kCusp, // Double sided round join.
kNone
};
// Is a cubic curve convex, and does it rotate no more than 180 degrees?
enum class Convex180Status : bool {
kUnknown,
kYes
};
void moveTo(SkPoint);
void moveTo(SkPoint, SkPoint lastControlPoint);
void lineTo(SkPoint, JoinType prevJoinType = JoinType::kFromStroke);
void quadraticTo(const SkPoint[3], JoinType prevJoinType = JoinType::kFromStroke,
int maxDepth = -1);
void cubicTo(const SkPoint[4], JoinType prevJoinType = JoinType::kFromStroke,
Convex180Status = Convex180Status::kUnknown, int maxDepth = -1);
void joinTo(JoinType joinType, const SkPoint nextCubic[]) {
const SkPoint& nextCtrlPt = (nextCubic[1] == nextCubic[0]) ? nextCubic[2] : nextCubic[1];
// The caller should have culled out cubics where p0==p1==p2 by this point.
SkASSERT(nextCtrlPt != nextCubic[0]);
this->joinTo(joinType, nextCtrlPt);
}
void joinTo(JoinType, SkPoint nextControlPoint, int maxDepth = -1);
void close();
void cap();
void cubicToRaw(JoinType prevJoinType, const SkPoint pts[4]);
void joinToRaw(JoinType, SkPoint nextControlPoint);
GrStrokeTessellateShader::Patch* reservePatch();
void allocPatchChunkAtLeast(int minPatchAllocCount);
// These are raw pointers whose lifetimes are controlled outside this class.
GrMeshDrawOp::Target* const fTarget;
SkTArray<PatchChunk>* const fPatchChunkArray;
const int fMaxTessellationSegments;
// GrTessellationPathRenderer::kIntolerance adjusted for the matrix scale.
const float fLinearizationIntolerance;
// Variables related to the stroke parameters.
const SkStrokeRec fStroke;
float fNumRadialSegmentsPerRadian;
// These values contain worst-case numbers of parametric segments, raised to the 4th power, that
// our hardware can support for the current stroke radius. They assume curve rotations of 180
// and 360 degrees respectively. These are used for "quick accepts" that allow us to send almost
// all curves directly to the hardware without having to chop. We raise to the 4th power because
// the "pow4" variants of Wang's formula are the quickest to evaluate.
float fMaxParametricSegments180_pow4;
float fMaxParametricSegments360_pow4;
float fMaxParametricSegments180_pow4_withJoin;
float fMaxParametricSegments360_pow4_withJoin;
float fMaxCombinedSegments_withJoin;
bool fSoloRoundJoinAlwaysFitsInPatch;
// Variables related to the vertex chunk that we are currently filling.
int fCurrChunkPatchCapacity;
int fCurrChunkMinPatchAllocCount;
GrStrokeTessellateShader::Patch* fCurrChunkPatchData;
// Variables related to the specific contour that we are currently iterating.
bool fHasLastControlPoint = false;
SkDEBUGCODE(bool fHasCurrentPoint = false;)
SkPoint fCurrContourStartPoint;
SkPoint fCurrContourFirstControlPoint;
SkPoint fLastControlPoint;
SkPoint fCurrentPoint;
};
#endif