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/*
* Copyright 2022 Google LLC
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef skgpu_graphite_ClipStack_DEFINED
#define skgpu_graphite_ClipStack_DEFINED
#include "include/core/SkClipOp.h"
#include "src/core/SkTBlockList.h"
#include "src/gpu/graphite/DrawOrder.h"
#include "src/gpu/graphite/geom/Shape.h"
#include "src/gpu/graphite/geom/Transform_graphite.h"
class SkShader;
class SkStrokeRec;
namespace skgpu::graphite {
class BoundsManager;
class Clip;
class Device;
class Geometry;
// TODO: Port over many of the unit tests for skgpu/v1/ClipStack defined in GrClipStackTest since
// those tests do a thorough job of enumerating the different element combinations.
class ClipStack {
public:
// TODO: Some of these states reflect what SkDevice requires. Others are based on what Ganesh
// could handle analytically. They will likely change as graphite's clips are sorted out
enum class ClipState : uint8_t {
kEmpty, kWideOpen, kDeviceRect, kDeviceRRect, kComplex
};
// All data describing a geometric modification to the clip
struct Element {
Shape fShape;
Transform fLocalToDevice; // TODO: reference a cached Transform like DrawList?
SkClipOp fOp;
};
// 'owningDevice' must outlive the clip stack.
ClipStack(Device* owningDevice);
~ClipStack();
ClipStack(const ClipStack&) = delete;
ClipStack& operator=(const ClipStack&) = delete;
ClipState clipState() const { return this->currentSaveRecord().state(); }
int maxDeferredClipDraws() const { return fElements.count(); }
Rect conservativeBounds() const;
class ElementIter;
// Provides for-range over active, valid clip elements from most recent to oldest.
// The iterator provides items as "const Element&".
inline ElementIter begin() const;
inline ElementIter end() const;
// Clip stack manipulation
void save();
void restore();
void clipShape(const Transform& localToDevice, const Shape& shape, SkClipOp op);
void clipShader(sk_sp<SkShader> shader);
// Apply the clip stack to the draw described by the provided transform, shape, and stroke.
// The provided 'z' value is the depth value that the draw will use if it's not clipped out
// entirely. Applying clips to a draw is a mostly lazy operation except for what is returned:
// - The Clip's scissor is set to 'conservativeBounds()'.
// - The Clip stores the draw's clipped bounds, taking into account its transform, styling, and
// the above scissor.
// - The CompressedPaintersOrder is the largest order that will be used by any of the clip
// elements that affect the draw.
//
// In addition to computing these values, the clip stack updates per-clip element state for
// later rendering. Clip shapes that affect draws are later recorded into the Device's
// DrawContext with their own painter's order chosen to sort earlier than all affected draws
// but using a Z value greater than affected draws. This ensures that the draws fail the depth
// test for clipped-out pixels.
//
// If the draw is clipped out, the returned draw bounds will be empty.
std::pair<Clip, CompressedPaintersOrder> applyClipToDraw(const BoundsManager*,
const Transform&,
const Geometry&,
const SkStrokeRec&,
PaintersDepth z);
void recordDeferredClipDraws();
private:
// SaveRecords and Elements are stored in two parallel stacks. The top-most SaveRecord is the
// active record, older records represent earlier save points and aren't modified until they
// become active again. Elements may be owned by the active SaveRecord, in which case they are
// fully mutable, or they may be owned by a prior SaveRecord. However, Elements from both the
// active SaveRecord and older records can be valid and affect draw operations. Elements are
// marked inactive when new elements are determined to supersede their effect completely.
// Inactive elements of the active SaveRecord can be deleted immediately; inactive elements of
// older SaveRecords may become active again as the save stack is popped back.
//
// See go/grclipstack-2.0 for additional details and visualization of the data structures.
class SaveRecord;
// Internally, a lot of clip reasoning is based on an op, outer bounds, and whether a shape
// contains another (possibly just conservatively based on inner/outer device-space bounds).
// Element and SaveRecord store this information directly. A draw is equivalent to a clip
// element with the intersection op. TransformedShape is a lightweight wrapper that can convert
// these different types into a common type that Simplify() can reason about.
struct TransformedShape;
// This captures which of the two elements in (A op B) would be required when they are combined,
// where op is intersect or difference.
enum class SimplifyResult {
kEmpty,
kAOnly,
kBOnly,
kBoth
};
static SimplifyResult Simplify(const TransformedShape& a, const TransformedShape& b);
// Wraps the geometric Element data with logic for containment and bounds testing.
class RawElement : private Element {
public:
using Stack = SkTBlockList<RawElement, 1>;
RawElement(const Rect& deviceBounds,
const Transform& localToDevice,
const Shape& shape,
SkClipOp op);
~RawElement() {
// A pending draw means the element affects something already recorded, so its own
// shape needs to be recorded as a draw. Since recording requires the Device (and
// DrawContext), it must happen before we destroy the element itself.
SkASSERT(!this->hasPendingDraw());
}
// Silence warnings about implicit copy ctor/assignment because we're declaring a dtor
RawElement(const RawElement&) = default;
RawElement& operator=(const RawElement&) = default;
operator TransformedShape() const;
const Element& asElement() const { return *this; }
bool hasPendingDraw() const { return fOrder != DrawOrder::kNoIntersection; }
const Shape& shape() const { return fShape; }
const Transform& localToDevice() const { return fLocalToDevice; }
const Rect& outerBounds() const { return fOuterBounds; }
const Rect& innerBounds() const { return fInnerBounds; }
SkClipOp op() const { return fOp; }
ClipState clipType() const;
// As new elements are pushed on to the stack, they may make older elements redundant.
// The old elements are marked invalid so they are skipped during clip application, but may
// become active again when a save record is restored.
bool isInvalid() const { return fInvalidatedByIndex >= 0; }
void markInvalid(const SaveRecord& current);
void restoreValid(const SaveRecord& current);
// 'added' represents a new op added to the element stack. Its combination with this element
// can result in a number of possibilities:
// 1. The entire clip is empty (signaled by both this and 'added' being invalidated).
// 2. The 'added' op supercedes this element (this element is invalidated).
// 3. This op supercedes the 'added' element (the added element is marked invalidated).
// 4. Their combination can be represented by a single new op (in which case this
// element should be invalidated, and the combined shape stored in 'added').
// 5. Or both elements remain needed to describe the clip (both are valid and unchanged).
//
// The calling element will only modify its invalidation index since it could belong
// to part of the inactive stack (that might be restored later). All merged state/geometry
// is handled by modifying 'added'.
void updateForElement(RawElement* added, const SaveRecord& current);
// Updates usage tracking to incorporate the bounds and Z value for the new draw call.
// If this element hasn't affected any prior draws, it will use the bounds manager to
// assign itself a compressed painters order for later rendering.
//
// Returns whether or not this element clips out the draw with more detailed analysis, and
// if not, returns the painters order the draw must sort after.
std::pair<bool, CompressedPaintersOrder> updateForDraw(const BoundsManager* boundsManager,
const TransformedShape& draw,
PaintersDepth drawZ);
// Record a depth-only draw to the given device, restricted to the portion of the clip that
// is actually required based on prior recorded draws. Resets usage tracking for subsequent
// passes.
void drawClip(Device*);
void validate() const;
private:
// TODO: Should only combine elements within the same save record, that don't have pending
// draws already. Otherwise, we're changing the geometry that will be rasterized and it
// could lead to gaps even if in a perfect the world the analytically intersected shape was
// equivalent. Can't combine with other save records, since they *might* become pending
// later on.
bool combine(const RawElement& other, const SaveRecord& current);
// Device space bounds. These bounds are not snapped to pixels with the assumption that if
// a relation (intersects, contains, etc.) is true for the bounds it will be true for the
// rasterization of the coordinates that produced those bounds.
Rect fInnerBounds;
Rect fOuterBounds;
// TODO: Convert fOuterBounds to a ComplementRect to make intersection tests faster?
// Would need to store both original and complement, since the intersection test is
// Rect + ComplementRect and Element/SaveRecord could be on either side of operation.
// State tracking how this clip element needs to be recorded into the draw context. As the
// clip stack is applied to additional draws, the clip's Z and usage bounds grow to account
// for it; its compressed painter's order is selected the first time a draw is affected.
Rect fUsageBounds;
CompressedPaintersOrder fOrder;
PaintersDepth fMaxZ;
// Elements are invalidated by SaveRecords as the record is updated with new elements that
// override old geometry. An invalidated element stores the index of the first element of
// the save record that invalidated it. This makes it easy to undo when the save record is
// popped from the stack, and is stable as the current save record is modified.
int fInvalidatedByIndex;
};
// Represents a saved point in the clip stack, and manages the life time of elements added to
// stack within the record's life time. Also provides the logic for determining active elements
// given a draw query.
class SaveRecord {
public:
using Stack = SkTBlockList<SaveRecord, 2>;
explicit SaveRecord(const Rect& deviceBounds);
SaveRecord(const SaveRecord& prior, int startingElementIndex);
const SkShader* shader() const { return fShader.get(); }
const Rect& outerBounds() const { return fOuterBounds; }
const Rect& innerBounds() const { return fInnerBounds; }
SkClipOp op() const { return fStackOp; }
ClipState state() const;
int firstActiveElementIndex() const { return fStartingElementIndex; }
int oldestElementIndex() const { return fOldestValidIndex; }
bool canBeUpdated() const { return (fDeferredSaveCount == 0); }
Rect scissor(const Rect& deviceBounds, const Rect& drawBounds) const;
// Deferred save manipulation
void pushSave() {
SkASSERT(fDeferredSaveCount >= 0);
fDeferredSaveCount++;
}
// Returns true if the record should stay alive. False means the ClipStack must delete it
bool popSave() {
fDeferredSaveCount--;
SkASSERT(fDeferredSaveCount >= -1);
return fDeferredSaveCount >= 0;
}
// Return true if the element was added to 'elements', or otherwise affected the save record
// (e.g. turned it empty).
bool addElement(RawElement&& toAdd, RawElement::Stack* elements, Device*);
void addShader(sk_sp<SkShader> shader);
// Remove the elements owned by this save record, which must happen before the save record
// itself is removed from the clip stack. Records draws for any removed elements that have
// draw usages.
void removeElements(RawElement::Stack* elements, Device*);
// Restore element validity now that this record is the new top of the stack.
void restoreElements(RawElement::Stack* elements);
private:
// These functions modify 'elements' and element-dependent state of the record
// (such as valid index and fState). Records draws for any clips that have deferred usages
// that are inactivated and cannot be restored (i.e. part of the active save record).
bool appendElement(RawElement&& toAdd, RawElement::Stack* elements, Device*);
void replaceWithElement(RawElement&& toAdd, RawElement::Stack* elements, Device*);
// Inner bounds is always contained in outer bounds, or it is empty. All bounds will be
// contained in the device bounds.
Rect fInnerBounds; // Inside is full coverage (stack op == intersect) or 0 cov (diff)
Rect fOuterBounds; // Outside is 0 coverage (op == intersect) or full cov (diff)
// A save record can have up to one shader, multiple shaders are automatically blended
sk_sp<SkShader> fShader;
const int fStartingElementIndex; // First element owned by this save record
int fOldestValidIndex; // Index of oldest element that's valid for this record
int fDeferredSaveCount; // Number of save() calls without modifications (yet)
// Will be kIntersect unless every valid element is kDifference, which is significant
// because if kDifference then there is an implicit extra outer bounds at the device edges.
SkClipOp fStackOp;
ClipState fState;
};
Rect deviceBounds() const;
const SaveRecord& currentSaveRecord() const {
SkASSERT(!fSaves.empty());
return fSaves.back();
}
// Will return the current save record, properly updating deferred saves
// and initializing a first record if it were empty.
SaveRecord& writableSaveRecord(bool* wasDeferred);
RawElement::Stack fElements;
SaveRecord::Stack fSaves; // always has one wide open record at the top
Device* fDevice; // the device this clip stack is coupled with
};
// Clip element iteration
class ClipStack::ElementIter {
public:
bool operator!=(const ElementIter& o) const {
return o.fItem != fItem && o.fRemaining != fRemaining;
}
const Element& operator*() const { return (*fItem).asElement(); }
ElementIter& operator++() {
// Skip over invalidated elements
do {
fRemaining--;
++fItem;
} while(fRemaining > 0 && (*fItem).isInvalid());
return *this;
}
ElementIter(RawElement::Stack::CRIter::Item item, int r) : fItem(item), fRemaining(r) {}
RawElement::Stack::CRIter::Item fItem;
int fRemaining;
friend class ClipStack;
};
ClipStack::ElementIter ClipStack::begin() const {
if (this->currentSaveRecord().state() == ClipState::kEmpty ||
this->currentSaveRecord().state() == ClipState::kWideOpen) {
// No visible clip elements when empty or wide open
return this->end();
}
int count = fElements.count() - this->currentSaveRecord().oldestElementIndex();
return ElementIter(fElements.ritems().begin(), count);
}
ClipStack::ElementIter ClipStack::end() const {
return ElementIter(fElements.ritems().end(), 0);
}
} // namespace skgpu::graphite
#endif // skgpu_graphite_ClipStack_DEFINED