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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 GrPipelineBuilder_DEFINED
#define GrPipelineBuilder_DEFINED
#include "GrGpuResourceRef.h"
#include "GrProcessorSet.h"
#include "GrRenderTarget.h"
#include "GrUserStencilSettings.h"
#include "GrXferProcessor.h"
class GrCaps;
class GrDrawOp;
class GrPaint;
struct GrPipelineAnalysis;
class GrTexture;
class GrPipelineBuilder : private SkNoncopyable {
public:
/**
* Initializes the GrPipelineBuilder based on a GrPaint and MSAA availability. Note
* that GrPipelineBuilder encompasses more than GrPaint. Aspects of GrPipelineBuilder that have
* no GrPaint equivalents are set to default values with the exception of vertex attribute state
* which is unmodified by this function and clipping which will be enabled.
*/
GrPipelineBuilder(GrPaint&&, GrAAType);
///////////////////////////////////////////////////////////////////////////
/// @name Fragment Processors
///
/// GrFragmentProcessors are used to compute per-pixel color and per-pixel fractional coverage.
/// There are two chains of FPs, one for color and one for coverage. The first FP in each
/// chain gets the initial color/coverage from the GrPrimitiveProcessor. It computes an output
/// color/coverage which is fed to the next FP in the chain. The last color and coverage FPs
/// feed their output to the GrXferProcessor which controls blending.
////
int numColorFragmentProcessors() const { return fProcessors.numColorFragmentProcessors(); }
int numCoverageFragmentProcessors() const {
return fProcessors.numCoverageFragmentProcessors();
}
int numFragmentProcessors() const { return fProcessors.numFragmentProcessors(); }
const GrFragmentProcessor* getColorFragmentProcessor(int idx) const {
return fProcessors.colorFragmentProcessor(idx);
}
const GrFragmentProcessor* getCoverageFragmentProcessor(int idx) const {
return fProcessors.coverageFragmentProcessor(idx);
}
void analyzeFragmentProcessors(GrPipelineAnalysis* analysis) const {
fProcessors.analyzeFragmentProcessors(analysis);
}
/// @}
///////////////////////////////////////////////////////////////////////////
/// @name Blending
////
const GrXPFactory* getXPFactory() const { return fProcessors.xpFactory(); }
/**
* Checks whether the xp will need destination in a texture to correctly blend.
*/
bool willXPNeedDstTexture(const GrCaps& caps, const GrPipelineAnalysis&) const;
/// @}
///////////////////////////////////////////////////////////////////////////
/// @name Stencil
////
bool hasUserStencilSettings() const { return !fUserStencilSettings->isUnused(); }
const GrUserStencilSettings* getUserStencil() const { return fUserStencilSettings; }
/**
* Sets the user stencil settings for the next draw.
* This class only stores pointers to stencil settings objects.
* The caller guarantees the pointer will remain valid until it
* changes or goes out of scope.
* @param settings the stencil settings to use.
*/
void setUserStencil(const GrUserStencilSettings* settings) { fUserStencilSettings = settings; }
void disableUserStencil() { fUserStencilSettings = &GrUserStencilSettings::kUnused; }
/// @}
///////////////////////////////////////////////////////////////////////////
/// @name State Flags
////
/**
* Flags that affect rendering. Controlled using enable/disableState(). All
* default to disabled.
*/
enum Flags {
/**
* Perform HW anti-aliasing. This means either HW FSAA, if supported by the render target,
* or smooth-line rendering if a line primitive is drawn and line smoothing is supported by
* the 3D API.
*/
kHWAntialias_Flag = 0x01,
/**
* Modifies the vertex shader so that vertices will be positioned at pixel centers.
*/
kSnapVerticesToPixelCenters_Flag = 0x02,
/**
* Suppress linear -> sRGB conversion when rendering to sRGB render targets.
*/
kDisableOutputConversionToSRGB_Flag = 0x04,
/**
* Allow sRGB -> linear conversion when reading from sRGB inputs.
*/
kAllowSRGBInputs_Flag = 0x08,
/**
* Signals that one or more FPs need access to the distance vector field to the nearest
* edge
*/
kUsesDistanceVectorField_Flag = 0x10,
kLast_Flag = kUsesDistanceVectorField_Flag,
};
bool isHWAntialias() const { return SkToBool(fFlags & kHWAntialias_Flag); }
bool snapVerticesToPixelCenters() const {
return SkToBool(fFlags & kSnapVerticesToPixelCenters_Flag); }
bool getDisableOutputConversionToSRGB() const {
return SkToBool(fFlags & kDisableOutputConversionToSRGB_Flag); }
bool getAllowSRGBInputs() const {
return SkToBool(fFlags & kAllowSRGBInputs_Flag); }
bool getUsesDistanceVectorField() const {
return SkToBool(fFlags & kUsesDistanceVectorField_Flag); }
/**
* Enable render state settings.
*
* @param flags bitfield of Flags specifying the states to enable
*/
void enableState(uint32_t flags) { fFlags |= flags; }
/**
* Disable render state settings.
*
* @param flags bitfield of Flags specifying the states to disable
*/
void disableState(uint32_t flags) { fFlags &= ~(flags); }
/**
* Enable or disable flags based on a boolean.
*
* @param flags bitfield of Flags to enable or disable
* @param enable if true enable stateBits, otherwise disable
*/
void setState(uint32_t flags, bool enable) {
if (enable) {
this->enableState(flags);
} else {
this->disableState(flags);
}
}
/// @}
///////////////////////////////////////////////////////////////////////////
/// @name Face Culling
////
/**
* Gets whether the target is drawing clockwise, counterclockwise,
* or both faces.
* @return the current draw face(s).
*/
GrDrawFace getDrawFace() const { return fDrawFace; }
/**
* Controls whether clockwise, counterclockwise, or both faces are drawn.
* @param face the face(s) to draw.
*/
void setDrawFace(GrDrawFace face) {
SkASSERT(GrDrawFace::kInvalid != face);
fDrawFace = face;
}
/// @}
///////////////////////////////////////////////////////////////////////////
bool usePLSDstRead(const GrDrawOp*) const;
private:
uint32_t fFlags;
const GrUserStencilSettings* fUserStencilSettings;
GrDrawFace fDrawFace;
GrProcessorSet fProcessors;
};
#endif