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/*
* Copyright 2012 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef GrProcessor_DEFINED
#define GrProcessor_DEFINED
#include "GrBackendProcessorFactory.h"
#include "GrColor.h"
#include "GrProcessorUnitTest.h"
#include "GrProgramElement.h"
#include "GrTextureAccess.h"
#include "SkMath.h"
class GrContext;
class GrCoordTransform;
/** Provides custom shader code to the Ganesh shading pipeline. GrProcessor objects *must* be
immutable: after being constructed, their fields may not change.
Dynamically allocated GrProcessors are managed by a per-thread memory pool. The ref count of an
processor must reach 0 before the thread terminates and the pool is destroyed. To create a
static processor use the helper macro GR_CREATE_STATIC_PROCESSOR declared below.
*/
class GrProcessor : public GrProgramElement {
public:
SK_DECLARE_INST_COUNT(GrProcessor)
virtual ~GrProcessor();
struct InvariantOutput{
InvariantOutput() : fColor(0), fValidFlags(0), fIsSingleComponent(false),
fNonMulStageFound(false), fWillUseInputColor(true) {}
enum ReadInput {
kWill_ReadInput,
kWillNot_ReadInput,
};
void mulByUnknownOpaqueColor() {
if (this->isOpaque()) {
fValidFlags = kA_GrColorComponentFlag;
fIsSingleComponent = false;
} else {
// Since the current state is not opaque we no longer care if the color being
// multiplied is opaque.
this->mulByUnknownColor();
}
}
void mulByUnknownColor() {
if (this->hasZeroAlpha()) {
this->internalSetToTransparentBlack();
} else {
this->internalSetToUnknown();
}
}
void mulByUnknownAlpha() {
if (this->hasZeroAlpha()) {
this->internalSetToTransparentBlack();
} else {
// We don't need to change fIsSingleComponent in this case
fValidFlags = 0;
}
}
void mulByKnownAlpha(uint8_t alpha) {
if (this->hasZeroAlpha() || 0 == alpha) {
this->internalSetToTransparentBlack();
} else {
if (alpha != 255) {
// Multiply color by alpha
fColor = GrColorPackRGBA(SkMulDiv255Round(GrColorUnpackR(fColor), alpha),
SkMulDiv255Round(GrColorUnpackG(fColor), alpha),
SkMulDiv255Round(GrColorUnpackB(fColor), alpha),
SkMulDiv255Round(GrColorUnpackA(fColor), alpha));
}
}
}
void invalidateComponents(uint8_t invalidateFlags, ReadInput readsInput) {
fValidFlags &= ~invalidateFlags;
fIsSingleComponent = false;
if (kWillNot_ReadInput == readsInput) {
fWillUseInputColor = false;
}
}
void setToOther(uint8_t validFlags, GrColor color, ReadInput readsInput) {
fValidFlags = validFlags;
fColor = color;
fIsSingleComponent = false;
fNonMulStageFound = true;
if (kWillNot_ReadInput == readsInput) {
fWillUseInputColor = false;
}
}
void setToUnknown(ReadInput readsInput) {
this->internalSetToUnknown();
fNonMulStageFound= true;
if (kWillNot_ReadInput == readsInput) {
fWillUseInputColor = false;
}
}
bool isOpaque() const {
return ((fValidFlags & kA_GrColorComponentFlag) && 0xFF == GrColorUnpackA(fColor));
}
bool isSolidWhite() const {
return (fValidFlags == kRGBA_GrColorComponentFlags && 0xFFFFFFFF == fColor);
}
GrColor color() const { return fColor; }
uint8_t validFlags() const { return fValidFlags; }
/**
* If isSingleComponent is true, then the flag values for r, g, b, and a must all be the
* same. If the flags are all set then all color components must be equal.
*/
SkDEBUGCODE(void validate() const;)
private:
void internalSetToTransparentBlack() {
fValidFlags = kRGBA_GrColorComponentFlags;
fColor = 0;
fIsSingleComponent = true;
}
void internalSetToUnknown() {
fValidFlags = 0;
fIsSingleComponent = false;
}
bool hasZeroAlpha() const {
return ((fValidFlags & kA_GrColorComponentFlag) && 0 == GrColorUnpackA(fColor));
}
SkDEBUGCODE(bool colorComponentsAllEqual() const;)
/**
* If alpha is valid, check that any valid R,G,B values are <= A
*/
SkDEBUGCODE(bool validPreMulColor() const;)
// Friended class that have "controller" code which loop over stages calling
// computeInvarianteOutput(). These controllers may need to manually adjust the internal
// members of InvariantOutput
friend class GrDrawState;
friend class GrOptDrawState;
friend class GrPaint;
friend class GrProcessor;
GrColor fColor;
uint32_t fValidFlags;
bool fIsSingleComponent;
bool fNonMulStageFound;
bool fWillUseInputColor;
};
/**
* This function is used to perform optimizations. When called the invarientOuput param
* indicate whether the input components to this processor in the FS will have known values.
* In inout the validFlags member is a bitfield of GrColorComponentFlags. The isSingleComponent
* member indicates whether the input will be 1 or 4 bytes. The function updates the members of
* inout to indicate known values of its output. A component of the color member only has
* meaning if the corresponding bit in validFlags is set.
*/
void computeInvariantOutput(InvariantOutput* inout) const {
inout->fWillUseInputColor = true;
this->onComputeInvariantOutput(inout);
#ifdef SK_DEBUG
inout->validate();
#endif
}
/** This object, besides creating back-end-specific helper objects, is used for run-time-type-
identification. The factory should be an instance of templated class,
GrTBackendProcessorFactory. It is templated on the subclass of GrProcessor. The subclass
must have a nested type (or typedef) named GLProcessor which will be the subclass of
GrGLProcessor created by the factory.
Example:
class MyCustomProcessor : public GrProcessor {
...
virtual const GrBackendProcessorFactory& getFactory() const SK_OVERRIDE {
return GrTBackendProcessorFactory<MyCustomProcessor>::getInstance();
}
...
};
*/
virtual const GrBackendProcessorFactory& getFactory() const = 0;
/** Human-meaningful string to identify this prcoessor; may be embedded
in generated shader code. */
const char* name() const;
int numTextures() const { return fTextureAccesses.count(); }
/** Returns the access pattern for the texture at index. index must be valid according to
numTextures(). */
const GrTextureAccess& textureAccess(int index) const { return *fTextureAccesses[index]; }
/** Shortcut for textureAccess(index).texture(); */
GrTexture* texture(int index) const { return this->textureAccess(index).getTexture(); }
/** Will this processor read the fragment position? */
bool willReadFragmentPosition() const { return fWillReadFragmentPosition; }
void* operator new(size_t size);
void operator delete(void* target);
void* operator new(size_t size, void* placement) {
return ::operator new(size, placement);
}
void operator delete(void* target, void* placement) {
::operator delete(target, placement);
}
/**
* Helper for down-casting to a GrProcessor subclass
*/
template <typename T> const T& cast() const { return *static_cast<const T*>(this); }
protected:
GrProcessor() : fWillReadFragmentPosition(false) {}
/**
* Subclasses call this from their constructor to register GrTextureAccesses. The processor
* subclass manages the lifetime of the accesses (this function only stores a pointer). The
* GrTextureAccess is typically a member field of the GrProcessor subclass. This must only be
* called from the constructor because GrProcessors are immutable.
*/
void addTextureAccess(const GrTextureAccess* textureAccess);
bool hasSameTextureAccesses(const GrProcessor&) const;
/**
* If the prcoessor will generate a backend-specific processor that will read the fragment
* position in the FS then it must call this method from its constructor. Otherwise, the
* request to access the fragment position will be denied.
*/
void setWillReadFragmentPosition() { fWillReadFragmentPosition = true; }
private:
/**
* Subclass implements this to support getConstantColorComponents(...).
*/
virtual void onComputeInvariantOutput(InvariantOutput* inout) const = 0;
SkSTArray<4, const GrTextureAccess*, true> fTextureAccesses;
bool fWillReadFragmentPosition;
typedef GrProgramElement INHERITED;
};
/**
* This creates a processor outside of the memory pool. The processor's destructor will be called
* at global destruction time. NAME will be the name of the created instance.
*/
#define GR_CREATE_STATIC_PROCESSOR(NAME, PROC_CLASS, ARGS) \
static SkAlignedSStorage<sizeof(PROC_CLASS)> g_##NAME##_Storage; \
static PROC_CLASS* NAME SkNEW_PLACEMENT_ARGS(g_##NAME##_Storage.get(), PROC_CLASS, ARGS); \
static SkAutoTDestroy<GrProcessor> NAME##_ad(NAME);
#endif