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/*
* Copyright 2013 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef GrGeometryProcessor_DEFINED
#define GrGeometryProcessor_DEFINED
#include "GrPrimitiveProcessor.h"
/**
* A GrGeometryProcessor is a flexible method for rendering a primitive. The GrGeometryProcessor
* has complete control over vertex attributes and uniforms(aside from the render target) but it
* must obey the same contract as any GrPrimitiveProcessor, specifically it must emit a color and
* coverage into the fragment shader. Where this color and coverage come from is completely the
* responsibility of the GrGeometryProcessor.
*/
class GrGeometryProcessor : public GrPrimitiveProcessor {
public:
// TODO the Hint can be handled in a much more clean way when we have deferred geometry or
// atleast bundles
GrGeometryProcessor(GrColor color,
const SkMatrix& viewMatrix = SkMatrix::I(),
const SkMatrix& localMatrix = SkMatrix::I(),
bool opaqueVertexColors = false)
: INHERITED(viewMatrix, localMatrix, false)
, fColor(color)
, fOpaqueVertexColors(opaqueVertexColors)
, fWillUseGeoShader(false)
, fHasVertexColor(false)
, fHasLocalCoords(false) {}
bool willUseGeoShader() const { return fWillUseGeoShader; }
/*
* In an ideal world, two GrGeometryProcessors with the same class id and texture accesses
* would ALWAYS be able to batch together. If two GrGeometryProcesosrs are the same then we
* will only keep one of them. The remaining GrGeometryProcessor then updates its
* GrBatchTracker to incorporate the draw information from the GrGeometryProcessor we discard.
* Any bundles associated with the discarded GrGeometryProcessor will be attached to the
* remaining GrGeometryProcessor.
*/
bool canMakeEqual(const GrBatchTracker& mine,
const GrPrimitiveProcessor& that,
const GrBatchTracker& theirs) const SK_OVERRIDE {
if (this->classID() != that.classID() || !this->hasSameTextureAccesses(that)) {
return false;
}
// TODO let the GPs decide this
if (!this->viewMatrix().cheapEqualTo(that.viewMatrix())) {
return false;
}
// TODO remove the hint
const GrGeometryProcessor& other = that.cast<GrGeometryProcessor>();
if (fHasVertexColor && fOpaqueVertexColors != other.fOpaqueVertexColors) {
return false;
}
// TODO this equality test should really be broken up, some of this can live on the batch
// tracker test and some of this should be in bundles
if (!this->onIsEqual(other)) {
return false;
}
return this->onCanMakeEqual(mine, other, theirs);
}
// TODO we can remove color from the GrGeometryProcessor base class once we have bundles of
// primitive data
GrColor color() const { return fColor; }
// TODO this is a total hack until the gp can do deferred geometry
bool hasVertexColor() const { return fHasVertexColor; }
void getInvariantOutputColor(GrInitInvariantOutput* out) const SK_OVERRIDE;
void getInvariantOutputCoverage(GrInitInvariantOutput* out) const SK_OVERRIDE;
protected:
/*
* An optional simple helper function to determine by what means the GrGeometryProcessor should
* use to provide color. If we are given an override color(ie the given overridecolor is NOT
* GrColor_ILLEGAL) then we must always emit that color(currently overrides are only supported
* via uniform, but with deferred Geometry we could use attributes). Otherwise, if our color is
* ignored then we should not emit a color. Lastly, if we don't have vertex colors then we must
* emit a color via uniform
* TODO this function changes quite a bit with deferred geometry. There the GrGeometryProcessor
* can upload a new color via attribute if needed.
*/
static GrGPInput GetColorInputType(GrColor* color, GrColor primitiveColor,
const GrPipelineInfo& init,
bool hasVertexColor) {
if (init.fColorIgnored) {
*color = GrColor_ILLEGAL;
return kIgnored_GrGPInput;
} else if (GrColor_ILLEGAL != init.fOverrideColor) {
*color = init.fOverrideColor;
return kUniform_GrGPInput;
}
*color = primitiveColor;
if (hasVertexColor) {
return kAttribute_GrGPInput;
} else {
return kUniform_GrGPInput;
}
}
/**
* Subclasses call this from their constructor to register vertex attributes. Attributes
* will be padded to the nearest 4 bytes for performance reasons.
* TODO After deferred geometry, we should do all of this inline in GenerateGeometry alongside
* the struct used to actually populate the attributes. This is all extremely fragile, vertex
* attributes have to be added in the order they will appear in the struct which maps memory.
* The processor key should reflect the vertex attributes, or there lack thereof in the
* GrGeometryProcessor.
*/
const Attribute& addVertexAttrib(const Attribute& attribute) {
SkASSERT(fNumAttribs < kMaxVertexAttribs);
fVertexStride += attribute.fOffset;
fAttribs[fNumAttribs] = attribute;
return fAttribs[fNumAttribs++];
}
void setWillUseGeoShader() { fWillUseGeoShader = true; }
// TODO hack see above
void setHasVertexColor() { fHasVertexColor = true; }
void setHasLocalCoords() { fHasLocalCoords = true; }
virtual void onGetInvariantOutputColor(GrInitInvariantOutput*) const {}
virtual void onGetInvariantOutputCoverage(GrInitInvariantOutput*) const = 0;
private:
virtual bool onCanMakeEqual(const GrBatchTracker& mine,
const GrGeometryProcessor& that,
const GrBatchTracker& theirs) const = 0;
// TODO delete this when we have more advanced equality testing via bundles and the BT
virtual bool onIsEqual(const GrGeometryProcessor&) const = 0;
bool hasExplicitLocalCoords() const SK_OVERRIDE { return fHasLocalCoords; }
GrColor fColor;
bool fOpaqueVertexColors;
bool fWillUseGeoShader;
bool fHasVertexColor;
bool fHasLocalCoords;
typedef GrPrimitiveProcessor INHERITED;
};
#endif