| /* |
| * Copyright 2021 Google LLC |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| #ifndef skgpu_DrawList_DEFINED |
| #define skgpu_DrawList_DEFINED |
| |
| #include "include/core/SkColor.h" |
| #include "include/core/SkPaint.h" |
| #include "include/core/SkShader.h" |
| |
| #include "experimental/graphite/include/GraphiteTypes.h" |
| |
| #include <cstdint> |
| |
| class SkM44; |
| class SkPath; |
| struct SkIRect; |
| |
| namespace skgpu { |
| |
| class Shape; |
| |
| // Forward declarations that capture the intermediate state lying between public Skia types and |
| // the direct GPU representation. |
| struct PaintParams; |
| struct StrokeParams; |
| |
| /** |
| * A DrawList represents a collection of drawing commands (and related clip/shading state) in |
| * a form that closely mirrors what can be rendered efficiently and directly by the GPU backend |
| * (while balancing how much pre-processing to do for draws that might get eliminated later due to |
| * occlusion culling). |
| * |
| * A draw command combines: |
| * - a shape |
| * - a transform |
| * - a primitive clip (not affected by the transform) |
| * - optional shading description (shader, color filter, blend mode, etc) |
| * - a sorting z |
| * - a write/test z |
| * |
| * Commands are accumulated in an arbitrary order and then sorted by increasing sort z when the list |
| * is prepared into an actual command buffer. The result of a draw command is the rasterization of |
| * the transformed shape, restricted by its primitive clip (e.g. a scissor rect) and a depth test |
| * of "GREATER" vs. its write/test z. (A test of GREATER, as opposed to GEQUAL, avoids double hits |
| * for draws that may have overlapping geometry, e.g. stroking.) If the command has a shading |
| * description, the color buffer will be modified; if not, it will be a depth-only draw. |
| * |
| * In addition to sorting the collected commands, the command list can be optimized during |
| * preparation. Commands that are fully occluded by later operations can be skipped entirely without |
| * affecting the final results. Adjacent commands (post sort) that would use equivalent GPU |
| * pipelines are merged to produce fewer (but larger) operations on the GPU. |
| * |
| * Other than flush-time optimizations (sort, cull, and merge), the command list does what you tell |
| * it to. Draw-specific simplification, style application, and advanced clipping should be handled |
| * at a higher layer. |
| */ |
| class DrawList { |
| public: |
| // TBD: Do we always need the inverse deviceToLocal matrix? If not the entire matrix, do we need |
| // some other matrix-dependent value (e.g. scale factor) frequently? Since the localToDevice |
| // transform from the Device changes at the same or slower rate as draw commands, it may make |
| // sense for it to compute these dependent values and provide them here. Storing the scale |
| // factor per draw command is low overhead, but unsure about storing 2 matrices per command. |
| |
| // NOTE: All path rendering functions, e.g. [fill|stroke|...]Path() that take a geom::Shape |
| // draw using the same underlying techniques regardless of the shape's type. If a Shape has |
| // a type matching a simpler primitive technique or coverage AA, the caller must explicitly |
| // invoke it to use that rendering algorithms. |
| |
| void stencilAndFillPath(const SkM44& localToDevice, |
| const Shape& shape, |
| const SkIRect& scissor, // TBD: expand this to one xformed rrect clip? |
| CompressedPaintersOrder colorDepthOrder, |
| CompressedPaintersOrder stencilOrder, |
| uint16_t depth, |
| const PaintParams* paint) {} |
| |
| void fillConvexPath(const SkM44& localToDevice, |
| const Shape& shape, |
| const SkIRect& scissor, |
| CompressedPaintersOrder colorDepthOrder, |
| uint16_t depth, |
| const PaintParams* paint) {} |
| |
| void strokePath(const SkM44& localToDevice, |
| const Shape& shape, |
| const StrokeParams& stroke, |
| const SkIRect& scissor, |
| CompressedPaintersOrder colorDepthOrder, |
| uint16_t depth, |
| const PaintParams* paint) {} |
| |
| // TODO: fill[R]Rect, stroke[R]Rect (will need to support per-edge aa and arbitrary quads) |
| // fillImage (per-edge aa and arbitrary quad, only if this fast path is required) |
| // dashPath(feasible for general paths?) |
| // dash[R]Rect(only if general dashPath isn't viable) |
| // dashLine(only if general or rrect version aren't viable) |
| |
| int count() const { return 0; } |
| |
| // TBD: Figure out preparation/flush APIs and/or how to iterate the draw commands. These will |
| // be responsible for sorting by sort z and shading state, doing occlusion culling, and possibly |
| // merging compatible, consecutive remaining commands. It can also easily track if there are |
| // remaining depth-only draws or complex path draws that would trigger DMSAA. I[ml] can see this |
| // all being internal to DrawCommandList, or being supported by accessors and iterators with the |
| // rest of the logic stored in SDC. It is also unknown at this time how much conversion the |
| // PaintParams will need to go through (vs. just building a key) in order to do state sorting. |
| |
| // TBD: Any value in de-duplicating paint params/programs during accumulation or being able |
| // to query the set of required programs for a given command list? Any time query or flush time? |
| |
| private: |
| // TODO: actually implement this, probably stl for now but will likely need something that |
| // is allocation efficient. Should also explore having 1 vector of commands, vs. parallel |
| // vectors of various fields. |
| }; |
| |
| // TBD: If occlusion culling is eliminated as a phase, we can easily move the paint conversion |
| // back to Device when the command is recorded (similar to SkPaint -> GrPaint), and then |
| // PaintParams is not required as an intermediate representation. |
| // NOTE: Only represents the shading state of an SkPaint. Style and complex effects (mask filters, |
| // image filters, path effects) must be handled higher up. AA is not tracked since everything is |
| // assumed to be anti-aliased. |
| struct PaintParams { |
| SkColor4f fColor; |
| SkBlendMode fBlendMode; |
| sk_sp<SkShader> fShader; // For now only use SkShader::asAGradient() when converting to GPU |
| // TODO: Will also store ColorFilter, custom Blender, dither, and any extra shader from an |
| // active clipShader(). |
| }; |
| |
| // NOTE: Only represents the stroke or hairline styles; stroke-and-fill must be handled higher up. |
| struct StrokeParams { |
| float fHalfWidth; // >0: relative to transform; ==0: hairline, 1px in device space |
| float fJoinLimit; // >0: miter join; ==0: bevel join; <0: round join |
| SkPaint::Cap fCap; |
| |
| StrokeParams() : fHalfWidth(0.f), fJoinLimit(0.f), fCap(SkPaint::kButt_Cap) {} |
| StrokeParams(float width, float miterLimit, SkPaint::Join join, SkPaint::Cap cap) |
| : fHalfWidth(std::max(0.f, 0.5f * width)) |
| , fJoinLimit(join == SkPaint::kMiter_Join ? std::max(0.f, miterLimit) : |
| (join == SkPaint::kBevel_Join ? 0.f : -1.f)) |
| , fCap(cap) {} |
| StrokeParams(const StrokeParams&) = default; |
| |
| bool isMiterJoin() const { return fJoinLimit > 0.f; } |
| bool isBevelJoin() const { return fJoinLimit == 0.f; } |
| bool isRoundJoin() const { return fJoinLimit < 0.f; } |
| |
| float width() const { return 2.f * fHalfWidth; } |
| float miterLimit() const { return std::max(0.f, fJoinLimit); } |
| SkPaint::Join join() const { |
| return fJoinLimit > 0.f ? SkPaint::kMiter_Join : |
| (fJoinLimit == 0.f ? SkPaint::kBevel_Join : SkPaint::kRound_Join); |
| } |
| }; |
| |
| // TBD: Separate DashParams extracted from an SkDashPathEffect? Or folded into StrokeParams? |
| |
| } // namespace skgpu |
| |
| #endif // skgpu_DrawList_DEFINED |