blob: 73746e94bfbb538d5cce9610e0d66ae8ebf0aa1c [file] [log] [blame]
/*
* Copyright 2011 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef GrInOrderDrawBuffer_DEFINED
#define GrInOrderDrawBuffer_DEFINED
#include "GrDrawTarget.h"
#include "GrAllocPool.h"
#include "GrAllocator.h"
#include "GrClip.h"
class GrGpu;
class GrIndexBufferAllocPool;
class GrVertexBufferAllocPool;
/**
* GrInOrderDrawBuffer is an implementation of GrDrawTarget that queues up
* draws for eventual playback into a GrGpu. In theory one draw buffer could
* playback into another. When index or vertex buffers are used as geometry
* sources it is the callers the draw buffer only holds references to the
* buffers. It is the callers responsibility to ensure that the data is still
* valid when the draw buffer is played back into a GrGpu. Similarly, it is the
* caller's responsibility to ensure that all referenced textures, buffers,
* and rendertargets are associated in the GrGpu object that the buffer is
* played back into. The buffer requires VB and IB pools to store geometry.
*/
class GrInOrderDrawBuffer : public GrDrawTarget {
public:
/**
* Creates a GrInOrderDrawBuffer
*
* @param gpu the gpu object where this will be played back
* (possible indirectly). GrResources used with the draw
* buffer are created by this gpu object.
* @param vertexPool pool where vertices for queued draws will be saved when
* the vertex source is either reserved or array.
* @param indexPool pool where indices for queued draws will be saved when
* the index source is either reserved or array.
*/
GrInOrderDrawBuffer(const GrGpu* gpu,
GrVertexBufferAllocPool* vertexPool,
GrIndexBufferAllocPool* indexPool);
virtual ~GrInOrderDrawBuffer();
/**
* Copies the draw state and clip from target to this draw buffer.
*
* @param target the target whose clip and state should be copied.
*/
void initializeDrawStateAndClip(const GrDrawTarget& target);
/**
* Provides the buffer with an index buffer that can be used for quad rendering.
* The buffer may be able to batch consecutive drawRects if this is provided.
* @param indexBuffer index buffer with quad indices.
*/
void setQuadIndexBuffer(const GrIndexBuffer* indexBuffer);
/**
* Empties the draw buffer of any queued up draws.
*/
void reset();
/**
* plays the queued up draws to another target. Does not empty this buffer so
* that it can be played back multiple times.
* @param target the target to receive the playback
*/
void playback(GrDrawTarget* target);
// overrides from GrDrawTarget
virtual void drawRect(const GrRect& rect,
const GrMatrix* matrix = NULL,
StageMask stageEnableMask = 0,
const GrRect* srcRects[] = NULL,
const GrMatrix* srcMatrices[] = NULL);
virtual bool geometryHints(GrVertexLayout vertexLayout,
int* vertexCount,
int* indexCount) const;
virtual void clear(const GrIRect* rect, GrColor color);
private:
struct Draw {
GrPrimitiveType fPrimitiveType;
int fStartVertex;
int fStartIndex;
int fVertexCount;
int fIndexCount;
bool fStateChanged;
bool fClipChanged;
GrVertexLayout fVertexLayout;
const GrVertexBuffer* fVertexBuffer;
const GrIndexBuffer* fIndexBuffer;
};
struct Clear {
int fBeforeDrawIdx;
GrIRect fRect;
GrColor fColor;
};
// overrides from GrDrawTarget
virtual void onDrawIndexed(GrPrimitiveType primitiveType,
int startVertex,
int startIndex,
int vertexCount,
int indexCount);
virtual void onDrawNonIndexed(GrPrimitiveType primitiveType,
int startVertex,
int vertexCount);
virtual bool onReserveVertexSpace(GrVertexLayout layout,
int vertexCount,
void** vertices);
virtual bool onReserveIndexSpace(int indexCount, void** indices);
virtual void releaseReservedVertexSpace();
virtual void releaseReservedIndexSpace();
virtual void onSetVertexSourceToArray(const void* vertexArray,
int vertexCount);
virtual void onSetIndexSourceToArray(const void* indexArray,
int indexCount);
virtual void releaseVertexArray();
virtual void releaseIndexArray();
virtual void geometrySourceWillPush();
virtual void geometrySourceWillPop(const GeometrySrcState& restoredState);
virtual void clipWillBeSet(const GrClip& newClip);
bool needsNewState() const;
bool needsNewClip() const;
void pushState();
void pushClip();
enum {
kDrawPreallocCnt = 8,
kStatePreallocCnt = 8,
kClipPreallocCnt = 8,
kClearPreallocCnt = 4,
kGeoPoolStatePreAllocCnt = 4,
};
GrSTAllocator<kDrawPreallocCnt, Draw> fDraws;
GrSTAllocator<kStatePreallocCnt, SavedDrawState> fStates;
GrSTAllocator<kClearPreallocCnt, Clear> fClears;
GrSTAllocator<kClipPreallocCnt, GrClip> fClips;
bool fClipSet;
GrVertexLayout fLastRectVertexLayout;
const GrIndexBuffer* fQuadIndexBuffer;
int fMaxQuads;
int fCurrQuad;
GrVertexBufferAllocPool& fVertexPool;
GrIndexBufferAllocPool& fIndexPool;
struct GeometryPoolState {
const GrVertexBuffer* fPoolVertexBuffer;
int fPoolStartVertex;
const GrIndexBuffer* fPoolIndexBuffer;
int fPoolStartIndex;
// caller may conservatively over reserve vertices / indices.
// we release unused space back to allocator if possible
// can only do this if there isn't an intervening pushGeometrySource()
size_t fUsedPoolVertexBytes;
size_t fUsedPoolIndexBytes;
};
SkSTArray<kGeoPoolStatePreAllocCnt, GeometryPoolState> fGeoPoolStateStack;
typedef GrDrawTarget INHERITED;
};
#endif