OLD | NEW |
1 /* | 1 /* |
2 * Copyright 2010 Google Inc. | 2 * Copyright 2010 Google Inc. |
3 * | 3 * |
4 * Use of this source code is governed by a BSD-style license that can be | 4 * Use of this source code is governed by a BSD-style license that can be |
5 * found in the LICENSE file. | 5 * found in the LICENSE file. |
6 */ | 6 */ |
7 | 7 |
8 #include "GrDrawTarget.h" | 8 #include "GrDrawTarget.h" |
9 | 9 |
10 #include "GrAuditTrail.h" | 10 #include "GrAuditTrail.h" |
11 #include "GrCaps.h" | 11 #include "GrCaps.h" |
12 #include "GrGpu.h" | 12 #include "GrGpu.h" |
13 #include "GrPath.h" | 13 #include "GrPath.h" |
14 #include "GrPipeline.h" | 14 #include "GrPipeline.h" |
15 #include "GrMemoryPool.h" | 15 #include "GrMemoryPool.h" |
16 #include "GrRenderTarget.h" | 16 #include "GrRenderTarget.h" |
17 #include "GrResourceProvider.h" | 17 #include "GrResourceProvider.h" |
18 #include "GrRenderTargetPriv.h" | 18 #include "GrRenderTargetPriv.h" |
| 19 #include "GrInstancedRendering.h" |
19 #include "GrSurfacePriv.h" | 20 #include "GrSurfacePriv.h" |
20 #include "GrTexture.h" | 21 #include "GrTexture.h" |
21 #include "gl/GrGLRenderTarget.h" | 22 #include "gl/GrGLRenderTarget.h" |
22 | 23 |
23 #include "SkStrokeRec.h" | 24 #include "SkStrokeRec.h" |
24 | 25 |
25 #include "batches/GrClearBatch.h" | 26 #include "batches/GrClearBatch.h" |
26 #include "batches/GrCopySurfaceBatch.h" | 27 #include "batches/GrCopySurfaceBatch.h" |
27 #include "batches/GrDiscardBatch.h" | 28 #include "batches/GrDiscardBatch.h" |
28 #include "batches/GrDrawBatch.h" | 29 #include "batches/GrDrawBatch.h" |
29 #include "batches/GrDrawPathBatch.h" | 30 #include "batches/GrDrawPathBatch.h" |
30 #include "batches/GrRectBatchFactory.h" | 31 #include "batches/GrRectBatchFactory.h" |
31 #include "batches/GrStencilPathBatch.h" | 32 #include "batches/GrStencilPathBatch.h" |
32 | 33 |
33 //////////////////////////////////////////////////////////////////////////////// | 34 //////////////////////////////////////////////////////////////////////////////// |
34 | 35 |
35 // Experimentally we have found that most batching occurs within the first 10 co
mparisons. | 36 // Experimentally we have found that most batching occurs within the first 10 co
mparisons. |
36 static const int kDefaultMaxBatchLookback = 10; | 37 static const int kDefaultMaxBatchLookback = 10; |
37 static const int kDefaultMaxBatchLookahead = 10; | 38 static const int kDefaultMaxBatchLookahead = 10; |
38 | 39 |
39 GrDrawTarget::GrDrawTarget(GrRenderTarget* rt, GrGpu* gpu, GrResourceProvider* r
esourceProvider, | 40 GrDrawTarget::GrDrawTarget(GrRenderTarget* rt, GrGpu* gpu, GrResourceProvider* r
esourceProvider, |
40 GrAuditTrail* auditTrail, const Options& options) | 41 GrAuditTrail* auditTrail, const Options& options) |
41 : fGpu(SkRef(gpu)) | 42 : fGpu(SkRef(gpu)) |
42 , fResourceProvider(resourceProvider) | 43 , fResourceProvider(resourceProvider) |
43 , fAuditTrail(auditTrail) | 44 , fAuditTrail(auditTrail) |
44 , fFlags(0) | 45 , fFlags(0) |
45 , fRenderTarget(rt) { | 46 , fRenderTarget(rt) |
| 47 , fInstancedRendering(fGpu->createInstancedRenderingIfSupported()) { |
46 // TODO: Stop extracting the context (currently needed by GrClipMaskManager) | 48 // TODO: Stop extracting the context (currently needed by GrClipMaskManager) |
47 fContext = fGpu->getContext(); | 49 fContext = fGpu->getContext(); |
48 fClipMaskManager.reset(new GrClipMaskManager(this, options.fClipBatchToBound
s)); | 50 fClipMaskManager.reset(new GrClipMaskManager(this, options.fClipBatchToBound
s)); |
49 | 51 |
50 fDrawBatchBounds = options.fDrawBatchBounds; | 52 fDrawBatchBounds = options.fDrawBatchBounds; |
51 fMaxBatchLookback = (options.fMaxBatchLookback < 0) ? kDefaultMaxBatchLookba
ck : | 53 fMaxBatchLookback = (options.fMaxBatchLookback < 0) ? kDefaultMaxBatchLookba
ck : |
52 options.fMaxBatchLookb
ack; | 54 options.fMaxBatchLookb
ack; |
53 fMaxBatchLookahead = (options.fMaxBatchLookahead < 0) ? kDefaultMaxBatchLook
ahead : | 55 fMaxBatchLookahead = (options.fMaxBatchLookahead < 0) ? kDefaultMaxBatchLook
ahead : |
54 options.fMaxBatchLook
ahead; | 56 options.fMaxBatchLook
ahead; |
55 | 57 |
(...skipping 139 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
195 // but need to be flushed anyway. Closing such drawTargets here will mean ne
w | 197 // but need to be flushed anyway. Closing such drawTargets here will mean ne
w |
196 // drawTargets will be created to replace them if the SkGpuDevice(s) write t
o them again. | 198 // drawTargets will be created to replace them if the SkGpuDevice(s) write t
o them again. |
197 this->makeClosed(); | 199 this->makeClosed(); |
198 | 200 |
199 // Loop over the batches that haven't yet generated their geometry | 201 // Loop over the batches that haven't yet generated their geometry |
200 for (int i = 0; i < fBatches.count(); ++i) { | 202 for (int i = 0; i < fBatches.count(); ++i) { |
201 if (fBatches[i]) { | 203 if (fBatches[i]) { |
202 fBatches[i]->prepare(flushState); | 204 fBatches[i]->prepare(flushState); |
203 } | 205 } |
204 } | 206 } |
| 207 |
| 208 if (fInstancedRendering) { |
| 209 fInstancedRendering->beginFlush(flushState->resourceProvider()); |
| 210 } |
205 } | 211 } |
206 | 212 |
207 void GrDrawTarget::drawBatches(GrBatchFlushState* flushState) { | 213 void GrDrawTarget::drawBatches(GrBatchFlushState* flushState) { |
208 // Draw all the generated geometry. | 214 // Draw all the generated geometry. |
209 SkRandom random; | 215 SkRandom random; |
210 for (int i = 0; i < fBatches.count(); ++i) { | 216 for (int i = 0; i < fBatches.count(); ++i) { |
211 if (!fBatches[i]) { | 217 if (!fBatches[i]) { |
212 continue; | 218 continue; |
213 } | 219 } |
214 if (fDrawBatchBounds) { | 220 if (fDrawBatchBounds) { |
215 const SkRect& bounds = fBatches[i]->bounds(); | 221 const SkRect& bounds = fBatches[i]->bounds(); |
216 SkIRect ibounds; | 222 SkIRect ibounds; |
217 bounds.roundOut(&ibounds); | 223 bounds.roundOut(&ibounds); |
218 // In multi-draw buffer all the batches use the same render target a
nd we won't need to | 224 // In multi-draw buffer all the batches use the same render target a
nd we won't need to |
219 // get the batchs bounds. | 225 // get the batchs bounds. |
220 if (GrRenderTarget* rt = fBatches[i]->renderTarget()) { | 226 if (GrRenderTarget* rt = fBatches[i]->renderTarget()) { |
221 fGpu->drawDebugWireRect(rt, ibounds, 0xFF000000 | random.nextU()
); | 227 fGpu->drawDebugWireRect(rt, ibounds, 0xFF000000 | random.nextU()
); |
222 } | 228 } |
223 } | 229 } |
224 fBatches[i]->draw(flushState); | 230 fBatches[i]->draw(flushState); |
225 } | 231 } |
226 | 232 |
227 fGpu->finishDrawTarget(); | 233 fGpu->finishDrawTarget(); |
228 } | 234 } |
229 | 235 |
230 void GrDrawTarget::reset() { | 236 void GrDrawTarget::reset() { |
231 fBatches.reset(); | 237 fBatches.reset(); |
| 238 if (fInstancedRendering) { |
| 239 fInstancedRendering->endFlush(); |
| 240 } |
232 } | 241 } |
233 | 242 |
234 void GrDrawTarget::drawBatch(const GrPipelineBuilder& pipelineBuilder, | 243 void GrDrawTarget::drawBatch(const GrPipelineBuilder& pipelineBuilder, |
235 GrDrawBatch* batch, | 244 GrDrawBatch* batch, |
236 const SkIRect* scissorRect) { | 245 const SkIRect* scissorRect) { |
237 // Setup clip | 246 // Setup clip |
238 GrPipelineBuilder::AutoRestoreStencil ars; | 247 GrPipelineBuilder::AutoRestoreStencil ars; |
239 GrAppliedClip clip; | 248 GrAppliedClip clip; |
240 | 249 |
241 if (scissorRect) { | 250 if (scissorRect) { |
(...skipping 356 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
598 } | 607 } |
599 | 608 |
600 return true; | 609 return true; |
601 } | 610 } |
602 | 611 |
603 void GrDrawTarget::clearStencilClip(const SkIRect& rect, bool insideClip, GrRend
erTarget* rt) { | 612 void GrDrawTarget::clearStencilClip(const SkIRect& rect, bool insideClip, GrRend
erTarget* rt) { |
604 GrBatch* batch = new GrClearStencilClipBatch(rect, insideClip, rt); | 613 GrBatch* batch = new GrClearStencilClipBatch(rect, insideClip, rt); |
605 this->recordBatch(batch); | 614 this->recordBatch(batch); |
606 batch->unref(); | 615 batch->unref(); |
607 } | 616 } |
OLD | NEW |