Chromium Code Reviews| OLD | NEW |
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| 1 /* | 1 /* |
| 2 * Copyright 2014 Google Inc. | 2 * Copyright 2014 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 "GrOptDrawState.h" | 8 #include "GrOptDrawState.h" |
| 9 | 9 |
| 10 #include "GrDefaultGeoProcFactory.h" | 10 #include "GrDefaultGeoProcFactory.h" |
| 11 #include "GrDrawState.h" | 11 #include "GrDrawState.h" |
| 12 #include "GrDrawTargetCaps.h" | 12 #include "GrDrawTargetCaps.h" |
| 13 #include "GrGpu.h" | 13 #include "GrGpu.h" |
| 14 #include "GrProcOptInfo.h" | 14 #include "GrProcOptInfo.h" |
| 15 | 15 |
| 16 GrOptDrawState::GrOptDrawState(const GrDrawState& drawState, | 16 GrOptDrawState::GrOptDrawState(const GrDrawState& drawState, |
| 17 GrDrawState::BlendOpt blendOpt, | |
| 18 GrBlendCoeff optSrcCoeff, | |
| 19 GrBlendCoeff optDstCoeff, | |
| 20 GrGpu* gpu, | 17 GrGpu* gpu, |
| 21 const ScissorState& scissorState, | 18 const ScissorState& scissorState, |
| 22 const GrDeviceCoordTexture* dstCopy, | 19 const GrDeviceCoordTexture* dstCopy, |
| 23 GrGpu::DrawType drawType) | 20 GrGpu::DrawType drawType) { |
| 24 : fRenderTarget(drawState.fRenderTarget.get()) { | 21 |
| 22 GrBlendCoeff optSrcCoeff; | |
| 23 GrBlendCoeff optDstCoeff; | |
| 24 GrDrawState::BlendOpt blendOpt = drawState.getBlendOpt(false, &optSrcCoeff, &optDstCoeff); | |
| 25 | |
| 26 // When path rendering the stencil settings are not always set on the draw s tate | |
| 27 // so we must check the draw type. In cases where we will skip drawing we si mply return a | |
| 28 // null GrOptDrawState. | |
| 29 if (GrDrawState::kSkipDraw_BlendOpt == blendOpt && GrGpu::kStencilPath_DrawT ype != drawType) { | |
| 30 // Set the fields that don't default init and return. The lack of a rend er target will | |
| 31 // indicate that this can be skipped. | |
| 32 fFlags = 0; | |
| 33 fVAPtr = NULL; | |
| 34 fVACount = 0; | |
| 35 fVAStride = 0; | |
| 36 fDrawFace = GrDrawState::kInvalid_DrawFace; | |
| 37 fSrcBlend = kZero_GrBlendCoeff; | |
| 38 fDstBlend = kZero_GrBlendCoeff; | |
| 39 fBlendConstant = 0x0; | |
| 40 fViewMatrix.reset(); | |
| 41 return; | |
| 42 } | |
| 43 | |
| 44 fRenderTarget.reset(drawState.fRenderTarget.get()); | |
|
egdaniel
2014/11/19 21:07:11
is worth having SkASSERT(ds.fRT.get())? Mostly thi
bsalomon
2014/11/20 15:00:30
Done.
| |
| 25 fScissorState = scissorState; | 45 fScissorState = scissorState; |
| 26 fViewMatrix = drawState.getViewMatrix(); | 46 fViewMatrix = drawState.getViewMatrix(); |
| 27 fBlendConstant = drawState.getBlendConstant(); | 47 fBlendConstant = drawState.getBlendConstant(); |
| 28 fVAPtr = drawState.getVertexAttribs(); | 48 fVAPtr = drawState.getVertexAttribs(); |
| 29 fVACount = drawState.getVertexAttribCount(); | 49 fVACount = drawState.getVertexAttribCount(); |
| 30 fVAStride = drawState.getVertexStride(); | 50 fVAStride = drawState.getVertexStride(); |
| 31 fStencilSettings = drawState.getStencil(); | 51 fStencilSettings = drawState.getStencil(); |
| 32 fDrawFace = drawState.getDrawFace(); | 52 fDrawFace = drawState.getDrawFace(); |
| 33 fSrcBlend = optSrcCoeff; | 53 fSrcBlend = optSrcCoeff; |
| 34 fDstBlend = optDstCoeff; | 54 fDstBlend = optDstCoeff; |
| (...skipping 58 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... | |
| 93 GrPendingFragmentStage, | 113 GrPendingFragmentStage, |
| 94 (drawState.fCoverageStages[i], explicitLocalCoord s)); | 114 (drawState.fCoverageStages[i], explicitLocalCoord s)); |
| 95 } | 115 } |
| 96 | 116 |
| 97 this->setOutputStateInfo(drawState, blendOpt, *gpu->caps(), &descInfo); | 117 this->setOutputStateInfo(drawState, blendOpt, *gpu->caps(), &descInfo); |
| 98 | 118 |
| 99 // now create a key | 119 // now create a key |
| 100 gpu->buildProgramDesc(*this, descInfo, drawType, dstCopy, &fDesc); | 120 gpu->buildProgramDesc(*this, descInfo, drawType, dstCopy, &fDesc); |
| 101 }; | 121 }; |
| 102 | 122 |
| 103 GrOptDrawState* GrOptDrawState::Create(const GrDrawState& drawState, | |
| 104 GrGpu* gpu, | |
| 105 const ScissorState& scissorState, | |
| 106 const GrDeviceCoordTexture* dstCopy, | |
| 107 GrGpu::DrawType drawType) { | |
| 108 GrBlendCoeff srcCoeff; | |
| 109 GrBlendCoeff dstCoeff; | |
| 110 GrDrawState::BlendOpt blendOpt = drawState.getBlendOpt(false, &srcCoeff, &ds tCoeff); | |
| 111 | |
| 112 // If our blend coeffs are set to 0,1 we know we will not end up drawing unl ess we are | |
| 113 // stenciling. When path rendering the stencil settings are not always set o n the draw state | |
| 114 // so we must check the draw type. In cases where we will skip drawing we si mply return a | |
| 115 // null GrOptDrawState. | |
| 116 if (kZero_GrBlendCoeff == srcCoeff && kOne_GrBlendCoeff == dstCoeff && | |
| 117 !drawState.getStencil().doesWrite() && GrGpu::kStencilPath_DrawType != d rawType) { | |
| 118 return NULL; | |
| 119 } | |
| 120 | |
| 121 return SkNEW_ARGS(GrOptDrawState, (drawState, blendOpt, srcCoeff, | |
| 122 dstCoeff, gpu, scissorState, dstCopy, dra wType)); | |
| 123 } | |
| 124 | |
| 125 void GrOptDrawState::setOutputStateInfo(const GrDrawState& ds, | 123 void GrOptDrawState::setOutputStateInfo(const GrDrawState& ds, |
| 126 GrDrawState::BlendOpt blendOpt, | 124 GrDrawState::BlendOpt blendOpt, |
| 127 const GrDrawTargetCaps& caps, | 125 const GrDrawTargetCaps& caps, |
| 128 GrProgramDesc::DescInfo* descInfo) { | 126 GrProgramDesc::DescInfo* descInfo) { |
| 129 // Set this default and then possibly change our mind if there is coverage. | 127 // Set this default and then possibly change our mind if there is coverage. |
| 130 descInfo->fPrimaryOutputType = GrProgramDesc::kModulate_PrimaryOutputType; | 128 descInfo->fPrimaryOutputType = GrProgramDesc::kModulate_PrimaryOutputType; |
| 131 descInfo->fSecondaryOutputType = GrProgramDesc::kNone_SecondaryOutputType; | 129 descInfo->fSecondaryOutputType = GrProgramDesc::kNone_SecondaryOutputType; |
| 132 | 130 |
| 133 // Determine whether we should use dual source blending or shader code to ke ep coverage | 131 // Determine whether we should use dual source blending or shader code to ke ep coverage |
| 134 // separate from color. | 132 // separate from color. |
| (...skipping 166 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... | |
| 301 SkASSERT(this->numFragmentStages() == that.numFragmentStages()); | 299 SkASSERT(this->numFragmentStages() == that.numFragmentStages()); |
| 302 for (int i = 0; i < this->numFragmentStages(); i++) { | 300 for (int i = 0; i < this->numFragmentStages(); i++) { |
| 303 | 301 |
| 304 if (this->getFragmentStage(i) != that.getFragmentStage(i)) { | 302 if (this->getFragmentStage(i) != that.getFragmentStage(i)) { |
| 305 return false; | 303 return false; |
| 306 } | 304 } |
| 307 } | 305 } |
| 308 return true; | 306 return true; |
| 309 } | 307 } |
| 310 | 308 |
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