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Unified Diff: src/gpu/GrGeometryProcessor.h

Issue 746423007: Draft change to start pulling uniform color into GP (Closed) Base URL: https://skia.googlesource.com/skia.git@no_factories
Patch Set: missed some places to update uniform cache Created 6 years ago
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Index: src/gpu/GrGeometryProcessor.h
diff --git a/src/gpu/GrGeometryProcessor.h b/src/gpu/GrGeometryProcessor.h
index 50ecac48ba0c74a33d27dbf29bd1f203ab9f3051..e6cd59b01f60d2f890cde51e4533c7a4c3d3e02e 100644
--- a/src/gpu/GrGeometryProcessor.h
+++ b/src/gpu/GrGeometryProcessor.h
@@ -14,6 +14,30 @@
#include "GrShaderVar.h"
/*
+ * The GrPrimitiveProcessor represents some kind of geometric primitive. This includes the shape
bsalomon 2014/12/15 15:31:13 This comment is great! Two minor suggestions: ma
+ * of the primitive and the inherent color of the primitive. The GrPrimitiveProcessor is
+ * responsible for providing a color and coverage input into the Ganesh rendering pipeline. Through
+ * optimization, Ganesh may decide a different color, no color, and / or no coverage are required
+ * from the GrPrimitiveProcessor, so the GrPrimitiveProcessor must be able to support this
+ * functionality. We also use the GrPrimitiveProcessor to make batching decisions.
+ *
+ * There are two feedback loops between the GrFragmentProcessors, the GrXferProcessor, and the
+ * GrPrimitiveProcessor. The GrPrimitiveProcessor seeds these loops, one with initial color and one
+ * with initial coverage, in its onComputeInvariantColor / Coverage calls. These seed values are
+ * processed by the subsequent stages of the rendering pipeline and the output is then fed back
+ * into the GrPrimitiveProcessor in the initBatchTracker call, where the GrPrimitiveProcessor can
+ * then initialize the GrBatchTracker struct with the appropriate values.
+ *
+ * In a deferred geometry world, the GrPrimitiveProcessor can always 'batch' To do this, each
+ * primitive type is associated with one GrPrimitiveProcessor, who has complete control of how
+ * it draws. Each primitive draw will bundle all required data to perform the draw, and these
+ * bundles of data will be owned by an instance of the associated GrPrimitiveProcessor. Bundles
+ * can be updated alongside the GrBatchTracker struct itself, ultimately allowing the
+ * GrPrimitiveProcessor complete control of how it gets data into the fragment shader as long as
+ * it emits the appropriate color, or none at all, as directed.
+ */
+
+/*
* A struct for tracking batching decisions. While this lives on GrOptState, it is managed
* entirely by the derived classes of the GP.
*/
@@ -21,18 +45,18 @@ class GrBatchTracker {
public:
template <typename T> const T& cast() const {
SkASSERT(sizeof(T) <= kMaxSize);
- return *reinterpret_cast<const T*>(fData);
+ return *reinterpret_cast<const T*>(fData.get());
}
template <typename T> T* cast() {
SkASSERT(sizeof(T) <= kMaxSize);
- return reinterpret_cast<T*>(fData);
+ return reinterpret_cast<T*>(fData.get());
}
static const size_t kMaxSize = 32;
private:
- uint8_t fData[kMaxSize];
+ mutable SkAlignedSStorage<kMaxSize> fData;
bsalomon 2014/12/15 15:31:13 still unclear to me why this is mutable and the th
};
class GrGLCaps;
@@ -42,13 +66,23 @@ class GrOptDrawState;
struct GrInitInvariantOutput;
/*
- * GrGeometryProcessors and GrPathProcessors may effect invariantColor
+ * GrPrimitiveProcessor defines an interface which all subclasses must implement. All
+ * GrPrimitiveProcessors must proivide seed color and coverage for the Ganesh color / coverage
+ * pipelines, and they must provide some notion of equality
*/
class GrPrimitiveProcessor : public GrProcessor {
public:
- // TODO GPs and PPs have to provide an initial coverage because the coverage invariant code is
- // broken right now
- virtual uint8_t coverage() const = 0;
+ virtual bool canMakeEqual(const GrBatchTracker& mine,
+ const GrPrimitiveProcessor& that,
+ const GrBatchTracker& theirs) const = 0;
+
+ /*
+ * We always call canMakeEqual before makeEqual so there is no need to do any kind of equality
+ * testing here
+ * TODO make this pure virtual when primProcs can actually use it
+ */
+ virtual void makeEqual(GrBatchTracker*, const GrBatchTracker&) const {}
+
virtual void getInvariantOutputColor(GrInitInvariantOutput* out) const = 0;
virtual void getInvariantOutputCoverage(GrInitInvariantOutput* out) const = 0;
@@ -56,28 +90,34 @@ private:
typedef GrProcessor INHERITED;
};
+/*
+ * This enum is shared by GrPrimitiveProcessors and GrGLPrimitiveProcessors to coordinate shaders
+ * with vertex attributes / uniforms.
+ */
+enum GrGPInput {
+ kAllOnes_GrGPInput,
+ kAttribute_GrGPInput,
+ kUniform_GrGPInput,
+ kIgnored_GrGPInput,
+};
+
/**
- * A GrGeometryProcessor is used to perform computation in the vertex shader and
- * add support for custom vertex attributes. A GrGemeotryProcessor is typically
- * tied to the code that does a specific type of high-level primitive rendering
- * (e.g. anti-aliased circle rendering). The GrGeometryProcessor used for a draw is
- * specified using GrDrawState. There can only be one geometry processor active for
- * a draw. The custom vertex attributes required by the geometry processor must be
- * added to the vertex attribute array specified on the GrDrawState.
- * GrGeometryProcessor subclasses should be immutable after construction.
+ * 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.
bsalomon 2014/12/15 15:31:13 nice
*/
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, bool opaqueVertexColors = false, uint8_t coverage = 0xff)
+ GrGeometryProcessor(GrColor color, bool opaqueVertexColors = false)
: fVertexStride(0)
, fColor(color)
- , fCoverage(coverage)
, fOpaqueVertexColors(opaqueVertexColors)
, fWillUseGeoShader(false)
, fHasVertexColor(false)
- , fHasVertexCoverage(false)
, fHasLocalCoords(false) {}
virtual const char* name() const = 0;
@@ -123,56 +163,103 @@ public:
bool willUseGeoShader() const { return fWillUseGeoShader; }
- /** Returns true if this and other processor conservatively draw identically. It can only return
- true when the two prcoessors are of the same subclass (i.e. they return the same object from
- from getFactory()).
- A return value of true from isEqual() should not be used to test whether the processors
- would generate the same shader code. To test for identical code generation use the
- processors' keys computed by the GrBackendEffectFactory. */
- bool isEqual(const GrGeometryProcessor& that) const {
+ /*
+ * 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 remove the hint
- if (fHasVertexColor && fOpaqueVertexColors != that.fOpaqueVertexColors) {
- return false;
- }
-
- if (!fHasVertexColor && this->color() != that.color()) {
+ const GrGeometryProcessor& other = that.cast<GrGeometryProcessor>();
+ if (fHasVertexColor && fOpaqueVertexColors != other.fOpaqueVertexColors) {
return false;
}
- // TODO this is fragile, most gps set their coverage to 0xff so this is okay. In the long
- // term this should move to subclasses which set explicit coverage
- if (!fHasVertexCoverage && this->coverage() != that.coverage()) {
+ if (!fHasVertexColor && this->color() != other.color()) {
return false;
}
- return this->onIsEqual(that);
+ return this->onCanMakeEqual(mine, theirs);
}
+ virtual bool onCanMakeEqual(const GrBatchTracker& mine, const GrBatchTracker& theirs) const = 0;
bsalomon 2014/12/15 15:31:13 move to private?
+
+ /*
+ * This struct allows the optstate to communicate requirements to the GP.
+ */
struct InitBT {
- bool fOutputColor;
- bool fOutputCoverage;
- GrColor fColor;
- GrColor fCoverage;
+ bool fColorIgnored;
+ bool fCoverageIgnored;
+ GrColor fOverrideColor;
};
- virtual void initBatchTracker(GrBatchTracker*, const InitBT&) const {}
-
+ virtual void initBatchTracker(GrBatchTracker*, const InitBT&) const = 0;
+
+ // TODO we can remove color from the GrGeometryProcessor base class once we have bundles of
+ // primitive data
GrColor color() const { return fColor; }
- uint8_t coverage() const { return fCoverage; }
- // TODO this is a total hack until the gp can own whether or not it uses uniform
- // color / coverage
+ // TODO this is a total hack until the gp can do deferred geometry
bool hasVertexColor() const { return fHasVertexColor; }
- bool hasVertexCoverage() const { return fHasVertexCoverage; }
+
+ // TODO this is a total hack until gp can setup and manage local coords
bool hasLocalCoords() const { return fHasLocalCoords; }
void getInvariantOutputColor(GrInitInvariantOutput* out) const SK_OVERRIDE;
void getInvariantOutputCoverage(GrInitInvariantOutput* out) const SK_OVERRIDE;
protected:
+ /*
+ * A simple helper function to determine by what means the GrGeometryProcessor should use to
bsalomon 2014/12/15 15:31:13 Can you throw in the word "optional" ? Just want t
+ * provide color. If we are given an override color(ie the given overridecolor is NOT illegal)
bsalomon 2014/12/15 15:31:13 can you say GrColor_ILLEGAL? I think it might be c
+ * then we must always emit that color via a uniform. Otherwise, if our color is ignored
bsalomon 2014/12/15 15:31:13 Does it have to be via a uniform? A GP could rewr
+ * 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 InitBT& init,
+ bool hasVertexColor) {
+ if (GrColor_ILLEGAL != init.fOverrideColor) {
+ *color = init.fOverrideColor;
+ return kUniform_GrGPInput;
+ } else if (init.fColorIgnored) {
+ *color = GrColor_ILLEGAL;
+ return kIgnored_GrGPInput;
+ }
+
+ *color = primitiveColor;
+ if (hasVertexColor) {
+ return kAttribute_GrGPInput;
+ } else {
+ return kUniform_GrGPInput;
+ }
+ }
+
+ /*
+ * CanCombineOutput will return true if two draws are 'batchable' from a color perspective.
+ * TODO remove this when GPs can upgrade to attribute color
+ */
+ static bool CanCombineOutput(GrGPInput left, GrColor lColor, GrGPInput right, GrColor rColor) {
+ if (left != right) {
+ return false;
+ }
+
+ if (kUniform_GrGPInput == left && lColor != rColor) {
+ return false;
+ }
+
+ return true;
+ }
+
/**
* Subclasses call this from their constructor to register vertex attributes. Attributes
* will be padded to the nearest 4 bytes for performance reasons.
@@ -188,7 +275,6 @@ protected:
// TODO hack see above
void setHasVertexColor() { fHasVertexColor = true; }
- void setHasVertexCoverage() { fHasVertexCoverage = true; }
void setHasLocalCoords() { fHasLocalCoords = true; }
virtual void onGetInvariantOutputColor(GrInitInvariantOutput*) const {}
@@ -200,11 +286,9 @@ private:
SkSTArray<kMaxVertexAttribs, GrAttribute, true> fAttribs;
size_t fVertexStride;
GrColor fColor;
- uint8_t fCoverage;
bool fOpaqueVertexColors;
bool fWillUseGeoShader;
bool fHasVertexColor;
- bool fHasVertexCoverage;
bool fHasLocalCoords;
typedef GrProcessor INHERITED;
@@ -220,13 +304,23 @@ public:
return SkNEW_ARGS(GrPathProcessor, (color));
}
+ bool canMakeEqual(const GrBatchTracker& mine,
+ const GrPrimitiveProcessor& that,
+ const GrBatchTracker& theirs) const SK_OVERRIDE {
+ if (this->classID() != that.classID() || !this->hasSameTextureAccesses(that)) {
bsalomon 2014/12/15 15:31:13 Seems a little weird that path procs can even have
+ return false;
+ }
+ const GrPathProcessor& other = that.cast<GrPathProcessor>();
+ return other.color() == this->color();
bsalomon 2014/12/15 15:31:13 So if there is an override these two colors would
+ }
+
const char* name() const SK_OVERRIDE { return "PathProcessor"; }
- uint8_t coverage() const SK_OVERRIDE { return 0xff; }
+ GrColor color() const { return fColor; }
void getInvariantOutputColor(GrInitInvariantOutput* out) const SK_OVERRIDE;
void getInvariantOutputCoverage(GrInitInvariantOutput* out) const SK_OVERRIDE;
private:
- GrPathProcessor(GrColor color) : fColor(color) {}
+ GrPathProcessor(GrColor color);
GrColor fColor;
typedef GrProcessor INHERITED;

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