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; |