1 /* 2 * Copyright 2012 Google Inc. 3 * 4 * Use of this source code is governed by a BSD-style license that can be 5 * found in the LICENSE file. 6 */ 7 8 #ifndef GrProcessor_DEFINED 9 #define GrProcessor_DEFINED 10 11 #include "GrBackendProcessorFactory.h" 12 #include "GrColor.h" 13 #include "GrProcessorUnitTest.h" 14 #include "GrProgramElement.h" 15 #include "GrShaderVar.h" 16 #include "GrTextureAccess.h" 17 #include "GrTypesPriv.h" 18 #include "SkString.h" 19 20 class GrBackendProcessorFactory; 21 class GrContext; 22 class GrCoordTransform; 23 24 /** Provides custom vertex shader, fragment shader, uniform data for a particular stage of the 25 Ganesh shading pipeline. 26 Subclasses must have a function that produces a human-readable name: 27 static const char* Name(); 28 GrProcessor objects *must* be immutable: after being constructed, their fields may not change. 29 30 Dynamically allocated GrProcessors are managed by a per-thread memory pool. The ref count of an 31 effect must reach 0 before the thread terminates and the pool is destroyed. To create a static 32 effect use the macro GR_CREATE_STATIC_EFFECT declared below. 33 */ 34 class GrProcessor : public GrProgramElement { 35 public: 36 SK_DECLARE_INST_COUNT(GrProcessor) 37 38 virtual ~GrProcessor(); 39 40 /** 41 * This function is used to perform optimizations. When called the color and validFlags params 42 * indicate whether the input components to this effect in the FS will have known values. 43 * validFlags is a bitfield of GrColorComponentFlags. The function updates both params to 44 * indicate known values of its output. A component of the color param only has meaning if the 45 * corresponding bit in validFlags is set. 46 */ 47 virtual void getConstantColorComponents(GrColor* color, uint32_t* validFlags) const = 0; 48 49 /** This object, besides creating back-end-specific helper objects, is used for run-time-type- 50 identification. The factory should be an instance of templated class, 51 GrTBackendEffectFactory. It is templated on the subclass of GrProcessor. The subclass must 52 have a nested type (or typedef) named GLProcessor which will be the subclass of 53 GrGLProcessor created by the factory. 54 55 Example: 56 class MyCustomEffect : public GrProcessor { 57 ... 58 virtual const GrBackendEffectFactory& getFactory() const SK_OVERRIDE { 59 return GrTBackendEffectFactory<MyCustomEffect>::getInstance(); 60 } 61 ... 62 }; 63 */ 64 virtual const GrBackendProcessorFactory& getFactory() const = 0; 65 66 /** Returns true if this and other effect conservatively draw identically. It can only return 67 true when the two effects are of the same subclass (i.e. they return the same object from 68 from getFactory()). 69 70 A return value of true from isEqual() should not be used to test whether the effects would 71 generate the same shader code. To test for identical code generation use the effects' keys 72 computed by the GrBackendEffectFactory. 73 */ 74 bool isEqual(const GrProcessor& other) const { 75 if (&this->getFactory() != &other.getFactory()) { 76 return false; 77 } 78 bool result = this->onIsEqual(other); 79 #ifdef SK_DEBUG 80 if (result) { 81 this->assertEquality(other); 82 } 83 #endif 84 return result; 85 } 86 87 /** Human-meaningful string to identify this effect; may be embedded 88 in generated shader code. */ 89 const char* name() const; 90 91 int numTransforms() const { return fCoordTransforms.count(); } 92 93 /** Returns the coordinate transformation at index. index must be valid according to 94 numTransforms(). */ 95 const GrCoordTransform& coordTransform(int index) const { return *fCoordTransforms[index]; } 96 97 int numTextures() const { return fTextureAccesses.count(); } 98 99 /** Returns the access pattern for the texture at index. index must be valid according to 100 numTextures(). */ 101 const GrTextureAccess& textureAccess(int index) const { return *fTextureAccesses[index]; } 102 103 /** Shortcut for textureAccess(index).texture(); */ 104 GrTexture* texture(int index) const { return this->textureAccess(index).getTexture(); } 105 106 /** Will this effect read the fragment position? */ 107 bool willReadFragmentPosition() const { return fWillReadFragmentPosition; } 108 109 void* operator new(size_t size); 110 void operator delete(void* target); 111 112 void* operator new(size_t size, void* placement) { 113 return ::operator new(size, placement); 114 } 115 void operator delete(void* target, void* placement) { 116 ::operator delete(target, placement); 117 } 118 119 /** 120 * Helper for down-casting to a GrProcessor subclass 121 */ 122 template <typename T> const T& cast() const { return *static_cast<const T*>(this); } 123 124 protected: 125 /** 126 * Subclasses call this from their constructor to register coordinate transformations. The 127 * effect subclass manages the lifetime of the transformations (this function only stores a 128 * pointer). The GrCoordTransform is typically a member field of the GrProcessor subclass. When 129 * the matrix has perspective, the transformed coordinates will have 3 components. Otherwise 130 * they'll have 2. This must only be called from the constructor because GrProcessors are 131 * immutable. 132 */ 133 void addCoordTransform(const GrCoordTransform* coordTransform); 134 135 /** 136 * Subclasses call this from their constructor to register GrTextureAccesses. The effect 137 * subclass manages the lifetime of the accesses (this function only stores a pointer). The 138 * GrTextureAccess is typically a member field of the GrProcessor subclass. This must only be 139 * called from the constructor because GrProcessors are immutable. 140 */ 141 void addTextureAccess(const GrTextureAccess* textureAccess); 142 143 GrProcessor() 144 : fWillReadFragmentPosition(false) {} 145 146 /** 147 * If the effect will generate a backend-specific effect that will read the fragment position 148 * in the FS then it must call this method from its constructor. Otherwise, the request to 149 * access the fragment position will be denied. 150 */ 151 void setWillReadFragmentPosition() { fWillReadFragmentPosition = true; } 152 153 private: 154 SkDEBUGCODE(void assertEquality(const GrProcessor& other) const;) 155 156 /** Subclass implements this to support isEqual(). It will only be called if it is known that 157 the two effects are of the same subclass (i.e. they return the same object from 158 getFactory()).*/ 159 virtual bool onIsEqual(const GrProcessor& other) const = 0; 160 161 friend class GrGeometryProcessor; // to set fRequiresVertexShader and build fVertexAttribTypes. 162 163 SkSTArray<4, const GrCoordTransform*, true> fCoordTransforms; 164 SkSTArray<4, const GrTextureAccess*, true> fTextureAccesses; 165 bool fWillReadFragmentPosition; 166 167 typedef GrProgramElement INHERITED; 168 }; 169 170 class GrFragmentProcessor : public GrProcessor { 171 public: 172 GrFragmentProcessor() 173 : INHERITED() 174 , fWillReadDstColor(false) 175 , fWillUseInputColor(true) {} 176 177 virtual const GrBackendFragmentProcessorFactory& getFactory() const = 0; 178 179 /** Will this effect read the destination pixel value? */ 180 bool willReadDstColor() const { return fWillReadDstColor; } 181 182 /** Will this effect read the source color value? */ 183 bool willUseInputColor() const { return fWillUseInputColor; } 184 185 protected: 186 /** 187 * If the effect subclass will read the destination pixel value then it must call this function 188 * from its constructor. Otherwise, when its generated backend-specific effect class attempts 189 * to generate code that reads the destination pixel it will fail. 190 */ 191 void setWillReadDstColor() { fWillReadDstColor = true; } 192 193 /** 194 * If the effect will generate a result that does not depend on the input color value then it 195 * must call this function from its constructor. Otherwise, when its generated backend-specific 196 * code might fail during variable binding due to unused variables. 197 */ 198 void setWillNotUseInputColor() { fWillUseInputColor = false; } 199 200 private: 201 bool fWillReadDstColor; 202 bool fWillUseInputColor; 203 204 typedef GrProcessor INHERITED; 205 }; 206 207 /** 208 * This creates an effect outside of the effect memory pool. The effect's destructor will be called 209 * at global destruction time. NAME will be the name of the created GrProcessor. 210 */ 211 #define GR_CREATE_STATIC_FRAGMENT_PROCESSOR(NAME, EFFECT_CLASS, ARGS) \ 212 static SkAlignedSStorage<sizeof(EFFECT_CLASS)> g_##NAME##_Storage; \ 213 static GrFragmentProcessor* \ 214 NAME SkNEW_PLACEMENT_ARGS(g_##NAME##_Storage.get(), EFFECT_CLASS, ARGS); \ 215 static SkAutoTDestroy<GrFragmentProcessor> NAME##_ad(NAME); 216 217 #endif 218