C++程序  |  158行  |  5.56 KB

/*
 * Copyright 2012 Google Inc.
 *
 * Use of this source code is governed by a BSD-style license that can be
 * found in the LICENSE file.
 */

#ifndef GrProcessor_DEFINED
#define GrProcessor_DEFINED

#include "GrColor.h"
#include "GrProcessorUnitTest.h"
#include "GrProgramElement.h"
#include "GrTextureAccess.h"
#include "SkMath.h"

class GrContext;
class GrCoordTransform;
class GrInvariantOutput;

/**
 * Used by processors to build their keys. It incorporates each per-processor key into a larger
 * shader key.
 */
class GrProcessorKeyBuilder {
public:
    GrProcessorKeyBuilder(SkTArray<unsigned char, true>* data) : fData(data), fCount(0) {
        SkASSERT(0 == fData->count() % sizeof(uint32_t));
    }

    void add32(uint32_t v) {
        ++fCount;
        fData->push_back_n(4, reinterpret_cast<uint8_t*>(&v));
    }

    /** Inserts count uint32_ts into the key. The returned pointer is only valid until the next
        add*() call. */
    uint32_t* SK_WARN_UNUSED_RESULT add32n(int count) {
        SkASSERT(count > 0);
        fCount += count;
        return reinterpret_cast<uint32_t*>(fData->push_back_n(4 * count));
    }

    size_t size() const { return sizeof(uint32_t) * fCount; }

private:
    SkTArray<uint8_t, true>* fData; // unowned ptr to the larger key.
    int fCount;                     // number of uint32_ts added to fData by the processor.
};

/** Provides custom shader code to the Ganesh shading pipeline. GrProcessor objects *must* be
    immutable: after being constructed, their fields may not change.

    Dynamically allocated GrProcessors are managed by a per-thread memory pool. The ref count of an
    processor must reach 0 before the thread terminates and the pool is destroyed. To create a
    static processor use the helper macro GR_CREATE_STATIC_PROCESSOR declared below.
 */
class GrProcessor : public GrProgramElement {
public:
    SK_DECLARE_INST_COUNT(GrProcessor)

    virtual ~GrProcessor();

    /** Human-meaningful string to identify this prcoessor; may be embedded
        in generated shader code. */
    virtual const char* name() const = 0;

    int numTextures() const { return fTextureAccesses.count(); }

    /** Returns the access pattern for the texture at index. index must be valid according to
        numTextures(). */
    const GrTextureAccess& textureAccess(int index) const { return *fTextureAccesses[index]; }

    /** Shortcut for textureAccess(index).texture(); */
    GrTexture* texture(int index) const { return this->textureAccess(index).getTexture(); }

    /** Will this processor read the fragment position? */
    bool willReadFragmentPosition() const { return fWillReadFragmentPosition; }

    void* operator new(size_t size);
    void operator delete(void* target);

    void* operator new(size_t size, void* placement) {
        return ::operator new(size, placement);
    }
    void operator delete(void* target, void* placement) {
        ::operator delete(target, placement);
    }

    /**
      * Helper for down-casting to a GrProcessor subclass
      */
    template <typename T> const T& cast() const { return *static_cast<const T*>(this); }

    uint32_t classID() const { SkASSERT(kIllegalProcessorClassID != fClassID); return fClassID; }

protected:
    GrProcessor() : fClassID(kIllegalProcessorClassID), fWillReadFragmentPosition(false) {}

    /**
     * Subclasses call this from their constructor to register GrTextureAccesses. The processor
     * subclass manages the lifetime of the accesses (this function only stores a pointer). The
     * GrTextureAccess is typically a member field of the GrProcessor subclass. This must only be
     * called from the constructor because GrProcessors are immutable.
     */
    void addTextureAccess(const GrTextureAccess* textureAccess);

    bool hasSameTextureAccesses(const GrProcessor&) const;

    /**
     * If the prcoessor will generate a backend-specific processor that will read the fragment
     * position in the FS then it must call this method from its constructor. Otherwise, the
     * request to access the fragment position will be denied.
     */
    void setWillReadFragmentPosition() { fWillReadFragmentPosition = true; }

    template <typename PROC_SUBCLASS> void initClassID() {
         static uint32_t kClassID = GenClassID();
         fClassID = kClassID;
    }

    uint32_t fClassID;

private:
    static uint32_t GenClassID() {
        // fCurrProcessorClassID has been initialized to kIllegalProcessorClassID. The
        // atomic inc returns the old value not the incremented value. So we add
        // 1 to the returned value.
        uint32_t id = static_cast<uint32_t>(sk_atomic_inc(&gCurrProcessorClassID)) + 1;
        if (!id) {
            SkFAIL("This should never wrap as it should only be called once for each GrProcessor "
                   "subclass.");
        }
        return id;
    }

    enum {
        kIllegalProcessorClassID = 0,
    };
    static int32_t gCurrProcessorClassID;

    SkSTArray<4, const GrTextureAccess*, true>   fTextureAccesses;
    bool                                         fWillReadFragmentPosition;

    typedef GrProgramElement INHERITED;
};

/**
 * This creates a processor outside of the memory pool. The processor's destructor will be called
 * at global destruction time. NAME will be the name of the created instance.
 */
#define GR_CREATE_STATIC_PROCESSOR(NAME, PROC_CLASS, ARGS)                                 \
static SkAlignedSStorage<sizeof(PROC_CLASS)> g_##NAME##_Storage;                           \
static PROC_CLASS* NAME SkNEW_PLACEMENT_ARGS(g_##NAME##_Storage.get(), PROC_CLASS, ARGS);  \
static SkAutoTDestroy<GrProcessor> NAME##_ad(NAME);

#endif