本文整理汇总了C++中GrClip::getConservativeBounds方法的典型用法代码示例。如果您正苦于以下问题:C++ GrClip::getConservativeBounds方法的具体用法?C++ GrClip::getConservativeBounds怎么用?C++ GrClip::getConservativeBounds使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类GrClip
的用法示例。
在下文中一共展示了GrClip::getConservativeBounds方法的6个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: clipMaskPreamble
////////////////////////////////////////////////////////////////////////////////
// Shared preamble between gpu and SW-only AA clip mask creation paths.
// Handles caching, determination of clip mask bound & allocation (if needed)
// of the result texture
// Returns true if there is no more work to be done (i.e., we got a cache hit)
bool GrClipMaskManager::clipMaskPreamble(GrGpu* gpu,
const GrClip& clipIn,
GrTexture** result,
GrIRect *resultBounds) {
GrDrawState* origDrawState = gpu->drawState();
GrAssert(origDrawState->isClipState());
GrRenderTarget* rt = origDrawState->getRenderTarget();
GrAssert(NULL != rt);
GrRect rtRect;
rtRect.setLTRB(0, 0,
GrIntToScalar(rt->width()), GrIntToScalar(rt->height()));
// unlike the stencil path the alpha path is not bound to the size of the
// render target - determine the minimum size required for the mask
GrRect bounds;
if (clipIn.hasConservativeBounds()) {
bounds = clipIn.getConservativeBounds();
if (!bounds.intersect(rtRect)) {
// the mask will be empty in this case
GrAssert(false);
bounds.setEmpty();
}
} else {
// still locked to the size of the render target
bounds = rtRect;
}
GrIRect intBounds;
bounds.roundOut(&intBounds);
// need to outset a pixel since the standard bounding box computation
// path doesn't leave any room for antialiasing (esp. w.r.t. rects)
intBounds.outset(1, 1);
// TODO: make sure we don't outset if bounds are still 0,0 @ min
if (fAACache.canReuse(clipIn,
intBounds.width(),
intBounds.height())) {
*result = fAACache.getLastMask();
fAACache.getLastBound(resultBounds);
return true;
}
this->setupCache(clipIn, intBounds);
*resultBounds = intBounds;
return false;
}
示例2: createClipMask
////////////////////////////////////////////////////////////////////////////////
// sort out what kind of clip mask needs to be created: alpha, stencil,
// scissor, or entirely software
bool GrClipMaskManager::createClipMask(GrGpu* gpu,
const GrClip& clipIn,
ScissoringSettings* scissorSettings) {
GrAssert(scissorSettings);
scissorSettings->fEnableScissoring = false;
fClipMaskInStencil = false;
fClipMaskInAlpha = false;
GrDrawState* drawState = gpu->drawState();
if (!drawState->isClipState()) {
return true;
}
GrRenderTarget* rt = drawState->getRenderTarget();
// GrDrawTarget should have filtered this for us
GrAssert(NULL != rt);
#if GR_SW_CLIP
if (create_mask_in_sw()) {
// The clip geometry is complex enough that it will be more
// efficient to create it entirely in software
GrTexture* result = NULL;
GrIRect bound;
if (this->createSoftwareClipMask(gpu, clipIn, &result, &bound)) {
fClipMaskInAlpha = true;
setup_drawstate_aaclip(gpu, result, bound);
return true;
}
}
#endif
#if GR_AA_CLIP
// If MSAA is enabled use the (faster) stencil path for AA clipping
// otherwise the alpha clip mask is our only option
if (clipIn.requiresAA() && 0 == rt->numSamples()) {
// Since we are going to create a destination texture of the correct
// size for the mask (rather than being bound by the size of the
// render target) we aren't going to use scissoring like the stencil
// path does (see scissorSettings below)
GrTexture* result = NULL;
GrIRect bound;
if (this->createAlphaClipMask(gpu, clipIn, &result, &bound)) {
fClipMaskInAlpha = true;
setup_drawstate_aaclip(gpu, result, bound);
return true;
}
// if alpha clip mask creation fails fall through to the stencil
// buffer method
}
#endif // GR_AA_CLIP
GrRect bounds;
GrRect rtRect;
rtRect.setLTRB(0, 0,
GrIntToScalar(rt->width()), GrIntToScalar(rt->height()));
if (clipIn.hasConservativeBounds()) {
bounds = clipIn.getConservativeBounds();
if (!bounds.intersect(rtRect)) {
bounds.setEmpty();
}
} else {
bounds = rtRect;
}
bounds.roundOut(&scissorSettings->fScissorRect);
if (scissorSettings->fScissorRect.isEmpty()) {
scissorSettings->fScissorRect.setLTRB(0,0,0,0);
// TODO: I think we can do an early exit here - after refactoring try:
// set fEnableScissoring to true but leave fClipMaskInStencil false
// and return - everything is going to be scissored away anyway!
}
scissorSettings->fEnableScissoring = true;
// use the stencil clip if we can't represent the clip as a rectangle.
fClipMaskInStencil = !clipIn.isRect() && !clipIn.isEmpty() &&
!bounds.isEmpty();
if (fClipMaskInStencil) {
return this->createStencilClipMask(gpu, clipIn, bounds, scissorSettings);
}
return true;
}
示例3: draw_path_with_mask_filter
static void draw_path_with_mask_filter(GrContext* context,
GrDrawContext* drawContext,
const GrClip& clip,
GrPaint* paint,
const SkMatrix& viewMatrix,
const SkMaskFilter* maskFilter,
const GrStyle& style,
const SkPath* path,
bool pathIsMutable) {
SkASSERT(maskFilter);
SkIRect clipBounds;
clip.getConservativeBounds(drawContext->width(), drawContext->height(), &clipBounds);
SkTLazy<SkPath> tmpPath;
SkStrokeRec::InitStyle fillOrHairline;
// We just fully apply the style here.
if (style.applies()) {
if (!style.applyToPath(tmpPath.init(), &fillOrHairline, *path,
GrStyle::MatrixToScaleFactor(viewMatrix))) {
return;
}
pathIsMutable = true;
path = tmpPath.get();
} else if (style.isSimpleHairline()) {
fillOrHairline = SkStrokeRec::kHairline_InitStyle;
} else {
SkASSERT(style.isSimpleFill());
fillOrHairline = SkStrokeRec::kFill_InitStyle;
}
// transform the path into device space
if (!viewMatrix.isIdentity()) {
SkPath* result;
if (pathIsMutable) {
result = const_cast<SkPath*>(path);
} else {
if (!tmpPath.isValid()) {
tmpPath.init();
}
result = tmpPath.get();
}
path->transform(viewMatrix, result);
path = result;
result->setIsVolatile(true);
pathIsMutable = true;
}
SkRect maskRect;
if (maskFilter->canFilterMaskGPU(SkRRect::MakeRect(path->getBounds()),
clipBounds,
viewMatrix,
&maskRect)) {
// This mask will ultimately be drawn as a non-AA rect (see draw_mask).
// Non-AA rects have a bad habit of snapping arbitrarily. Integerize here
// so the mask draws in a reproducible manner.
SkIRect finalIRect;
maskRect.roundOut(&finalIRect);
if (clip_bounds_quick_reject(clipBounds, finalIRect)) {
// clipped out
return;
}
if (maskFilter->directFilterMaskGPU(context->textureProvider(),
drawContext,
paint,
clip,
viewMatrix,
SkStrokeRec(fillOrHairline),
*path)) {
// the mask filter was able to draw itself directly, so there's nothing
// left to do.
return;
}
sk_sp<GrTexture> mask(create_mask_GPU(context,
finalIRect,
*path,
fillOrHairline,
paint->isAntiAlias(),
drawContext->numColorSamples()));
if (mask) {
GrTexture* filtered;
if (maskFilter->filterMaskGPU(mask.get(), viewMatrix, finalIRect, &filtered, true)) {
// filterMaskGPU gives us ownership of a ref to the result
SkAutoTUnref<GrTexture> atu(filtered);
if (draw_mask(drawContext, clip, viewMatrix, finalIRect, paint, filtered)) {
// This path is completely drawn
return;
}
}
}
}
sw_draw_with_mask_filter(drawContext, context->textureProvider(),
clip, viewMatrix, *path,
maskFilter, clipBounds, paint, fillOrHairline);
}
示例4: setupDstReadIfNecessary
bool GrDrawTarget::setupDstReadIfNecessary(const GrPipelineBuilder& pipelineBuilder,
GrRenderTarget* rt,
const GrClip& clip,
const GrPipelineOptimizations& optimizations,
GrXferProcessor::DstTexture* dstTexture,
const SkRect& batchBounds) {
SkRect bounds = batchBounds;
bounds.outset(0.5f, 0.5f);
if (!pipelineBuilder.willXPNeedDstTexture(*this->caps(), optimizations)) {
return true;
}
if (this->caps()->textureBarrierSupport()) {
if (GrTexture* rtTex = rt->asTexture()) {
// The render target is a texture, so we can read from it directly in the shader. The XP
// will be responsible to detect this situation and request a texture barrier.
dstTexture->setTexture(rtTex);
dstTexture->setOffset(0, 0);
return true;
}
}
SkIRect copyRect;
clip.getConservativeBounds(rt->width(), rt->height(), ©Rect);
SkIRect drawIBounds;
bounds.roundOut(&drawIBounds);
if (!copyRect.intersect(drawIBounds)) {
#ifdef SK_DEBUG
GrCapsDebugf(this->caps(), "Missed an early reject. "
"Bailing on draw from setupDstReadIfNecessary.\n");
#endif
return false;
}
// MSAA consideration: When there is support for reading MSAA samples in the shader we could
// have per-sample dst values by making the copy multisampled.
GrSurfaceDesc desc;
if (!fGpu->initCopySurfaceDstDesc(rt, &desc)) {
desc.fOrigin = kDefault_GrSurfaceOrigin;
desc.fFlags = kRenderTarget_GrSurfaceFlag;
desc.fConfig = rt->config();
}
desc.fWidth = copyRect.width();
desc.fHeight = copyRect.height();
static const uint32_t kFlags = 0;
SkAutoTUnref<GrTexture> copy(fResourceProvider->createApproxTexture(desc, kFlags));
if (!copy) {
SkDebugf("Failed to create temporary copy of destination texture.\n");
return false;
}
SkIPoint dstPoint = {0, 0};
this->copySurface(copy, rt, copyRect, dstPoint);
dstTexture->setTexture(copy);
dstTexture->setOffset(copyRect.fLeft, copyRect.fTop);
return true;
}
示例5: draw_path_with_mask_filter
static void draw_path_with_mask_filter(GrContext* context,
GrDrawContext* drawContext,
const GrClip& clip,
GrPaint* paint,
const SkMatrix& viewMatrix,
const SkMaskFilter* maskFilter,
const SkPathEffect* pathEffect,
const GrStrokeInfo& origStrokeInfo,
SkPath* pathPtr,
bool pathIsMutable) {
SkASSERT(maskFilter);
SkIRect clipBounds;
clip.getConservativeBounds(drawContext->width(), drawContext->height(), &clipBounds);
SkTLazy<SkPath> tmpPath;
GrStrokeInfo strokeInfo(origStrokeInfo);
static const SkRect* cullRect = nullptr; // TODO: what is our bounds?
SkASSERT(strokeInfo.isDashed() || !pathEffect);
if (!strokeInfo.isHairlineStyle()) {
SkPath* strokedPath = pathIsMutable ? pathPtr : tmpPath.init();
if (strokeInfo.isDashed()) {
if (pathEffect->filterPath(strokedPath, *pathPtr, &strokeInfo, cullRect)) {
pathPtr = strokedPath;
pathPtr->setIsVolatile(true);
pathIsMutable = true;
}
strokeInfo.removeDash();
}
if (strokeInfo.applyToPath(strokedPath, *pathPtr)) {
// Apply the stroke to the path if there is one
pathPtr = strokedPath;
pathPtr->setIsVolatile(true);
pathIsMutable = true;
strokeInfo.setFillStyle();
}
}
// avoid possibly allocating a new path in transform if we can
SkPath* devPathPtr = pathIsMutable ? pathPtr : tmpPath.init();
if (!pathIsMutable) {
devPathPtr->setIsVolatile(true);
}
// transform the path into device space
pathPtr->transform(viewMatrix, devPathPtr);
SkRect maskRect;
if (maskFilter->canFilterMaskGPU(SkRRect::MakeRect(devPathPtr->getBounds()),
clipBounds,
viewMatrix,
&maskRect)) {
SkIRect finalIRect;
maskRect.roundOut(&finalIRect);
if (clip_bounds_quick_reject(clipBounds, finalIRect)) {
// clipped out
return;
}
if (maskFilter->directFilterMaskGPU(context->textureProvider(),
drawContext,
paint,
clip,
viewMatrix,
strokeInfo,
*devPathPtr)) {
// the mask filter was able to draw itself directly, so there's nothing
// left to do.
return;
}
SkAutoTUnref<GrTexture> mask(create_mask_GPU(context,
&maskRect,
*devPathPtr,
strokeInfo,
paint->isAntiAlias(),
drawContext->numColorSamples()));
if (mask) {
GrTexture* filtered;
if (maskFilter->filterMaskGPU(mask, viewMatrix, maskRect, &filtered, true)) {
// filterMaskGPU gives us ownership of a ref to the result
SkAutoTUnref<GrTexture> atu(filtered);
if (draw_mask(drawContext, clip, viewMatrix, maskRect, paint, filtered)) {
// This path is completely drawn
return;
}
}
}
}
// draw the mask on the CPU - this is a fallthrough path in case the
// GPU path fails
SkPaint::Style style = strokeInfo.isHairlineStyle() ? SkPaint::kStroke_Style :
SkPaint::kFill_Style;
sw_draw_with_mask_filter(drawContext, context->textureProvider(),
clip, viewMatrix, *devPathPtr,
maskFilter, clipBounds, paint, style);
//.........这里部分代码省略.........
示例6: createClipMask
////////////////////////////////////////////////////////////////////////////////
// sort out what kind of clip mask needs to be created: alpha, stencil,
// scissor, or entirely software
bool GrClipMaskManager::createClipMask(GrGpu* gpu,
const GrClip& clipIn,
ScissoringSettings* scissorSettings) {
GrAssert(scissorSettings);
scissorSettings->fEnableScissoring = false;
fClipMaskInStencil = false;
fClipMaskInAlpha = false;
GrDrawState* drawState = gpu->drawState();
if (!drawState->isClipState()) {
return true;
}
GrRenderTarget* rt = drawState->getRenderTarget();
// GrDrawTarget should have filtered this for us
GrAssert(NULL != rt);
#if GR_SW_CLIP
// If MSAA is enabled we can do everything in the stencil buffer.
// Otherwise check if we should just create the entire clip mask
// in software (this will only happen if the clip mask is anti-aliased
// and too complex for the gpu to handle in its entirety)
if (0 == rt->numSamples() && useSWOnlyPath(gpu, clipIn)) {
// The clip geometry is complex enough that it will be more
// efficient to create it entirely in software
GrTexture* result = NULL;
GrIRect bound;
if (this->createSoftwareClipMask(gpu, clipIn, &result, &bound)) {
fClipMaskInAlpha = true;
setup_drawstate_aaclip(gpu, result, bound);
return true;
}
// if SW clip mask creation fails fall through to the other
// two possible methods (bottoming out at stencil clipping)
}
#endif // GR_SW_CLIP
#if GR_AA_CLIP
// If MSAA is enabled use the (faster) stencil path for AA clipping
// otherwise the alpha clip mask is our only option
if (0 == rt->numSamples() && clipIn.requiresAA()) {
// Since we are going to create a destination texture of the correct
// size for the mask (rather than being bound by the size of the
// render target) we aren't going to use scissoring like the stencil
// path does (see scissorSettings below)
GrTexture* result = NULL;
GrIRect bound;
if (this->createAlphaClipMask(gpu, clipIn, &result, &bound)) {
fClipMaskInAlpha = true;
setup_drawstate_aaclip(gpu, result, bound);
return true;
}
// if alpha clip mask creation fails fall through to the stencil
// buffer method
}
#endif // GR_AA_CLIP
// Either a hard (stencil buffer) clip was explicitly requested or
// an antialiased clip couldn't be created. In either case, free up
// the texture in the antialiased mask cache.
// TODO: this may require more investigation. Ganesh performs a lot of
// utility draws (e.g., clears, InOrderDrawBuffer playbacks) that hit
// the stencil buffer path. These may be "incorrectly" clearing the
// AA cache.
fAACache.reset();
GrRect bounds;
GrRect rtRect;
rtRect.setLTRB(0, 0,
GrIntToScalar(rt->width()), GrIntToScalar(rt->height()));
if (clipIn.hasConservativeBounds()) {
bounds = clipIn.getConservativeBounds();
if (!bounds.intersect(rtRect)) {
bounds.setEmpty();
}
} else {
bounds = rtRect;
}
bounds.roundOut(&scissorSettings->fScissorRect);
if (scissorSettings->fScissorRect.isEmpty()) {
scissorSettings->fScissorRect.setLTRB(0,0,0,0);
// TODO: I think we can do an early exit here - after refactoring try:
// set fEnableScissoring to true but leave fClipMaskInStencil false
// and return - everything is going to be scissored away anyway!
}
scissorSettings->fEnableScissoring = true;
// use the stencil clip if we can't represent the clip as a rectangle.
fClipMaskInStencil = !clipIn.isRect() && !clipIn.isEmpty() &&
//.........这里部分代码省略.........