本文整理汇总了C++中GrDrawState::getStencil方法的典型用法代码示例。如果您正苦于以下问题:C++ GrDrawState::getStencil方法的具体用法?C++ GrDrawState::getStencil怎么用?C++ GrDrawState::getStencil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GrDrawState
的用法示例。
在下文中一共展示了GrDrawState::getStencil方法的5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: INHERITED
GrOptDrawState::GrOptDrawState(const GrDrawState& drawState,
BlendOptFlags blendOptFlags,
GrBlendCoeff optSrcCoeff,
GrBlendCoeff optDstCoeff,
const GrDrawTargetCaps& caps) : INHERITED(drawState) {
fColor = drawState.getColor();
fCoverage = drawState.getCoverage();
fViewMatrix = drawState.getViewMatrix();
fBlendConstant = drawState.getBlendConstant();
fFlagBits = drawState.getFlagBits();
fVAPtr = drawState.getVertexAttribs();
fVACount = drawState.getVertexAttribCount();
fVAStride = drawState.getVertexStride();
fStencilSettings = drawState.getStencil();
fDrawFace = drawState.getDrawFace();
fBlendOptFlags = blendOptFlags;
fSrcBlend = optSrcCoeff;
fDstBlend = optDstCoeff;
memcpy(fFixedFunctionVertexAttribIndices,
drawState.getFixedFunctionVertexAttribIndices(),
sizeof(fFixedFunctionVertexAttribIndices));
fInputColorIsUsed = true;
fInputCoverageIsUsed = true;
if (drawState.hasGeometryProcessor()) {
fGeometryProcessor.reset(SkNEW_ARGS(GrGeometryStage, (*drawState.getGeometryProcessor())));
} else {
fGeometryProcessor.reset(NULL);
}
this->copyEffectiveColorStages(drawState);
this->copyEffectiveCoverageStages(drawState);
this->adjustFromBlendOpts();
this->getStageStats();
this->setOutputStateInfo(caps);
};
示例2: onDrawPath
bool GrStencilAndCoverPathRenderer::onDrawPath(const SkPath& path,
GrPathFill fill,
GrDrawTarget* target,
bool antiAlias) {
GrAssert(!antiAlias);
GrAssert(kHairLine_GrPathFill != fill);
GrDrawState* drawState = target->drawState();
GrAssert(drawState->getStencil().isDisabled());
SkAutoTUnref<GrPath> p(fGpu->createPath(path));
GrPathFill nonInvertedFill = GrNonInvertedFill(fill);
target->stencilPath(p, nonInvertedFill);
// TODO: Use built in cover operation rather than a rect draw. This will require making our
// fragment shaders be able to eat varyings generated by a matrix.
// fill the path, zero out the stencil
GrRect bounds = p->getBounds();
GrScalar bloat = drawState->getViewMatrix().getMaxStretch() * GR_ScalarHalf;
GrDrawState::AutoDeviceCoordDraw adcd;
if (nonInvertedFill == fill) {
GR_STATIC_CONST_SAME_STENCIL(kStencilPass,
kZero_StencilOp,
kZero_StencilOp,
kNotEqual_StencilFunc,
0xffff,
0x0000,
0xffff);
*drawState->stencil() = kStencilPass;
} else {
GR_STATIC_CONST_SAME_STENCIL(kInvertedStencilPass,
kZero_StencilOp,
kZero_StencilOp,
// We know our rect will hit pixels outside the clip and the user bits will be 0
// outside the clip. So we can't just fill where the user bits are 0. We also need to
// check that the clip bit is set.
kEqualIfInClip_StencilFunc,
0xffff,
0x0000,
0xffff);
GrMatrix vmi;
bounds.setLTRB(0, 0,
GrIntToScalar(drawState->getRenderTarget()->width()),
GrIntToScalar(drawState->getRenderTarget()->height()));
// mapRect through persp matrix may not be correct
if (!drawState->getViewMatrix().hasPerspective() && drawState->getViewInverse(&vmi)) {
vmi.mapRect(&bounds);
// theoretically could set bloat = 0, instead leave it because of matrix inversion
// precision.
} else {
adcd.set(drawState);
bloat = 0;
}
*drawState->stencil() = kInvertedStencilPass;
}
bounds.outset(bloat, bloat);
target->drawSimpleRect(bounds, NULL);
target->drawState()->stencil()->setDisabled();
return true;
}
示例3: Build
//.........这里部分代码省略.........
} else {
header->fDstReadKey = 0;
}
if (readFragPosition) {
header->fFragPosKey = GrGLShaderBuilder::KeyForFragmentPosition(drawState.getRenderTarget(),
gpu->glCaps());
} else {
header->fFragPosKey = 0;
}
// Record attribute indices
header->fPositionAttributeIndex = drawState.positionAttributeIndex();
header->fLocalCoordAttributeIndex = drawState.localCoordAttributeIndex();
// For constant color and coverage we need an attribute with an index beyond those already set
int availableAttributeIndex = drawState.getVertexAttribCount();
if (requiresColorAttrib) {
header->fColorAttributeIndex = drawState.colorVertexAttributeIndex();
} else if (GrGLProgramDesc::kAttribute_ColorInput == header->fColorInput) {
SkASSERT(availableAttributeIndex < GrDrawState::kMaxVertexAttribCnt);
header->fColorAttributeIndex = availableAttributeIndex;
availableAttributeIndex++;
} else {
header->fColorAttributeIndex = -1;
}
if (requiresCoverageAttrib) {
header->fCoverageAttributeIndex = drawState.coverageVertexAttributeIndex();
} else if (GrGLProgramDesc::kAttribute_ColorInput == header->fCoverageInput) {
SkASSERT(availableAttributeIndex < GrDrawState::kMaxVertexAttribCnt);
header->fCoverageAttributeIndex = availableAttributeIndex;
} else {
header->fCoverageAttributeIndex = -1;
}
// Here we deal with whether/how we handle color and coverage separately.
// Set these defaults and then possibly change our mind if there is coverage.
header->fDiscardIfZeroCoverage = false;
header->fCoverageOutput = kModulate_CoverageOutput;
// If we do have coverage determine whether it matters.
bool separateCoverageFromColor = false;
if (!drawState.isCoverageDrawing() && !skipCoverage &&
(drawState.numCoverageStages() > 0 || requiresCoverageAttrib)) {
// If we're stenciling then we want to discard samples that have zero coverage
if (drawState.getStencil().doesWrite()) {
header->fDiscardIfZeroCoverage = true;
separateCoverageFromColor = true;
}
if (gpu->caps()->dualSourceBlendingSupport() &&
!(blendOpts & (GrDrawState::kEmitCoverage_BlendOptFlag |
GrDrawState::kCoverageAsAlpha_BlendOptFlag))) {
if (kZero_GrBlendCoeff == dstCoeff) {
// write the coverage value to second color
header->fCoverageOutput = kSecondaryCoverage_CoverageOutput;
separateCoverageFromColor = true;
} else if (kSA_GrBlendCoeff == dstCoeff) {
// SA dst coeff becomes 1-(1-SA)*coverage when dst is partially covered.
header->fCoverageOutput = kSecondaryCoverageISA_CoverageOutput;
separateCoverageFromColor = true;
} else if (kSC_GrBlendCoeff == dstCoeff) {
// SA dst coeff becomes 1-(1-SA)*coverage when dst is partially covered.
header->fCoverageOutput = kSecondaryCoverageISC_CoverageOutput;
separateCoverageFromColor = true;
}
} else if (readsDst &&
kOne_GrBlendCoeff == srcCoeff &&
kZero_GrBlendCoeff == dstCoeff) {
header->fCoverageOutput = kCombineWithDst_CoverageOutput;
separateCoverageFromColor = true;
}
}
if (!skipColor) {
for (int s = firstEffectiveColorStage; s < drawState.numColorStages(); ++s) {
colorStages->push_back(&drawState.getColorStage(s));
}
}
if (!skipCoverage) {
SkTArray<const GrEffectStage*, true>* array;
if (separateCoverageFromColor) {
array = coverageStages;
} else {
array = colorStages;
}
for (int s = firstEffectiveCoverageStage; s < drawState.numCoverageStages(); ++s) {
array->push_back(&drawState.getCoverageStage(s));
}
}
header->fColorEffectCnt = colorStages->count();
header->fCoverageEffectCnt = coverageStages->count();
*desc->checksum() = 0;
*desc->checksum() = SkChecksum::Compute(reinterpret_cast<uint32_t*>(desc->fKey.get()),
newKeyLength);
desc->fInitialized = true;
}
示例4: Build
//.........这里部分代码省略.........
if (readsDst) {
GrAssert(NULL != dstCopy);
desc->fDstRead = GrGLShaderBuilder::KeyForDstRead(dstCopy->texture(), gpu->glCaps());
GrAssert(0 != desc->fDstRead);
} else {
desc->fDstRead = 0;
}
desc->fCoverageOutput = kModulate_CoverageOutput;
// Currently the experimental GS will only work with triangle prims (and it doesn't do anything
// other than pass through values from the VS to the FS anyway).
#if GR_GL_EXPERIMENTAL_GS
#if 0
desc->fExperimentalGS = gpu->caps().geometryShaderSupport();
#else
desc->fExperimentalGS = false;
#endif
#endif
// We leave this set to kNumStages until we discover that the coverage/color distinction is
// material to the generated program. We do this to avoid distinct keys that generate equivalent
// programs.
desc->fFirstCoverageStage = GrDrawState::kNumStages;
// This tracks the actual first coverage stage.
int firstCoverageStage = GrDrawState::kNumStages;
desc->fDiscardIfZeroCoverage = false; // Enabled below if stenciling and there is coverage.
bool hasCoverage = false;
// If we're rendering coverage-as-color then it's as though there are no coverage stages.
if (!drawState.isCoverageDrawing()) {
// We can have coverage either through a stage or coverage vertex attributes.
if (drawState.getFirstCoverageStage() <= lastEnabledStage) {
firstCoverageStage = drawState.getFirstCoverageStage();
hasCoverage = true;
} else {
hasCoverage = requiresCoverageAttrib;
}
}
if (hasCoverage) {
// color filter is applied between color/coverage computation
if (SkXfermode::kDst_Mode != desc->fColorFilterXfermode) {
desc->fFirstCoverageStage = firstCoverageStage;
}
// If we're stenciling then we want to discard samples that have zero coverage
if (drawState.getStencil().doesWrite()) {
desc->fDiscardIfZeroCoverage = true;
desc->fFirstCoverageStage = firstCoverageStage;
}
if (gpu->caps()->dualSourceBlendingSupport() &&
!(blendOpts & (GrDrawState::kEmitCoverage_BlendOptFlag |
GrDrawState::kCoverageAsAlpha_BlendOptFlag))) {
if (kZero_GrBlendCoeff == dstCoeff) {
// write the coverage value to second color
desc->fCoverageOutput = kSecondaryCoverage_CoverageOutput;
desc->fFirstCoverageStage = firstCoverageStage;
} else if (kSA_GrBlendCoeff == dstCoeff) {
// SA dst coeff becomes 1-(1-SA)*coverage when dst is partially covered.
desc->fCoverageOutput = kSecondaryCoverageISA_CoverageOutput;
desc->fFirstCoverageStage = firstCoverageStage;
} else if (kSC_GrBlendCoeff == dstCoeff) {
// SA dst coeff becomes 1-(1-SA)*coverage when dst is partially covered.
desc->fCoverageOutput = kSecondaryCoverageISC_CoverageOutput;
desc->fFirstCoverageStage = firstCoverageStage;
}
} else if (readsDst &&
kOne_GrBlendCoeff == drawState.getSrcBlendCoeff() &&
kZero_GrBlendCoeff == drawState.getDstBlendCoeff()) {
desc->fCoverageOutput = kCombineWithDst_CoverageOutput;
desc->fFirstCoverageStage = firstCoverageStage;
}
}
desc->fPositionAttributeIndex = drawState.positionAttributeIndex();
desc->fLocalCoordAttributeIndex = drawState.localCoordAttributeIndex();
// For constant color and coverage we need an attribute with an index beyond those already set
int availableAttributeIndex = drawState.getVertexAttribCount();
if (requiresColorAttrib) {
desc->fColorAttributeIndex = drawState.colorVertexAttributeIndex();
} else if (GrGLProgramDesc::kAttribute_ColorInput == desc->fColorInput) {
GrAssert(availableAttributeIndex < GrDrawState::kMaxVertexAttribCnt);
desc->fColorAttributeIndex = availableAttributeIndex;
availableAttributeIndex++;
} else {
desc->fColorAttributeIndex = -1;
}
if (requiresCoverageAttrib) {
desc->fCoverageAttributeIndex = drawState.coverageVertexAttributeIndex();
} else if (GrGLProgramDesc::kAttribute_ColorInput == desc->fCoverageInput) {
GrAssert(availableAttributeIndex < GrDrawState::kMaxVertexAttribCnt);
desc->fCoverageAttributeIndex = availableAttributeIndex;
} else {
desc->fCoverageAttributeIndex = -1;
}
}
示例5: onDrawPath
bool GrStencilAndCoverPathRenderer::onDrawPath(const SkPath& path,
const SkStrokeRec& stroke,
GrDrawTarget* target,
bool antiAlias) {
SkASSERT(!antiAlias);
SkASSERT(!stroke.isHairlineStyle());
GrDrawState* drawState = target->drawState();
SkASSERT(drawState->getStencil().isDisabled());
SkAutoTUnref<GrPath> p(get_gr_path(fGpu, path, stroke));
if (path.isInverseFillType()) {
GR_STATIC_CONST_SAME_STENCIL(kInvertedStencilPass,
kZero_StencilOp,
kZero_StencilOp,
// We know our rect will hit pixels outside the clip and the user bits will be 0
// outside the clip. So we can't just fill where the user bits are 0. We also need to
// check that the clip bit is set.
kEqualIfInClip_StencilFunc,
0xffff,
0x0000,
0xffff);
drawState->setStencil(kInvertedStencilPass);
// fake inverse with a stencil and cover
target->stencilPath(p, convert_skpath_filltype(path.getFillType()));
GrDrawState::AutoViewMatrixRestore avmr;
SkRect bounds = SkRect::MakeLTRB(0, 0,
SkIntToScalar(drawState->getRenderTarget()->width()),
SkIntToScalar(drawState->getRenderTarget()->height()));
SkMatrix vmi;
// mapRect through persp matrix may not be correct
if (!drawState->getViewMatrix().hasPerspective() && drawState->getViewInverse(&vmi)) {
vmi.mapRect(&bounds);
// theoretically could set bloat = 0, instead leave it because of matrix inversion
// precision.
SkScalar bloat = drawState->getViewMatrix().getMaxScale() * SK_ScalarHalf;
bounds.outset(bloat, bloat);
} else {
avmr.setIdentity(drawState);
}
target->drawSimpleRect(bounds);
} else {
GR_STATIC_CONST_SAME_STENCIL(kStencilPass,
kZero_StencilOp,
kZero_StencilOp,
kNotEqual_StencilFunc,
0xffff,
0x0000,
0xffff);
drawState->setStencil(kStencilPass);
target->drawPath(p, convert_skpath_filltype(path.getFillType()));
}
target->drawState()->stencil()->setDisabled();
return true;
}