本文整理汇总了C++中GrDrawState::isClipState方法的典型用法代码示例。如果您正苦于以下问题:C++ GrDrawState::isClipState方法的具体用法?C++ GrDrawState::isClipState怎么用?C++ GrDrawState::isClipState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::isClipState方法的13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(const GrClipData& clipDataIn,
GrTexture** result,
GrIRect* devResultBounds) {
GrDrawState* origDrawState = fGpu->drawState();
GrAssert(origDrawState->isClipState());
GrRenderTarget* rt = origDrawState->getRenderTarget();
GrAssert(NULL != rt);
// 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
// Note: intBounds is in device (as opposed to canvas) coordinates
clipDataIn.getConservativeBounds(rt, devResultBounds);
// need to outset a pixel since the standard bounding box computation
// path doesn't leave any room for antialiasing (esp. w.r.t. rects)
devResultBounds->outset(1, 1);
// TODO: make sure we don't outset if bounds are still 0,0 @ min
if (fAACache.canReuse(*clipDataIn.fClipStack, *devResultBounds)) {
*result = fAACache.getLastMask();
fAACache.getLastBound(devResultBounds);
return true;
}
this->setupCache(*clipDataIn.fClipStack, *devResultBounds);
return false;
}
示例2: 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3: setupClipAndFlushState
bool GrGpu::setupClipAndFlushState(GrPrimitiveType type) {
const GrIRect* r = NULL;
GrIRect clipRect;
GrDrawState* drawState = this->drawState();
const GrRenderTarget* rt = drawState->getRenderTarget();
// GrDrawTarget should have filtered this for us
GrAssert(NULL != rt);
if (drawState->isClipState()) {
GrRect bounds;
GrRect rtRect;
rtRect.setLTRB(0, 0,
GrIntToScalar(rt->width()), GrIntToScalar(rt->height()));
if (fClip.hasConservativeBounds()) {
bounds = fClip.getConservativeBounds();
if (!bounds.intersect(rtRect)) {
bounds.setEmpty();
}
} else {
bounds = rtRect;
}
bounds.roundOut(&clipRect);
if (clipRect.isEmpty()) {
clipRect.setLTRB(0,0,0,0);
}
r = &clipRect;
// use the stencil clip if we can't represent the clip as a rectangle.
fClipInStencil = !fClip.isRect() && !fClip.isEmpty() &&
!bounds.isEmpty();
// TODO: dynamically attach a SB when needed.
GrStencilBuffer* stencilBuffer = rt->getStencilBuffer();
if (fClipInStencil && NULL == stencilBuffer) {
return false;
}
if (fClipInStencil &&
stencilBuffer->mustRenderClip(fClip, rt->width(), rt->height())) {
stencilBuffer->setLastClip(fClip, rt->width(), rt->height());
// we set the current clip to the bounds so that our recursive
// draws are scissored to them. We use the copy of the complex clip
// we just stashed on the SB to render from. We set it back after
// we finish drawing it into the stencil.
const GrClip& clip = stencilBuffer->getLastClip();
fClip.setFromRect(bounds);
AutoStateRestore asr(this);
AutoGeometryPush agp(this);
drawState->setViewMatrix(GrMatrix::I());
this->flushScissor(NULL);
#if !VISUALIZE_COMPLEX_CLIP
drawState->enableState(GrDrawState::kNoColorWrites_StateBit);
#else
drawState->disableState(GrDrawState::kNoColorWrites_StateBit);
#endif
int count = clip.getElementCount();
int clipBit = stencilBuffer->bits();
SkASSERT((clipBit <= 16) &&
"Ganesh only handles 16b or smaller stencil buffers");
clipBit = (1 << (clipBit-1));
bool clearToInside;
GrSetOp startOp = kReplace_SetOp; // suppress warning
int start = process_initial_clip_elements(clip,
rtRect,
&clearToInside,
&startOp);
this->clearStencilClip(clipRect, clearToInside);
// walk through each clip element and perform its set op
// with the existing clip.
for (int c = start; c < count; ++c) {
GrPathFill fill;
bool fillInverted;
// enabled at bottom of loop
drawState->disableState(kModifyStencilClip_StateBit);
bool canRenderDirectToStencil; // can the clip element be drawn
// directly to the stencil buffer
// with a non-inverted fill rule
// without extra passes to
// resolve in/out status.
GrPathRenderer* pr = NULL;
const GrPath* clipPath = NULL;
GrPathRenderer::AutoClearPath arp;
if (kRect_ClipType == clip.getElementType(c)) {
canRenderDirectToStencil = true;
fill = kEvenOdd_PathFill;
fillInverted = false;
// there is no point in intersecting a screen filling
//.........这里部分代码省略.........
示例4: createStencilClipMask
////////////////////////////////////////////////////////////////////////////////
// Create a 1-bit clip mask in the stencil buffer. 'devClipBounds' are in device
// (as opposed to canvas) coordinates
bool GrClipMaskManager::createStencilClipMask(InitialState initialState,
const ElementList& elements,
const SkIRect& clipSpaceIBounds,
const SkIPoint& clipSpaceToStencilOffset) {
GrAssert(kNone_ClipMaskType == fCurrClipMaskType);
GrDrawState* drawState = fGpu->drawState();
GrAssert(drawState->isClipState());
GrRenderTarget* rt = drawState->getRenderTarget();
GrAssert(NULL != rt);
// TODO: dynamically attach a SB when needed.
GrStencilBuffer* stencilBuffer = rt->getStencilBuffer();
if (NULL == stencilBuffer) {
return false;
}
int32_t genID = elements.tail()->getGenID();
if (stencilBuffer->mustRenderClip(genID, clipSpaceIBounds, clipSpaceToStencilOffset)) {
stencilBuffer->setLastClip(genID, clipSpaceIBounds, clipSpaceToStencilOffset);
GrDrawTarget::AutoGeometryAndStatePush agasp(fGpu, GrDrawTarget::kReset_ASRInit);
drawState = fGpu->drawState();
drawState->setRenderTarget(rt);
// We set the current clip to the bounds so that our recursive draws are scissored to them.
SkIRect stencilSpaceIBounds(clipSpaceIBounds);
stencilSpaceIBounds.offset(clipSpaceToStencilOffset);
GrDrawTarget::AutoClipRestore acr(fGpu, stencilSpaceIBounds);
drawState->enableState(GrDrawState::kClip_StateBit);
// Set the matrix so that rendered clip elements are transformed from clip to stencil space.
SkVector translate = {
SkIntToScalar(clipSpaceToStencilOffset.fX),
SkIntToScalar(clipSpaceToStencilOffset.fY)
};
drawState->viewMatrix()->setTranslate(translate);
#if !VISUALIZE_COMPLEX_CLIP
drawState->enableState(GrDrawState::kNoColorWrites_StateBit);
#endif
int clipBit = stencilBuffer->bits();
SkASSERT((clipBit <= 16) && "Ganesh only handles 16b or smaller stencil buffers");
clipBit = (1 << (clipBit-1));
fGpu->clearStencilClip(stencilSpaceIBounds, kAllIn_InitialState == initialState);
// walk through each clip element and perform its set op
// with the existing clip.
for (ElementList::Iter iter(elements.headIter()); NULL != iter.get(); iter.next()) {
const Element* element = iter.get();
bool fillInverted = false;
// enabled at bottom of loop
drawState->disableState(GrGpu::kModifyStencilClip_StateBit);
// if the target is MSAA then we want MSAA enabled when the clip is soft
if (rt->isMultisampled()) {
drawState->setState(GrDrawState::kHWAntialias_StateBit, element->isAA());
}
// This will be used to determine whether the clip shape can be rendered into the
// stencil with arbitrary stencil settings.
GrPathRenderer::StencilSupport stencilSupport;
SkStrokeRec stroke(SkStrokeRec::kFill_InitStyle);
SkRegion::Op op = element->getOp();
GrPathRenderer* pr = NULL;
SkTCopyOnFirstWrite<SkPath> clipPath;
if (Element::kRect_Type == element->getType()) {
stencilSupport = GrPathRenderer::kNoRestriction_StencilSupport;
fillInverted = false;
} else {
GrAssert(Element::kPath_Type == element->getType());
clipPath.init(element->getPath());
fillInverted = clipPath->isInverseFillType();
if (fillInverted) {
clipPath.writable()->toggleInverseFillType();
}
pr = this->getContext()->getPathRenderer(*clipPath,
stroke,
fGpu,
false,
GrPathRendererChain::kStencilOnly_DrawType,
&stencilSupport);
if (NULL == pr) {
return false;
}
}
int passes;
GrStencilSettings stencilSettings[GrStencilSettings::kMaxStencilClipPasses];
//.........这里部分代码省略.........
示例5: setupClipping
////////////////////////////////////////////////////////////////////////////////
// sort out what kind of clip mask needs to be created: alpha, stencil,
// scissor, or entirely software
bool GrClipMaskManager::setupClipping(const GrClipData* clipDataIn) {
fCurrClipMaskType = kNone_ClipMaskType;
ElementList elements(16);
InitialState initialState;
SkIRect clipSpaceIBounds;
bool requiresAA;
bool isRect = false;
GrDrawState* drawState = fGpu->drawState();
const GrRenderTarget* rt = drawState->getRenderTarget();
// GrDrawTarget should have filtered this for us
GrAssert(NULL != rt);
bool ignoreClip = !drawState->isClipState() || clipDataIn->fClipStack->isWideOpen();
if (!ignoreClip) {
SkIRect clipSpaceRTIBounds = SkIRect::MakeWH(rt->width(), rt->height());
clipSpaceRTIBounds.offset(clipDataIn->fOrigin);
ReduceClipStack(*clipDataIn->fClipStack,
clipSpaceRTIBounds,
&elements,
&initialState,
&clipSpaceIBounds,
&requiresAA);
if (elements.isEmpty()) {
if (kAllIn_InitialState == initialState) {
ignoreClip = clipSpaceIBounds == clipSpaceRTIBounds;
isRect = true;
} else {
return false;
}
}
}
if (ignoreClip) {
fGpu->disableScissor();
this->setGpuStencil();
return true;
}
#if GR_AA_CLIP
// TODO: catch isRect && requiresAA and use clip planes if available rather than a mask.
// If MSAA is enabled we can do everything in the stencil buffer.
if (0 == rt->numSamples() && requiresAA) {
int32_t genID = clipDataIn->fClipStack->getTopmostGenID();
GrTexture* result = NULL;
if (this->useSWOnlyPath(elements)) {
// The clip geometry is complex enough that it will be more efficient to create it
// entirely in software
result = this->createSoftwareClipMask(genID,
initialState,
elements,
clipSpaceIBounds);
} else {
result = this->createAlphaClipMask(genID,
initialState,
elements,
clipSpaceIBounds);
}
if (NULL != result) {
// The mask's top left coord should be pinned to the rounded-out top left corner of
// clipSpace bounds. We determine the mask's position WRT to the render target here.
SkIRect rtSpaceMaskBounds = clipSpaceIBounds;
rtSpaceMaskBounds.offset(-clipDataIn->fOrigin);
setup_drawstate_aaclip(fGpu, result, rtSpaceMaskBounds);
fGpu->disableScissor();
this->setGpuStencil();
return true;
}
// if alpha clip mask creation fails fall through to the non-AA code paths
}
#endif // GR_AA_CLIP
// Either a hard (stencil buffer) clip was explicitly requested or an anti-aliased clip couldn't
// be created. In either case, free up the texture in the anti-aliased 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();
// If the clip is a rectangle then just set the scissor. Otherwise, create
// a stencil mask.
if (isRect) {
SkIRect clipRect = clipSpaceIBounds;
clipRect.offset(-clipDataIn->fOrigin);
fGpu->enableScissor(clipRect);
this->setGpuStencil();
return true;
}
// use the stencil clip if we can't represent the clip as a rectangle.
SkIPoint clipSpaceToStencilSpaceOffset = -clipDataIn->fOrigin;
//.........这里部分代码省略.........
示例6: createStencilClipMask
////////////////////////////////////////////////////////////////////////////////
// Create a 1-bit clip mask in the stencil buffer. 'devClipBounds' are in device
// (as opposed to canvas) coordinates
bool GrClipMaskManager::createStencilClipMask(const GrClipData& clipDataIn,
const GrIRect& devClipBounds) {
GrAssert(kNone_ClipMaskType == fCurrClipMaskType);
GrDrawState* drawState = fGpu->drawState();
GrAssert(drawState->isClipState());
GrRenderTarget* rt = drawState->getRenderTarget();
GrAssert(NULL != rt);
// TODO: dynamically attach a SB when needed.
GrStencilBuffer* stencilBuffer = rt->getStencilBuffer();
if (NULL == stencilBuffer) {
return false;
}
if (stencilBuffer->mustRenderClip(clipDataIn, rt->width(), rt->height())) {
stencilBuffer->setLastClip(clipDataIn, rt->width(), rt->height());
// we set the current clip to the bounds so that our recursive
// draws are scissored to them. We use the copy of the complex clip
// we just stashed on the SB to render from. We set it back after
// we finish drawing it into the stencil.
const GrClipData* oldClipData = fGpu->getClip();
// The origin of 'newClipData' is (0, 0) so it is okay to place
// a device-coordinate bound in 'newClipStack'
SkClipStack newClipStack(devClipBounds);
GrClipData newClipData;
newClipData.fClipStack = &newClipStack;
fGpu->setClip(&newClipData);
GrDrawTarget::AutoStateRestore asr(fGpu, GrDrawTarget::kReset_ASRInit);
drawState = fGpu->drawState();
drawState->setRenderTarget(rt);
GrDrawTarget::AutoGeometryPush agp(fGpu);
if (0 != clipDataIn.fOrigin.fX || 0 != clipDataIn.fOrigin.fY) {
// Add the saveLayer's offset to the view matrix rather than
// offset each individual draw
drawState->viewMatrix()->setTranslate(
SkIntToScalar(-clipDataIn.fOrigin.fX),
SkIntToScalar(-clipDataIn.fOrigin.fY));
}
#if !VISUALIZE_COMPLEX_CLIP
drawState->enableState(GrDrawState::kNoColorWrites_StateBit);
#endif
int clipBit = stencilBuffer->bits();
SkASSERT((clipBit <= 16) &&
"Ganesh only handles 16b or smaller stencil buffers");
clipBit = (1 << (clipBit-1));
GrIRect devRTRect = GrIRect::MakeWH(rt->width(), rt->height());
bool clearToInside;
SkRegion::Op firstOp = SkRegion::kReplace_Op; // suppress warning
SkClipStack::Iter iter(*oldClipData->fClipStack,
SkClipStack::Iter::kBottom_IterStart);
const SkClipStack::Iter::Clip* clip = process_initial_clip_elements(&iter,
devRTRect,
&clearToInside,
&firstOp,
clipDataIn);
fGpu->clearStencilClip(devClipBounds, clearToInside);
bool first = true;
// walk through each clip element and perform its set op
// with the existing clip.
for ( ; NULL != clip; clip = iter.nextCombined()) {
GrPathFill fill;
bool fillInverted = false;
// enabled at bottom of loop
drawState->disableState(GrGpu::kModifyStencilClip_StateBit);
// if the target is MSAA then we want MSAA enabled when the clip is soft
if (rt->isMultisampled()) {
drawState->setState(GrDrawState::kHWAntialias_StateBit, clip->fDoAA);
}
// Can the clip element be drawn directly to the stencil buffer
// with a non-inverted fill rule without extra passes to
// resolve in/out status?
bool canRenderDirectToStencil = false;
SkRegion::Op op = clip->fOp;
if (first) {
first = false;
op = firstOp;
}
GrPathRenderer* pr = NULL;
//.........这里部分代码省略.........
示例7: setupClipping
////////////////////////////////////////////////////////////////////////////////
// sort out what kind of clip mask needs to be created: alpha, stencil,
// scissor, or entirely software
bool GrClipMaskManager::setupClipping(const GrClipData* clipDataIn) {
fCurrClipMaskType = kNone_ClipMaskType;
GrDrawState* drawState = fGpu->drawState();
if (!drawState->isClipState() || clipDataIn->fClipStack->isWideOpen()) {
fGpu->disableScissor();
this->setGpuStencil();
return true;
}
GrRenderTarget* rt = drawState->getRenderTarget();
// GrDrawTarget should have filtered this for us
GrAssert(NULL != rt);
GrIRect devClipBounds;
bool isIntersectionOfRects = false;
clipDataIn->getConservativeBounds(rt, &devClipBounds, &isIntersectionOfRects);
if (devClipBounds.isEmpty()) {
return false;
}
#if GR_SW_CLIP
bool requiresAA = requires_AA(*clipDataIn->fClipStack);
// 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() &&
requiresAA &&
this->useSWOnlyPath(*clipDataIn->fClipStack)) {
// The clip geometry is complex enough that it will be more
// efficient to create it entirely in software
GrTexture* result = NULL;
GrIRect devBound;
if (this->createSoftwareClipMask(*clipDataIn, &result, &devBound)) {
setup_drawstate_aaclip(fGpu, result, devBound);
fGpu->disableScissor();
this->setGpuStencil();
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() && 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 devBound;
if (this->createAlphaClipMask(*clipDataIn, &result, &devBound)) {
setup_drawstate_aaclip(fGpu, result, devBound);
fGpu->disableScissor();
this->setGpuStencil();
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();
// If the clip is a rectangle then just set the scissor. Otherwise, create
// a stencil mask.
if (isIntersectionOfRects) {
fGpu->enableScissor(devClipBounds);
this->setGpuStencil();
return true;
}
// use the stencil clip if we can't represent the clip as a rectangle.
bool useStencil = !clipDataIn->fClipStack->isWideOpen() &&
!devClipBounds.isEmpty();
if (useStencil) {
this->createStencilClipMask(*clipDataIn, devClipBounds);
}
// This must occur after createStencilClipMask. That function may change
// the scissor. Also, it only guarantees that the stencil mask is correct
// within the bounds it was passed, so we must use both stencil and scissor
//.........这里部分代码省略.........
示例8: setupClipping
////////////////////////////////////////////////////////////////////////////////
// sort out what kind of clip mask needs to be created: alpha, stencil,
// scissor, or entirely software
bool GrClipMaskManager::setupClipping(const GrClipData* clipDataIn,
GrDrawState::AutoRestoreEffects* are,
const SkRect* devBounds) {
fCurrClipMaskType = kNone_ClipMaskType;
ElementList elements(16);
int32_t genID;
InitialState initialState;
SkIRect clipSpaceIBounds;
bool requiresAA;
GrDrawState* drawState = fGpu->drawState();
const GrRenderTarget* rt = drawState->getRenderTarget();
// GrDrawTarget should have filtered this for us
SkASSERT(NULL != rt);
bool ignoreClip = !drawState->isClipState() || clipDataIn->fClipStack->isWideOpen();
if (!ignoreClip) {
SkIRect clipSpaceRTIBounds = SkIRect::MakeWH(rt->width(), rt->height());
clipSpaceRTIBounds.offset(clipDataIn->fOrigin);
ReduceClipStack(*clipDataIn->fClipStack,
clipSpaceRTIBounds,
&elements,
&genID,
&initialState,
&clipSpaceIBounds,
&requiresAA);
if (elements.isEmpty()) {
if (kAllIn_InitialState == initialState) {
ignoreClip = clipSpaceIBounds == clipSpaceRTIBounds;
} else {
return false;
}
}
}
if (ignoreClip) {
fGpu->disableScissor();
this->setGpuStencil();
return true;
}
// An element count of 4 was chosen because of the common pattern in Blink of:
// isect RR
// diff RR
// isect convex_poly
// isect convex_poly
// when drawing rounded div borders. This could probably be tuned based on a
// configuration's relative costs of switching RTs to generate a mask vs
// longer shaders.
if (elements.count() <= 4) {
SkVector clipToRTOffset = { SkIntToScalar(-clipDataIn->fOrigin.fX),
SkIntToScalar(-clipDataIn->fOrigin.fY) };
if (elements.isEmpty() ||
(requiresAA && this->installClipEffects(elements, are, clipToRTOffset, devBounds))) {
SkIRect scissorSpaceIBounds(clipSpaceIBounds);
scissorSpaceIBounds.offset(-clipDataIn->fOrigin);
if (NULL == devBounds ||
!SkRect::Make(scissorSpaceIBounds).contains(*devBounds)) {
fGpu->enableScissor(scissorSpaceIBounds);
} else {
fGpu->disableScissor();
}
this->setGpuStencil();
return true;
}
}
#if GR_AA_CLIP
// If MSAA is enabled we can do everything in the stencil buffer.
if (0 == rt->numSamples() && requiresAA) {
GrTexture* result = NULL;
if (this->useSWOnlyPath(elements)) {
// The clip geometry is complex enough that it will be more efficient to create it
// entirely in software
result = this->createSoftwareClipMask(genID,
initialState,
elements,
clipSpaceIBounds);
} else {
result = this->createAlphaClipMask(genID,
initialState,
elements,
clipSpaceIBounds);
}
if (NULL != result) {
// The mask's top left coord should be pinned to the rounded-out top left corner of
// clipSpace bounds. We determine the mask's position WRT to the render target here.
SkIRect rtSpaceMaskBounds = clipSpaceIBounds;
rtSpaceMaskBounds.offset(-clipDataIn->fOrigin);
are->set(fGpu->drawState());
setup_drawstate_aaclip(fGpu, result, rtSpaceMaskBounds);
fGpu->disableScissor();
//.........这里部分代码省略.........
示例9: 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10: createStencilClipMask
////////////////////////////////////////////////////////////////////////////////
// Create a 1-bit clip mask in the stencil buffer
bool GrClipMaskManager::createStencilClipMask(GrGpu* gpu,
const GrClip& clipIn,
const GrRect& bounds,
ScissoringSettings* scissorSettings) {
GrAssert(fClipMaskInStencil);
GrDrawState* drawState = gpu->drawState();
GrAssert(drawState->isClipState());
GrRenderTarget* rt = drawState->getRenderTarget();
GrAssert(NULL != rt);
// TODO: dynamically attach a SB when needed.
GrStencilBuffer* stencilBuffer = rt->getStencilBuffer();
if (NULL == stencilBuffer) {
return false;
}
if (stencilBuffer->mustRenderClip(clipIn, rt->width(), rt->height())) {
stencilBuffer->setLastClip(clipIn, rt->width(), rt->height());
// we set the current clip to the bounds so that our recursive
// draws are scissored to them. We use the copy of the complex clip
// we just stashed on the SB to render from. We set it back after
// we finish drawing it into the stencil.
const GrClip& clipCopy = stencilBuffer->getLastClip();
gpu->setClip(GrClip(bounds));
GrDrawTarget::AutoStateRestore asr(gpu, GrDrawTarget::kReset_ASRInit);
drawState = gpu->drawState();
drawState->setRenderTarget(rt);
GrDrawTarget::AutoGeometryPush agp(gpu);
gpu->disableScissor();
#if !VISUALIZE_COMPLEX_CLIP
drawState->enableState(GrDrawState::kNoColorWrites_StateBit);
#endif
int count = clipCopy.getElementCount();
int clipBit = stencilBuffer->bits();
SkASSERT((clipBit <= 16) &&
"Ganesh only handles 16b or smaller stencil buffers");
clipBit = (1 << (clipBit-1));
GrIRect rtRect = GrIRect::MakeWH(rt->width(), rt->height());
bool clearToInside;
SkRegion::Op startOp = SkRegion::kReplace_Op; // suppress warning
int start = process_initial_clip_elements(clipCopy,
rtRect,
&clearToInside,
&startOp);
gpu->clearStencilClip(scissorSettings->fScissorRect, clearToInside);
// walk through each clip element and perform its set op
// with the existing clip.
for (int c = start; c < count; ++c) {
GrPathFill fill;
bool fillInverted;
// enabled at bottom of loop
drawState->disableState(GrGpu::kModifyStencilClip_StateBit);
bool canRenderDirectToStencil; // can the clip element be drawn
// directly to the stencil buffer
// with a non-inverted fill rule
// without extra passes to
// resolve in/out status.
SkRegion::Op op = (c == start) ? startOp : clipCopy.getOp(c);
GrPathRenderer* pr = NULL;
const SkPath* clipPath = NULL;
if (kRect_ClipType == clipCopy.getElementType(c)) {
canRenderDirectToStencil = true;
fill = kEvenOdd_PathFill;
fillInverted = false;
// there is no point in intersecting a screen filling
// rectangle.
if (SkRegion::kIntersect_Op == op &&
contains(clipCopy.getRect(c), rtRect)) {
continue;
}
} else {
fill = clipCopy.getPathFill(c);
fillInverted = GrIsFillInverted(fill);
fill = GrNonInvertedFill(fill);
clipPath = &clipCopy.getPath(c);
pr = this->getClipPathRenderer(gpu, *clipPath, fill, false);
if (NULL == pr) {
fClipMaskInStencil = false;
gpu->setClip(clipCopy); // restore to the original
return false;
}
canRenderDirectToStencil =
!pr->requiresStencilPass(*clipPath, fill, gpu);
//.........这里部分代码省略.........
示例11: drawRect
void GrInOrderDrawBuffer::drawRect(const GrRect& rect,
const GrMatrix* matrix,
StageMask stageMask,
const GrRect* srcRects[],
const GrMatrix* srcMatrices[]) {
GrAssert(!(NULL == fQuadIndexBuffer && fCurrQuad));
GrAssert(!(fDraws.empty() && fCurrQuad));
GrAssert(!(0 != fMaxQuads && NULL == fQuadIndexBuffer));
GrDrawState* drawState = this->drawState();
// if we have a quad IB then either append to the previous run of
// rects or start a new run
if (fMaxQuads) {
bool appendToPreviousDraw = false;
GrVertexLayout layout = GetRectVertexLayout(stageMask, srcRects);
AutoReleaseGeometry geo(this, layout, 4, 0);
if (!geo.succeeded()) {
GrPrintf("Failed to get space for vertices!\n");
return;
}
GrMatrix combinedMatrix = drawState->getViewMatrix();
// We go to device space so that matrix changes allow us to concat
// rect draws. When the caller has provided explicit source rects
// then we don't want to modify the sampler matrices. Otherwise we do
// we have to account for the view matrix change in the sampler
// matrices.
StageMask devCoordMask = (NULL == srcRects) ? stageMask : 0;
GrDrawTarget::AutoDeviceCoordDraw adcd(this, devCoordMask);
if (NULL != matrix) {
combinedMatrix.preConcat(*matrix);
}
SetRectVertices(rect, &combinedMatrix, srcRects, srcMatrices, layout, geo.vertices());
// we don't want to miss an opportunity to batch rects together
// simply because the clip has changed if the clip doesn't affect
// the rect.
bool disabledClip = false;
if (drawState->isClipState() && fClip.isRect()) {
GrRect clipRect = fClip.getRect(0);
// If the clip rect touches the edge of the viewport, extended it
// out (close) to infinity to avoid bogus intersections.
// We might consider a more exact clip to viewport if this
// conservative test fails.
const GrRenderTarget* target = drawState->getRenderTarget();
if (0 >= clipRect.fLeft) {
clipRect.fLeft = GR_ScalarMin;
}
if (target->width() <= clipRect.fRight) {
clipRect.fRight = GR_ScalarMax;
}
if (0 >= clipRect.top()) {
clipRect.fTop = GR_ScalarMin;
}
if (target->height() <= clipRect.fBottom) {
clipRect.fBottom = GR_ScalarMax;
}
int stride = VertexSize(layout);
bool insideClip = true;
for (int v = 0; v < 4; ++v) {
const GrPoint& p = *GetVertexPoint(geo.vertices(), v, stride);
if (!clipRect.contains(p)) {
insideClip = false;
break;
}
}
if (insideClip) {
drawState->disableState(GrDrawState::kClip_StateBit);
disabledClip = true;
}
}
if (!needsNewClip() && !needsNewState() && fCurrQuad > 0 &&
fCurrQuad < fMaxQuads && layout == fLastRectVertexLayout) {
int vsize = VertexSize(layout);
Draw& lastDraw = fDraws.back();
GrAssert(lastDraw.fIndexBuffer == fQuadIndexBuffer);
GrAssert(kTriangles_PrimitiveType == lastDraw.fPrimitiveType);
GrAssert(0 == lastDraw.fVertexCount % 4);
GrAssert(0 == lastDraw.fIndexCount % 6);
GrAssert(0 == lastDraw.fStartIndex);
GeometryPoolState& poolState = fGeoPoolStateStack.back();
bool clearSinceLastDraw =
fClears.count() &&
fClears.back().fBeforeDrawIdx == fDraws.count();
appendToPreviousDraw =
!clearSinceLastDraw &&
lastDraw.fVertexBuffer == poolState.fPoolVertexBuffer &&
(fCurrQuad * 4 + lastDraw.fStartVertex) == poolState.fPoolStartVertex;
if (appendToPreviousDraw) {
lastDraw.fVertexCount += 4;
//.........这里部分代码省略.........
示例12: drawRect
void GrInOrderDrawBuffer::drawRect(const GrRect& rect,
const SkMatrix* matrix,
const GrRect* srcRects[],
const SkMatrix* srcMatrices[]) {
GrAssert(!(NULL == fQuadIndexBuffer && fCurrQuad));
GrAssert(!(fDraws.empty() && fCurrQuad));
GrAssert(!(0 != fMaxQuads && NULL == fQuadIndexBuffer));
GrDrawState* drawState = this->drawState();
// if we have a quad IB then either append to the previous run of
// rects or start a new run
if (fMaxQuads) {
bool appendToPreviousDraw = false;
GrVertexLayout layout = GetRectVertexLayout(srcRects);
// Batching across colors means we move the draw color into the
// rect's vertex colors to allow greater batching (a lot of rects
// in a row differing only in color is a common occurence in tables).
bool batchAcrossColors = true;
if (!this->getCaps().dualSourceBlendingSupport()) {
for (int s = 0; s < GrDrawState::kNumStages; ++s) {
if (this->getDrawState().isStageEnabled(s)) {
// We disable batching across colors when there is a texture
// present because (by pushing the the color to the vertices)
// Ganesh loses track of the rect's opacity. This, in turn, can
// cause some of the blending optimizations to be disabled. This
// becomes a huge problem on some of the smaller devices where
// shader derivatives and dual source blending aren't supported.
// In those cases paths are often drawn to a texture and then
// drawn as a texture (using this method). Because dual source
// blending is disabled (and the blend optimizations are short
// circuited) some of the more esoteric blend modes can no longer
// be supported.
// TODO: add tracking of batchAcrossColors's opacity
batchAcrossColors = false;
break;
}
}
}
if (batchAcrossColors) {
layout |= GrDrawState::kColor_VertexLayoutBit;
}
AutoReleaseGeometry geo(this, layout, 4, 0);
if (!geo.succeeded()) {
GrPrintf("Failed to get space for vertices!\n");
return;
}
SkMatrix combinedMatrix = drawState->getViewMatrix();
// We go to device space so that matrix changes allow us to concat
// rect draws. When the caller has provided explicit source rects
// then we don't want to modify the stages' matrices. Otherwise
// we have to account for the view matrix change in the stage
// matrices.
uint32_t explicitCoordMask = 0;
if (srcRects) {
for (int s = 0; s < GrDrawState::kNumStages; ++s) {
if (srcRects[s]) {
explicitCoordMask |= (1 << s);
}
}
}
GrDrawState::AutoDeviceCoordDraw adcd(this->drawState(), explicitCoordMask);
if (!adcd.succeeded()) {
return;
}
if (NULL != matrix) {
combinedMatrix.preConcat(*matrix);
}
SetRectVertices(rect, &combinedMatrix, srcRects, srcMatrices,
this->getDrawState().getColor(), layout, geo.vertices());
// Now that the paint's color is stored in the vertices set it to
// white so that the following code can batch all the rects regardless
// of paint color
GrDrawState::AutoColorRestore acr(this->drawState(),
batchAcrossColors ? SK_ColorWHITE
: this->getDrawState().getColor());
// we don't want to miss an opportunity to batch rects together
// simply because the clip has changed if the clip doesn't affect
// the rect.
bool disabledClip = false;
if (drawState->isClipState()) {
GrRect devClipRect;
bool isIntersectionOfRects = false;
const GrClipData* clip = this->getClip();
clip->fClipStack->getConservativeBounds(-clip->fOrigin.fX,
-clip->fOrigin.fY,
drawState->getRenderTarget()->width(),
drawState->getRenderTarget()->height(),
&devClipRect,
&isIntersectionOfRects);
//.........这里部分代码省略.........
示例13: 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.........