blob: 0d0beea4678d9043710ceb6603af06768b0c3d16 [file] [log] [blame]
/*
* Copyright 2021 Google LLC
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "experimental/graphite/src/DrawList.h"
#include "experimental/graphite/src/Renderer.h"
#include "include/core/SkShader.h"
#include "src/gpu/BufferWriter.h"
namespace skgpu {
PaintParams::PaintParams(const SkColor4f& color,
SkBlendMode blendMode,
sk_sp<SkShader> shader)
: fColor(color)
, fBlendMode(blendMode)
, fShader(std::move(shader)) {
}
PaintParams::PaintParams(const PaintParams& other)
: fColor(other.fColor)
, fBlendMode(other.fBlendMode)
, fShader(other.fShader) {
}
PaintParams::~PaintParams() {}
PaintParams& PaintParams::operator=(const PaintParams& other) {
fColor = other.fColor;
fBlendMode = other.fBlendMode;
fShader = other.fShader;
return *this;
}
sk_sp<SkShader> PaintParams::refShader() const { return fShader; }
const Transform& DrawList::deduplicateTransform(const Transform& localToDevice) {
// TODO: This is a pretty simple deduplication strategy and doesn't take advantage of the stack
// knowledge that Device has.
if (fTransforms.empty() || fTransforms.back() != localToDevice) {
fTransforms.push_back(localToDevice);
}
return fTransforms.back();
}
void DrawList::stencilAndFillPath(const Transform& localToDevice,
const Shape& shape,
const Clip& clip,
DrawOrder ordering,
const PaintParams* paint) {
SkASSERT(localToDevice.valid());
SkASSERT(!shape.isEmpty() && !clip.drawBounds().isEmptyNegativeOrNaN());
fDraws.push_back({Renderer::StencilAndFillPath(),
this->deduplicateTransform(localToDevice),
shape, clip, ordering, paint, nullptr});
fRenderStepCount += Renderer::StencilAndFillPath().numRenderSteps();
}
void DrawList::fillConvexPath(const Transform& localToDevice,
const Shape& shape,
const Clip& clip,
DrawOrder ordering,
const PaintParams* paint) {
SkASSERT(localToDevice.valid());
SkASSERT(!shape.isEmpty() && !clip.drawBounds().isEmptyNegativeOrNaN());
// TODO actually record this, but for now just drop the draw since the Renderer
// isn't implemented yet
// fDraws.push_back({Renderer::FillConvexPath(),
// this->deduplicateTransform(localToDevice),
// shape, clip, ordering, paint, nullptr});
// fRenderStepCount += Renderer::FillConvexPath().numRenderSteps();
}
void DrawList::strokePath(const Transform& localToDevice,
const Shape& shape,
const StrokeParams& stroke,
const Clip& clip,
DrawOrder ordering,
const PaintParams* paint) {
SkASSERT(localToDevice.valid());
SkASSERT(!shape.isEmpty() && !clip.drawBounds().isEmptyNegativeOrNaN());
// TODO actually record this, but for now just drop the draw since the Renderer
// isn't implemented yet
// fDraws.push_back({Renderer::StrokePath(),
// this->deduplicateTransform(localToDevice),
// shape, clip, ordering, paint, stroke});
// fRenderStepCount += Renderer::StrokePath().numRenderSteps();
}
size_t DrawList::Draw::requiredVertexSpace(int renderStep) const {
SkASSERT(renderStep < fRenderer.numRenderSteps());
return fRenderer.steps()[renderStep]->requiredVertexSpace(fShape);
}
size_t DrawList::Draw::requiredIndexSpace(int renderStep) const {
SkASSERT(renderStep < fRenderer.numRenderSteps());
return fRenderer.steps()[renderStep]->requiredIndexSpace(fShape);
}
void DrawList::Draw::writeVertices(VertexWriter vertexWriter,
IndexWriter indexWriter,
int renderStep) const {
SkASSERT(renderStep < fRenderer.numRenderSteps());
fRenderer.steps()[renderStep]->writeVertices(std::move(vertexWriter),
std::move(indexWriter),
fShape);
}
} // namespace skgpu