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/*
* Copyright 2014 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef GrGLPathRendering_DEFINED
#define GrGLPathRendering_DEFINED
#include "SkRefCnt.h"
#include "GrPathRendering.h"
#include "GrStencil.h"
#include "gl/GrGLFunctions.h"
#include "gl/GrGLProgram.h"
class GrGLNameAllocator;
class GrGpuGL;
/**
* This class wraps the NV_path_rendering extension and manages its various
* API versions. If a method is not present in the GrGLInterface of the GrGpuGL
* (because the driver version is old), it tries to provide a backup
* implementation. But if a backup implementation is not practical, it marks the
* method as not supported.
*/
class GrGLPathRendering : public GrPathRendering {
public:
/**
* Create a new GrGLPathRendering object from a given GrGpuGL.
*/
GrGLPathRendering(GrGpuGL* gpu);
virtual ~GrGLPathRendering();
// GrPathRendering implementations.
virtual GrPath* createPath(const SkPath&, const SkStrokeRec&) SK_OVERRIDE;
virtual GrPathRange* createPathRange(GrPathRange::PathGenerator*,
const SkStrokeRec&) SK_OVERRIDE;
virtual GrPathRange* createGlyphs(const SkTypeface*,
const SkDescriptor*,
const SkStrokeRec&) SK_OVERRIDE;
virtual void stencilPath(const GrPath*, SkPath::FillType) SK_OVERRIDE;
virtual void drawPath(const GrPath*, SkPath::FillType) SK_OVERRIDE;
virtual void drawPaths(const GrPathRange*, const uint32_t indices[], int count,
const float transforms[], PathTransformType,
SkPath::FillType) SK_OVERRIDE;
/* Called when the 3D context state is unknown. */
void resetContext();
/**
* Called when the GPU resources have been lost and need to be abandoned
* (for example after a context loss).
*/
void abandonGpuResources();
enum TexturingMode {
FixedFunction_TexturingMode,
SeparableShaders_TexturingMode
};
/** Specifies whether texturing should use fixed fuction pipe or separable shaders
* Specifies whether texturing should use fixed fuction pipe or whether
* it is ok to use normal vertex and fragment shaders, and for path rendering
* populate fragment shaders with setProgramPathFragmentInputTransform.
* The fixed function mode will be removed once the other mode is more widely
* available.
*/
TexturingMode texturingMode() const {
return caps().fragmentInputGenSupport ?
SeparableShaders_TexturingMode : FixedFunction_TexturingMode;
}
// Functions for fixed function texturing support.
enum PathTexGenComponents {
kS_PathTexGenComponents = 1,
kST_PathTexGenComponents = 2,
kSTR_PathTexGenComponents = 3
};
void enablePathTexGen(int unitIdx, PathTexGenComponents, const GrGLfloat* coefficients);
void enablePathTexGen(int unitIdx, PathTexGenComponents, const SkMatrix& matrix);
void flushPathTexGenSettings(int numUsedTexCoordSets);
// Functions for "separable shader" texturing support.
void setProgramPathFragmentInputTransform(GrGLuint program, GrGLint location,
GrGLenum genMode, GrGLint components,
const SkMatrix&);
/* Sets the projection matrix for path rendering */
void setProjectionMatrix(const SkMatrix& matrix,
const SkISize& renderTargetSize,
GrSurfaceOrigin renderTargetOrigin);
GrGLuint genPaths(GrGLsizei range);
GrGLvoid deletePaths(GrGLuint path, GrGLsizei range);
private:
/**
* Mark certain functionality as not supported if the driver version is too
* old and a backup implementation is not practical.
*/
struct Caps {
bool stencilThenCoverSupport : 1;
bool fragmentInputGenSupport : 1;
bool glyphLoadingSupport : 1;
};
const Caps& caps() const { return fCaps; }
void flushPathStencilSettings(SkPath::FillType fill);
// NV_path_rendering v1.2
void stencilThenCoverFillPath(GrGLuint path, GrGLenum fillMode,
GrGLuint mask, GrGLenum coverMode);
void stencilThenCoverStrokePath(GrGLuint path, GrGLint reference,
GrGLuint mask, GrGLenum coverMode);
void stencilThenCoverFillPathInstanced(
GrGLsizei numPaths, GrGLenum pathNameType, const GrGLvoid *paths,
GrGLuint pathBase, GrGLenum fillMode, GrGLuint mask, GrGLenum coverMode,
GrGLenum transformType, const GrGLfloat *transformValues);
void stencilThenCoverStrokePathInstanced(
GrGLsizei numPaths, GrGLenum pathNameType, const GrGLvoid *paths,
GrGLuint pathBase, GrGLint reference, GrGLuint mask, GrGLenum coverMode,
GrGLenum transformType, const GrGLfloat *transformValues);
GrGpuGL* fGpu;
SkAutoTDelete<GrGLNameAllocator> fPathNameAllocator;
Caps fCaps;
GrGLProgram::MatrixState fHWProjectionMatrixState;
GrStencilSettings fHWPathStencilSettings;
struct PathTexGenData {
GrGLenum fMode;
GrGLint fNumComponents;
GrGLfloat fCoefficients[3 * 3];
};
int fHWActivePathTexGenSets;
SkTArray<PathTexGenData, true> fHWPathTexGenSettings;
};
#endif