/* * Copyright 2018 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef QuadPerEdgeAA_DEFINED #define QuadPerEdgeAA_DEFINED #include "include/core/SkRefCnt.h" #include "include/private/SkColorData.h" #include "include/private/base/SkAssert.h" #include "include/private/base/SkDebug.h" #include "include/private/gpu/ganesh/GrTypesPriv.h" #include "src/gpu/BufferWriter.h" #include "src/gpu/ganesh/GrSamplerState.h" #include "src/gpu/ganesh/geometry/GrQuad.h" #include "src/gpu/ganesh/geometry/GrQuadUtils.h" #include "src/gpu/ganesh/ops/TextureOp.h" #include <cstddef> class GrBackendFormat; class GrBuffer; class GrCaps; class GrColorSpaceXform; class GrGeometryProcessor; class GrMeshDrawTarget; class GrOpsRenderPass; class SkArenaAlloc; struct GrShaderCaps; struct SkRect; namespace skgpu { class Swizzle; } namespace skgpu::ganesh::QuadPerEdgeAA { Saturate; enum class CoverageMode { … }; enum class Subset : bool { … }; enum class ColorType { … }; static const int kColorTypeCount = …; enum class IndexBufferOption { … }; static const int kIndexBufferOptionCount = …; IndexBufferOption CalcIndexBufferOption(GrAAType aa, int numQuads); // Gets the minimum ColorType that can represent a color. ColorType MinColorType(SkPMColor4f); // Specifies the vertex configuration for an op that renders per-edge AA quads. The vertex // order (when enabled) is device position, color, local position, subset, aa edge equations. // This order matches the constructor argument order of VertexSpec and is the order that // GPAttributes maintains. If hasLocalCoords is false, then the local quad type can be ignored. struct VertexSpec { … }; // A Tessellator is responsible for processing a series of device+local GrQuads into a VBO, // as specified by a VertexSpec. This vertex data can then be processed by a GP created with // MakeProcessor and/or MakeTexturedProcessor. class Tessellator { … }; GrGeometryProcessor* MakeProcessor(SkArenaAlloc*, const VertexSpec&); GrGeometryProcessor* MakeTexturedProcessor(SkArenaAlloc*, const VertexSpec&, const GrShaderCaps&, const GrBackendFormat&, GrSamplerState, const skgpu::Swizzle&, sk_sp<GrColorSpaceXform> textureColorSpaceXform, Saturate); // This method will return the correct index buffer for the specified indexBufferOption. // It will, correctly, return nullptr if the indexBufferOption is kTriStrips. sk_sp<const GrBuffer> GetIndexBuffer(GrMeshDrawTarget*, IndexBufferOption); // What is the maximum number of quads allowed for the specified indexBuffer option? int QuadLimit(IndexBufferOption); // This method will issue the draw call on the provided GrOpsRenderPass, as specified by the // indexing method in vertexSpec. It is up to the calling code to allocate, fill in, and bind a // vertex buffer, and to acquire and bind the correct index buffer (if needed) with // GrPrimitiveRestart::kNo. // // @param runningQuadCount the number of quads already stored in 'vertexBuffer' and // 'indexBuffer' e.g., different GrMeshes have already been placed in // the buffers to allow dynamic state changes. // @param quadCount the number of quads that will be drawn by the provided 'mesh'. // A subsequent ConfigureMesh call would the use // 'runningQuadCount' + 'quadCount' for its new 'runningQuadCount'. void IssueDraw(const GrCaps&, GrOpsRenderPass*, const VertexSpec&, int runningQuadCount, int quadCount, int maxVerts, int absVertBufferOffset); } // namespace skgpu::ganesh::QuadPerEdgeAA #endif // QuadPerEdgeAA_DEFINED