/src/skia/src/gpu/tessellate/GrPathTessellator.h
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1 | | /* |
2 | | * Copyright 2021 Google LLC. |
3 | | * |
4 | | * Use of this source code is governed by a BSD-style license that can be |
5 | | * found in the LICENSE file. |
6 | | */ |
7 | | |
8 | | #ifndef GrPathTessellator_DEFINED |
9 | | #define GrPathTessellator_DEFINED |
10 | | |
11 | | #include "src/core/SkPathPriv.h" |
12 | | #include "src/gpu/GrVertexWriter.h" |
13 | | #include "src/gpu/GrVx.h" |
14 | | #include "src/gpu/geometry/GrInnerFanTriangulator.h" |
15 | | |
16 | | class SkPath; |
17 | | class GrMeshDrawTarget; |
18 | | class GrGpuBuffer; |
19 | | class GrOpFlushState; |
20 | | class GrPathTessellationShader; |
21 | | |
22 | | // Prepares GPU data for, and then draws a path's tessellated geometry. Depending on the subclass, |
23 | | // the caller may or may not be required to draw the path's inner fan separately. |
24 | | class GrPathTessellator { |
25 | | public: |
26 | | using BreadcrumbTriangleList = GrInnerFanTriangulator::BreadcrumbTriangleList; |
27 | | |
28 | | struct PathDrawList { |
29 | | PathDrawList(const SkMatrix& pathMatrix, const SkPath& path, PathDrawList* next = nullptr) |
30 | 0 | : fPathMatrix(pathMatrix), fPath(path), fNext(next) {} |
31 | | |
32 | | SkMatrix fPathMatrix; |
33 | | SkPath fPath; |
34 | | PathDrawList* fNext; |
35 | | |
36 | | struct Iter { |
37 | 0 | void operator++() { fHead = fHead->fNext; } |
38 | 0 | bool operator!=(const Iter& b) const { return fHead != b.fHead; } |
39 | 0 | std::tuple<const SkMatrix&, const SkPath&> operator*() const { |
40 | 0 | return {fHead->fPathMatrix, fHead->fPath}; |
41 | 0 | } |
42 | | const PathDrawList* fHead; |
43 | | }; |
44 | 0 | Iter begin() const { return {this}; } |
45 | 0 | Iter end() const { return {nullptr}; } |
46 | | }; |
47 | | |
48 | 0 | virtual ~GrPathTessellator() {} |
49 | | |
50 | 0 | const GrPathTessellationShader* shader() const { return fShader; } |
51 | | |
52 | | // Called before draw(). Prepares GPU buffers containing the geometry to tessellate. |
53 | | // |
54 | | // Each path's fPathMatrix in the list is applied on the CPU while the geometry is being written |
55 | | // out. This is a tool for batching, and is applied in addition to the shader's on-GPU matrix. |
56 | | virtual void prepare(GrMeshDrawTarget*, |
57 | | const SkRect& cullBounds, |
58 | | const PathDrawList&, |
59 | | int totalCombinedPathVerbCnt) = 0; |
60 | | |
61 | | #if SK_GPU_V1 |
62 | | // Issues draw calls for the tessellated geometry. The caller is responsible for binding its |
63 | | // desired pipeline ahead of time. |
64 | | virtual void draw(GrOpFlushState*) const = 0; |
65 | | #endif |
66 | | |
67 | | // Returns an upper bound on the number of combined edges there might be from all inner fans in |
68 | | // a PathDrawList. |
69 | 0 | static int MaxCombinedFanEdgesInPathDrawList(int totalCombinedPathVerbCnt) { |
70 | | // Path fans might have an extra edge from an implicit kClose at the end, but they also |
71 | | // always begin with kMove. So the max possible number of edges in a single path is equal to |
72 | | // the number of verbs. Therefore, the max number of combined fan edges in a PathDrawList is |
73 | | // the number of combined path verbs in that PathDrawList. |
74 | 0 | return totalCombinedPathVerbCnt; |
75 | 0 | } |
76 | | |
77 | | protected: |
78 | 0 | GrPathTessellator(GrPathTessellationShader* shader) : fShader(shader) {} |
79 | | |
80 | | GrPathTessellationShader* fShader; |
81 | | }; |
82 | | |
83 | | #endif |