2012-04-19 14:35:52 +08:00
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/*
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Copyright 2011 Google Inc.
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Licensed under the Apache License, Version 2.0 (the "License");
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you may not use this file except in compliance with the License.
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You may obtain a copy of the License at
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http://www.apache.org/licenses/LICENSE-2.0
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Unless required by applicable law or agreed to in writing, software
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
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*/
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#ifndef GrInOrderDrawBuffer_DEFINED
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#define GrInOrderDrawBuffer_DEFINED
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#include "GrDrawTarget.h"
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#include "GrAllocPool.h"
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#include "GrAllocator.h"
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#include "GrClip.h"
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class GrVertexBufferAllocPool;
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class GrIndexBufferAllocPool;
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/**
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* GrInOrderDrawBuffer is an implementation of GrDrawTarget that queues up
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* draws for eventual playback into a GrGpu. In theory one draw buffer could
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* playback into another. When index or vertex buffers are used as geometry
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* sources it is the callers the draw buffer only holds references to the
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* buffers. It is the callers responsibility to ensure that the data is still
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* valid when the draw buffer is played back into a GrGpu. Similarly, it is the
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* caller's responsibility to ensure that all referenced textures, buffers,
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* and rendertargets are associated in the GrGpu object that the buffer is
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* played back into. The buffer requires VB and IB pools to store geometry.
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*/
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class GrInOrderDrawBuffer : public GrDrawTarget {
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public:
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/**
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* Creates a GrInOrderDrawBuffer
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*
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* @param vertexPool pool where vertices for queued draws will be saved when
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* the vertex source is either reserved or array.
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* @param indexPool pool where indices for queued draws will be saved when
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* the index source is either reserved or array.
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*/
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GrInOrderDrawBuffer(GrVertexBufferAllocPool* vertexPool,
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GrIndexBufferAllocPool* indexPool);
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virtual ~GrInOrderDrawBuffer();
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/**
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* Copies the draw state and clip from target to this draw buffer.
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*
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* @param target the target whose clip and state should be copied.
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*/
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void initializeDrawStateAndClip(const GrDrawTarget& target);
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/**
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* Provides the buffer with an index buffer that can be used for quad rendering.
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* The buffer may be able to batch consecutive drawRects if this is provided.
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* @param indexBuffer index buffer with quad indices.
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*/
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void setQuadIndexBuffer(const GrIndexBuffer* indexBuffer);
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/**
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* Empties the draw buffer of any queued up draws.
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*/
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void reset();
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/**
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* plays the queued up draws to another target. Does not empty this buffer so
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* that it can be played back multiple times.
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* @param target the target to receive the playback
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*/
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void playback(GrDrawTarget* target);
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// overrides from GrDrawTarget
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virtual void drawRect(const GrRect& rect,
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const GrMatrix* matrix = NULL,
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int stageEnableMask = 0,
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const GrRect* srcRects[] = NULL,
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const GrMatrix* srcMatrices[] = NULL);
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virtual bool geometryHints(GrVertexLayout vertexLayout,
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int* vertexCount,
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int* indexCount) const;
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virtual void clear(const GrIRect* rect, GrColor color);
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private:
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struct Draw {
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GrPrimitiveType fPrimitiveType;
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int fStartVertex;
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int fStartIndex;
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int fVertexCount;
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int fIndexCount;
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bool fStateChanged;
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bool fClipChanged;
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GrVertexLayout fVertexLayout;
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const GrVertexBuffer* fVertexBuffer;
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const GrIndexBuffer* fIndexBuffer;
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};
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struct Clear {
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int fBeforeDrawIdx;
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GrIRect fRect;
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GrColor fColor;
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};
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// overrides from GrDrawTarget
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virtual void onDrawIndexed(GrPrimitiveType primitiveType,
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int startVertex,
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int startIndex,
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int vertexCount,
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int indexCount);
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virtual void onDrawNonIndexed(GrPrimitiveType primitiveType,
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int startVertex,
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int vertexCount);
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virtual bool onReserveVertexSpace(GrVertexLayout layout,
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int vertexCount,
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void** vertices);
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virtual bool onReserveIndexSpace(int indexCount, void** indices);
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virtual void releaseReservedVertexSpace();
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virtual void releaseReservedIndexSpace();
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virtual void onSetVertexSourceToArray(const void* vertexArray,
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int vertexCount);
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virtual void onSetIndexSourceToArray(const void* indexArray,
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int indexCount);
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virtual void releaseVertexArray();
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virtual void releaseIndexArray();
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virtual void geometrySourceWillPush();
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virtual void geometrySourceWillPop(const GeometrySrcState& restoredState);
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virtual void clipWillBeSet(const GrClip& newClip);
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bool needsNewState() const;
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bool needsNewClip() const;
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void pushState();
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void pushClip();
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GrTAllocator<Draw> fDraws;
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GrTAllocator<SavedDrawState> fStates;
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GrTAllocator<Clear> fClears;
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GrTAllocator<GrClip> fClips;
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bool fClipSet;
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GrVertexLayout fLastRectVertexLayout;
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const GrIndexBuffer* fQuadIndexBuffer;
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int fMaxQuads;
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int fCurrQuad;
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GrVertexBufferAllocPool& fVertexPool;
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GrIndexBufferAllocPool& fIndexPool;
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struct GeometryPoolState {
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const GrVertexBuffer* fPoolVertexBuffer;
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int fPoolStartVertex;
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const GrIndexBuffer* fPoolIndexBuffer;
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int fPoolStartIndex;
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// caller may conservatively over reserve vertices / indices.
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// we release unused space back to allocator if possible
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// can only do this if there isn't an intervening pushGeometrySource()
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size_t fUsedPoolVertexBytes;
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size_t fUsedPoolIndexBytes;
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};
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GrTArray<GeometryPoolState> fGeoPoolStateStack;
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enum {
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kDrawPreallocCnt = 8,
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kStatePreallocCnt = 8,
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kClipPreallocCnt = 8,
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kClearPreallocCnt = 4,
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kGeoPoolStatePreAllocCnt = 4,
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};
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GrAlignedSTStorage<kDrawPreallocCnt, Draw> fDrawStorage;
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GrAlignedSTStorage<kStatePreallocCnt, SavedDrawState> fStateStorage;
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GrAlignedSTStorage<kClipPreallocCnt, GrClip> fClipStorage;
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GrAlignedSTStorage<kClearPreallocCnt, Clear> fClearStorage;
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GrAlignedSTStorage<kGeoPoolStatePreAllocCnt,
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GeometryPoolState> fGeoStackStorage;
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typedef GrDrawTarget INHERITED;
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};
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#endif
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