bool GrGpu::setupClipAndFlushState(GrPrimitiveType type) { const GrIRect* r = NULL; GrIRect clipRect; GrDrawState* drawState = this->drawState(); const GrRenderTarget* rt = drawState->getRenderTarget(); // GrDrawTarget should have filtered this for us GrAssert(NULL != rt); if (drawState->isClipState()) { GrRect bounds; GrRect rtRect; rtRect.setLTRB(0, 0, GrIntToScalar(rt->width()), GrIntToScalar(rt->height())); if (fClip.hasConservativeBounds()) { bounds = fClip.getConservativeBounds(); if (!bounds.intersect(rtRect)) { bounds.setEmpty(); } } else { bounds = rtRect; } bounds.roundOut(&clipRect); if (clipRect.isEmpty()) { clipRect.setLTRB(0,0,0,0); } r = &clipRect; // use the stencil clip if we can't represent the clip as a rectangle. fClipInStencil = !fClip.isRect() && !fClip.isEmpty() && !bounds.isEmpty(); // TODO: dynamically attach a SB when needed. GrStencilBuffer* stencilBuffer = rt->getStencilBuffer(); if (fClipInStencil && NULL == stencilBuffer) { return false; } if (fClipInStencil && stencilBuffer->mustRenderClip(fClip, rt->width(), rt->height())) { stencilBuffer->setLastClip(fClip, rt->width(), rt->height()); // we set the current clip to the bounds so that our recursive // draws are scissored to them. We use the copy of the complex clip // we just stashed on the SB to render from. We set it back after // we finish drawing it into the stencil. const GrClip& clip = stencilBuffer->getLastClip(); fClip.setFromRect(bounds); AutoStateRestore asr(this); AutoGeometryPush agp(this); drawState->setViewMatrix(GrMatrix::I()); this->flushScissor(NULL); #if !VISUALIZE_COMPLEX_CLIP drawState->enableState(GrDrawState::kNoColorWrites_StateBit); #else drawState->disableState(GrDrawState::kNoColorWrites_StateBit); #endif int count = clip.getElementCount(); int clipBit = stencilBuffer->bits(); SkASSERT((clipBit <= 16) && "Ganesh only handles 16b or smaller stencil buffers"); clipBit = (1 << (clipBit-1)); bool clearToInside; GrSetOp startOp = kReplace_SetOp; // suppress warning int start = process_initial_clip_elements(clip, rtRect, &clearToInside, &startOp); this->clearStencilClip(clipRect, clearToInside); // walk through each clip element and perform its set op // with the existing clip. for (int c = start; c < count; ++c) { GrPathFill fill; bool fillInverted; // enabled at bottom of loop drawState->disableState(kModifyStencilClip_StateBit); bool canRenderDirectToStencil; // can the clip element be drawn // directly to the stencil buffer // with a non-inverted fill rule // without extra passes to // resolve in/out status. GrPathRenderer* pr = NULL; const GrPath* clipPath = NULL; GrPathRenderer::AutoClearPath arp; if (kRect_ClipType == clip.getElementType(c)) { canRenderDirectToStencil = true; fill = kEvenOdd_PathFill; fillInverted = false; // there is no point in intersecting a screen filling // rectangle. if (kIntersect_SetOp == clip.getOp(c) && clip.getRect(c).contains(rtRect)) { continue; } } else { fill = clip.getPathFill(c); fillInverted = GrIsFillInverted(fill); fill = GrNonInvertedFill(fill); clipPath = &clip.getPath(c); pr = this->getClipPathRenderer(*clipPath, fill); if (NULL == pr) { fClipInStencil = false; fClip = clip; return false; } canRenderDirectToStencil = !pr->requiresStencilPass(this, *clipPath, fill); arp.set(pr, this, clipPath, fill, false, NULL); } GrSetOp op = (c == start) ? startOp : clip.getOp(c); int passes; GrStencilSettings stencilSettings[GrStencilSettings::kMaxStencilClipPasses]; bool canDrawDirectToClip; // Given the renderer, the element, // fill rule, and set operation can // we render the element directly to // stencil bit used for clipping. canDrawDirectToClip = GrStencilSettings::GetClipPasses(op, canRenderDirectToStencil, clipBit, fillInverted, &passes, stencilSettings); // draw the element to the client stencil bits if necessary if (!canDrawDirectToClip) { GR_STATIC_CONST_SAME_STENCIL(gDrawToStencil, kIncClamp_StencilOp, kIncClamp_StencilOp, kAlways_StencilFunc, 0xffff, 0x0000, 0xffff); SET_RANDOM_COLOR if (kRect_ClipType == clip.getElementType(c)) { *drawState->stencil() = gDrawToStencil; this->drawSimpleRect(clip.getRect(c), NULL, 0); } else { if (canRenderDirectToStencil) { *drawState->stencil() = gDrawToStencil; pr->drawPath(0); } else { pr->drawPathToStencil(); } } } // now we modify the clip bit by rendering either the clip // element directly or a bounding rect of the entire clip. drawState->enableState(kModifyStencilClip_StateBit); for (int p = 0; p < passes; ++p) { *drawState->stencil() = stencilSettings[p]; if (canDrawDirectToClip) { if (kRect_ClipType == clip.getElementType(c)) { SET_RANDOM_COLOR this->drawSimpleRect(clip.getRect(c), NULL, 0); } else { SET_RANDOM_COLOR pr->drawPath(0); } } else { SET_RANDOM_COLOR this->drawSimpleRect(bounds, NULL, 0); } } }
//////////////////////////////////////////////////////////////////////////////// // Create a 1-bit clip mask in the stencil buffer. 'devClipBounds' are in device // (as opposed to canvas) coordinates bool GrClipMaskManager::createStencilClipMask(InitialState initialState, const ElementList& elements, const SkIRect& clipSpaceIBounds, const SkIPoint& clipSpaceToStencilOffset) { GrAssert(kNone_ClipMaskType == fCurrClipMaskType); GrDrawState* drawState = fGpu->drawState(); GrAssert(drawState->isClipState()); GrRenderTarget* rt = drawState->getRenderTarget(); GrAssert(NULL != rt); // TODO: dynamically attach a SB when needed. GrStencilBuffer* stencilBuffer = rt->getStencilBuffer(); if (NULL == stencilBuffer) { return false; } int32_t genID = elements.tail()->getGenID(); if (stencilBuffer->mustRenderClip(genID, clipSpaceIBounds, clipSpaceToStencilOffset)) { stencilBuffer->setLastClip(genID, clipSpaceIBounds, clipSpaceToStencilOffset); GrDrawTarget::AutoGeometryAndStatePush agasp(fGpu, GrDrawTarget::kReset_ASRInit); drawState = fGpu->drawState(); drawState->setRenderTarget(rt); // We set the current clip to the bounds so that our recursive draws are scissored to them. SkIRect stencilSpaceIBounds(clipSpaceIBounds); stencilSpaceIBounds.offset(clipSpaceToStencilOffset); GrDrawTarget::AutoClipRestore acr(fGpu, stencilSpaceIBounds); drawState->enableState(GrDrawState::kClip_StateBit); // Set the matrix so that rendered clip elements are transformed from clip to stencil space. SkVector translate = { SkIntToScalar(clipSpaceToStencilOffset.fX), SkIntToScalar(clipSpaceToStencilOffset.fY) }; drawState->viewMatrix()->setTranslate(translate); #if !VISUALIZE_COMPLEX_CLIP drawState->enableState(GrDrawState::kNoColorWrites_StateBit); #endif int clipBit = stencilBuffer->bits(); SkASSERT((clipBit <= 16) && "Ganesh only handles 16b or smaller stencil buffers"); clipBit = (1 << (clipBit-1)); fGpu->clearStencilClip(stencilSpaceIBounds, kAllIn_InitialState == initialState); // walk through each clip element and perform its set op // with the existing clip. for (ElementList::Iter iter(elements.headIter()); NULL != iter.get(); iter.next()) { const Element* element = iter.get(); bool fillInverted = false; // enabled at bottom of loop drawState->disableState(GrGpu::kModifyStencilClip_StateBit); // if the target is MSAA then we want MSAA enabled when the clip is soft if (rt->isMultisampled()) { drawState->setState(GrDrawState::kHWAntialias_StateBit, element->isAA()); } // This will be used to determine whether the clip shape can be rendered into the // stencil with arbitrary stencil settings. GrPathRenderer::StencilSupport stencilSupport; SkStrokeRec stroke(SkStrokeRec::kFill_InitStyle); SkRegion::Op op = element->getOp(); GrPathRenderer* pr = NULL; SkTCopyOnFirstWrite<SkPath> clipPath; if (Element::kRect_Type == element->getType()) { stencilSupport = GrPathRenderer::kNoRestriction_StencilSupport; fillInverted = false; } else { GrAssert(Element::kPath_Type == element->getType()); clipPath.init(element->getPath()); fillInverted = clipPath->isInverseFillType(); if (fillInverted) { clipPath.writable()->toggleInverseFillType(); } pr = this->getContext()->getPathRenderer(*clipPath, stroke, fGpu, false, GrPathRendererChain::kStencilOnly_DrawType, &stencilSupport); if (NULL == pr) { return false; } } int passes; GrStencilSettings stencilSettings[GrStencilSettings::kMaxStencilClipPasses]; bool canRenderDirectToStencil = GrPathRenderer::kNoRestriction_StencilSupport == stencilSupport; bool canDrawDirectToClip; // Given the renderer, the element, // fill rule, and set operation can // we render the element directly to // stencil bit used for clipping. canDrawDirectToClip = GrStencilSettings::GetClipPasses(op, canRenderDirectToStencil, clipBit, fillInverted, &passes, stencilSettings); // draw the element to the client stencil bits if necessary if (!canDrawDirectToClip) { GR_STATIC_CONST_SAME_STENCIL(gDrawToStencil, kIncClamp_StencilOp, kIncClamp_StencilOp, kAlways_StencilFunc, 0xffff, 0x0000, 0xffff); SET_RANDOM_COLOR if (Element::kRect_Type == element->getType()) { *drawState->stencil() = gDrawToStencil; fGpu->drawSimpleRect(element->getRect(), NULL); } else { GrAssert(Element::kPath_Type == element->getType()); if (canRenderDirectToStencil) { *drawState->stencil() = gDrawToStencil; pr->drawPath(*clipPath, stroke, fGpu, false); } else { pr->stencilPath(*clipPath, stroke, fGpu); } } } // now we modify the clip bit by rendering either the clip // element directly or a bounding rect of the entire clip. drawState->enableState(GrGpu::kModifyStencilClip_StateBit); for (int p = 0; p < passes; ++p) { *drawState->stencil() = stencilSettings[p]; if (canDrawDirectToClip) { if (Element::kRect_Type == element->getType()) { SET_RANDOM_COLOR fGpu->drawSimpleRect(element->getRect(), NULL); } else { GrAssert(Element::kPath_Type == element->getType()); SET_RANDOM_COLOR pr->drawPath(*clipPath, stroke, fGpu, false); } } else { SET_RANDOM_COLOR // The view matrix is setup to do clip space -> stencil space translation, so // draw rect in clip space. fGpu->drawSimpleRect(SkRect::MakeFromIRect(clipSpaceIBounds), NULL); } } }
//////////////////////////////////////////////////////////////////////////////// // Create a 1-bit clip mask in the stencil buffer bool GrClipMaskManager::createStencilClipMask(GrGpu* gpu, const GrClip& clipIn, const GrRect& bounds, ScissoringSettings* scissorSettings) { GrAssert(fClipMaskInStencil); GrDrawState* drawState = gpu->drawState(); GrAssert(drawState->isClipState()); GrRenderTarget* rt = drawState->getRenderTarget(); GrAssert(NULL != rt); // TODO: dynamically attach a SB when needed. GrStencilBuffer* stencilBuffer = rt->getStencilBuffer(); if (NULL == stencilBuffer) { return false; } if (stencilBuffer->mustRenderClip(clipIn, rt->width(), rt->height())) { stencilBuffer->setLastClip(clipIn, rt->width(), rt->height()); // we set the current clip to the bounds so that our recursive // draws are scissored to them. We use the copy of the complex clip // we just stashed on the SB to render from. We set it back after // we finish drawing it into the stencil. const GrClip& clipCopy = stencilBuffer->getLastClip(); gpu->setClip(GrClip(bounds)); GrDrawTarget::AutoStateRestore asr(gpu, GrDrawTarget::kReset_ASRInit); drawState = gpu->drawState(); drawState->setRenderTarget(rt); GrDrawTarget::AutoGeometryPush agp(gpu); gpu->disableScissor(); #if !VISUALIZE_COMPLEX_CLIP drawState->enableState(GrDrawState::kNoColorWrites_StateBit); #endif int count = clipCopy.getElementCount(); int clipBit = stencilBuffer->bits(); SkASSERT((clipBit <= 16) && "Ganesh only handles 16b or smaller stencil buffers"); clipBit = (1 << (clipBit-1)); GrIRect rtRect = GrIRect::MakeWH(rt->width(), rt->height()); bool clearToInside; SkRegion::Op startOp = SkRegion::kReplace_Op; // suppress warning int start = process_initial_clip_elements(clipCopy, rtRect, &clearToInside, &startOp); gpu->clearStencilClip(scissorSettings->fScissorRect, clearToInside); // walk through each clip element and perform its set op // with the existing clip. for (int c = start; c < count; ++c) { GrPathFill fill; bool fillInverted; // enabled at bottom of loop drawState->disableState(GrGpu::kModifyStencilClip_StateBit); bool canRenderDirectToStencil; // can the clip element be drawn // directly to the stencil buffer // with a non-inverted fill rule // without extra passes to // resolve in/out status. SkRegion::Op op = (c == start) ? startOp : clipCopy.getOp(c); GrPathRenderer* pr = NULL; const SkPath* clipPath = NULL; if (kRect_ClipType == clipCopy.getElementType(c)) { canRenderDirectToStencil = true; fill = kEvenOdd_PathFill; fillInverted = false; // there is no point in intersecting a screen filling // rectangle. if (SkRegion::kIntersect_Op == op && contains(clipCopy.getRect(c), rtRect)) { continue; } } else { fill = clipCopy.getPathFill(c); fillInverted = GrIsFillInverted(fill); fill = GrNonInvertedFill(fill); clipPath = &clipCopy.getPath(c); pr = this->getClipPathRenderer(gpu, *clipPath, fill, false); if (NULL == pr) { fClipMaskInStencil = false; gpu->setClip(clipCopy); // restore to the original return false; } canRenderDirectToStencil = !pr->requiresStencilPass(*clipPath, fill, gpu); } int passes; GrStencilSettings stencilSettings[GrStencilSettings::kMaxStencilClipPasses]; bool canDrawDirectToClip; // Given the renderer, the element, // fill rule, and set operation can // we render the element directly to // stencil bit used for clipping. canDrawDirectToClip = GrStencilSettings::GetClipPasses(op, canRenderDirectToStencil, clipBit, fillInverted, &passes, stencilSettings); // draw the element to the client stencil bits if necessary if (!canDrawDirectToClip) { GR_STATIC_CONST_SAME_STENCIL(gDrawToStencil, kIncClamp_StencilOp, kIncClamp_StencilOp, kAlways_StencilFunc, 0xffff, 0x0000, 0xffff); SET_RANDOM_COLOR if (kRect_ClipType == clipCopy.getElementType(c)) { *drawState->stencil() = gDrawToStencil; gpu->drawSimpleRect(clipCopy.getRect(c), NULL, 0); } else { if (canRenderDirectToStencil) { *drawState->stencil() = gDrawToStencil; pr->drawPath(*clipPath, fill, NULL, gpu, 0, false); } else { pr->drawPathToStencil(*clipPath, fill, gpu); } } } // now we modify the clip bit by rendering either the clip // element directly or a bounding rect of the entire clip. drawState->enableState(GrGpu::kModifyStencilClip_StateBit); for (int p = 0; p < passes; ++p) { *drawState->stencil() = stencilSettings[p]; if (canDrawDirectToClip) { if (kRect_ClipType == clipCopy.getElementType(c)) { SET_RANDOM_COLOR gpu->drawSimpleRect(clipCopy.getRect(c), NULL, 0); } else { SET_RANDOM_COLOR pr->drawPath(*clipPath, fill, NULL, gpu, 0, false); } } else { SET_RANDOM_COLOR gpu->drawSimpleRect(bounds, NULL, 0); } } }
//////////////////////////////////////////////////////////////////////////////// // Create a 1-bit clip mask in the stencil buffer. 'devClipBounds' are in device // (as opposed to canvas) coordinates bool GrClipMaskManager::createStencilClipMask(const GrClipData& clipDataIn, const GrIRect& devClipBounds) { GrAssert(kNone_ClipMaskType == fCurrClipMaskType); GrDrawState* drawState = fGpu->drawState(); GrAssert(drawState->isClipState()); GrRenderTarget* rt = drawState->getRenderTarget(); GrAssert(NULL != rt); // TODO: dynamically attach a SB when needed. GrStencilBuffer* stencilBuffer = rt->getStencilBuffer(); if (NULL == stencilBuffer) { return false; } if (stencilBuffer->mustRenderClip(clipDataIn, rt->width(), rt->height())) { stencilBuffer->setLastClip(clipDataIn, rt->width(), rt->height()); // we set the current clip to the bounds so that our recursive // draws are scissored to them. We use the copy of the complex clip // we just stashed on the SB to render from. We set it back after // we finish drawing it into the stencil. const GrClipData* oldClipData = fGpu->getClip(); // The origin of 'newClipData' is (0, 0) so it is okay to place // a device-coordinate bound in 'newClipStack' SkClipStack newClipStack(devClipBounds); GrClipData newClipData; newClipData.fClipStack = &newClipStack; fGpu->setClip(&newClipData); GrDrawTarget::AutoStateRestore asr(fGpu, GrDrawTarget::kReset_ASRInit); drawState = fGpu->drawState(); drawState->setRenderTarget(rt); GrDrawTarget::AutoGeometryPush agp(fGpu); if (0 != clipDataIn.fOrigin.fX || 0 != clipDataIn.fOrigin.fY) { // Add the saveLayer's offset to the view matrix rather than // offset each individual draw drawState->viewMatrix()->setTranslate( SkIntToScalar(-clipDataIn.fOrigin.fX), SkIntToScalar(-clipDataIn.fOrigin.fY)); } #if !VISUALIZE_COMPLEX_CLIP drawState->enableState(GrDrawState::kNoColorWrites_StateBit); #endif int clipBit = stencilBuffer->bits(); SkASSERT((clipBit <= 16) && "Ganesh only handles 16b or smaller stencil buffers"); clipBit = (1 << (clipBit-1)); GrIRect devRTRect = GrIRect::MakeWH(rt->width(), rt->height()); bool clearToInside; SkRegion::Op firstOp = SkRegion::kReplace_Op; // suppress warning SkClipStack::Iter iter(*oldClipData->fClipStack, SkClipStack::Iter::kBottom_IterStart); const SkClipStack::Iter::Clip* clip = process_initial_clip_elements(&iter, devRTRect, &clearToInside, &firstOp, clipDataIn); fGpu->clearStencilClip(devClipBounds, clearToInside); bool first = true; // walk through each clip element and perform its set op // with the existing clip. for ( ; NULL != clip; clip = iter.nextCombined()) { GrPathFill fill; bool fillInverted = false; // enabled at bottom of loop drawState->disableState(GrGpu::kModifyStencilClip_StateBit); // if the target is MSAA then we want MSAA enabled when the clip is soft if (rt->isMultisampled()) { drawState->setState(GrDrawState::kHWAntialias_StateBit, clip->fDoAA); } // Can the clip element be drawn directly to the stencil buffer // with a non-inverted fill rule without extra passes to // resolve in/out status? bool canRenderDirectToStencil = false; SkRegion::Op op = clip->fOp; if (first) { first = false; op = firstOp; } GrPathRenderer* pr = NULL; const SkPath* clipPath = NULL; if (NULL != clip->fRect) { canRenderDirectToStencil = true; fill = kEvenOdd_GrPathFill; fillInverted = false; // there is no point in intersecting a screen filling // rectangle. if (SkRegion::kIntersect_Op == op && contains(*clip->fRect, devRTRect, oldClipData->fOrigin)) { continue; } } else { GrAssert(NULL != clip->fPath); fill = get_path_fill(*clip->fPath); fillInverted = GrIsFillInverted(fill); fill = GrNonInvertedFill(fill); clipPath = clip->fPath; pr = this->getContext()->getPathRenderer(*clipPath, fill, fGpu, false, true); if (NULL == pr) { fGpu->setClip(oldClipData); return false; } canRenderDirectToStencil = !pr->requiresStencilPass(*clipPath, fill, fGpu); } int passes; GrStencilSettings stencilSettings[GrStencilSettings::kMaxStencilClipPasses]; bool canDrawDirectToClip; // Given the renderer, the element, // fill rule, and set operation can // we render the element directly to // stencil bit used for clipping. canDrawDirectToClip = GrStencilSettings::GetClipPasses(op, canRenderDirectToStencil, clipBit, fillInverted, &passes, stencilSettings); // draw the element to the client stencil bits if necessary if (!canDrawDirectToClip) { GR_STATIC_CONST_SAME_STENCIL(gDrawToStencil, kIncClamp_StencilOp, kIncClamp_StencilOp, kAlways_StencilFunc, 0xffff, 0x0000, 0xffff); SET_RANDOM_COLOR if (NULL != clip->fRect) { *drawState->stencil() = gDrawToStencil; fGpu->drawSimpleRect(*clip->fRect, NULL); } else { if (canRenderDirectToStencil) { *drawState->stencil() = gDrawToStencil; pr->drawPath(*clipPath, fill, fGpu, false); } else { pr->drawPathToStencil(*clipPath, fill, fGpu); } } } // now we modify the clip bit by rendering either the clip // element directly or a bounding rect of the entire clip. drawState->enableState(GrGpu::kModifyStencilClip_StateBit); for (int p = 0; p < passes; ++p) { *drawState->stencil() = stencilSettings[p]; if (canDrawDirectToClip) { if (NULL != clip->fRect) { SET_RANDOM_COLOR fGpu->drawSimpleRect(*clip->fRect, NULL); } else { SET_RANDOM_COLOR pr->drawPath(*clipPath, fill, fGpu, false); } } else { SET_RANDOM_COLOR // 'devClipBounds' is already in device coordinates so the // translation in the view matrix is inappropriate. // Convert it to canvas space so the drawn rect will // be in the correct location GrRect canvClipBounds; canvClipBounds.set(devClipBounds); device_to_canvas(&canvClipBounds, clipDataIn.fOrigin); fGpu->drawSimpleRect(canvClipBounds, NULL); } } }
//////////////////////////////////////////////////////////////////////////////// // Create a 1-bit clip mask in the stencil buffer. 'devClipBounds' are in device // (as opposed to canvas) coordinates bool GrClipMaskManager::createStencilClipMask(GrRenderTarget* rt, int32_t elementsGenID, GrReducedClip::InitialState initialState, const GrReducedClip::ElementList& elements, const SkIRect& clipSpaceIBounds, const SkIPoint& clipSpaceToStencilOffset) { SkASSERT(kNone_ClipMaskType == fCurrClipMaskType); SkASSERT(rt); GrStencilBuffer* stencilBuffer = rt->renderTargetPriv().attachStencilBuffer(); if (NULL == stencilBuffer) { return false; } if (stencilBuffer->mustRenderClip(elementsGenID, clipSpaceIBounds, clipSpaceToStencilOffset)) { stencilBuffer->setLastClip(elementsGenID, clipSpaceIBounds, clipSpaceToStencilOffset); // Set the matrix so that rendered clip elements are transformed from clip to stencil space. SkVector translate = { SkIntToScalar(clipSpaceToStencilOffset.fX), SkIntToScalar(clipSpaceToStencilOffset.fY) }; SkMatrix viewMatrix; viewMatrix.setTranslate(translate); // We set the current clip to the bounds so that our recursive draws are scissored to them. SkIRect stencilSpaceIBounds(clipSpaceIBounds); stencilSpaceIBounds.offset(clipSpaceToStencilOffset); GrClip clip(stencilSpaceIBounds); int clipBit = stencilBuffer->bits(); SkASSERT((clipBit <= 16) && "Ganesh only handles 16b or smaller stencil buffers"); clipBit = (1 << (clipBit-1)); fClipTarget->clearStencilClip(stencilSpaceIBounds, GrReducedClip::kAllIn_InitialState == initialState, rt); // walk through each clip element and perform its set op // with the existing clip. for (GrReducedClip::ElementList::Iter iter(elements.headIter()); iter.get(); iter.next()) { const Element* element = iter.get(); GrPipelineBuilder pipelineBuilder; pipelineBuilder.setClip(clip); pipelineBuilder.setRenderTarget(rt); pipelineBuilder.setDisableColorXPFactory(); // if the target is MSAA then we want MSAA enabled when the clip is soft if (rt->isMultisampled()) { pipelineBuilder.setState(GrPipelineBuilder::kHWAntialias_StateBit, element->isAA()); } bool fillInverted = false; // enabled at bottom of loop fClipMode = kIgnoreClip_StencilClipMode; // This will be used to determine whether the clip shape can be rendered into the // stencil with arbitrary stencil settings. GrPathRenderer::StencilSupport stencilSupport; SkStrokeRec stroke(SkStrokeRec::kFill_InitStyle); SkRegion::Op op = element->getOp(); GrPathRenderer* pr = NULL; SkPath clipPath; if (Element::kRect_Type == element->getType()) { stencilSupport = GrPathRenderer::kNoRestriction_StencilSupport; fillInverted = false; } else { element->asPath(&clipPath); fillInverted = clipPath.isInverseFillType(); if (fillInverted) { clipPath.toggleInverseFillType(); } pr = this->getContext()->getPathRenderer(fClipTarget, &pipelineBuilder, viewMatrix, clipPath, stroke, false, GrPathRendererChain::kStencilOnly_DrawType, &stencilSupport); if (NULL == pr) { return false; } } int passes; GrStencilSettings stencilSettings[GrStencilSettings::kMaxStencilClipPasses]; bool canRenderDirectToStencil = GrPathRenderer::kNoRestriction_StencilSupport == stencilSupport; bool canDrawDirectToClip; // Given the renderer, the element, // fill rule, and set operation can // we render the element directly to // stencil bit used for clipping. canDrawDirectToClip = GrStencilSettings::GetClipPasses(op, canRenderDirectToStencil, clipBit, fillInverted, &passes, stencilSettings); // draw the element to the client stencil bits if necessary if (!canDrawDirectToClip) { GR_STATIC_CONST_SAME_STENCIL(gDrawToStencil, kIncClamp_StencilOp, kIncClamp_StencilOp, kAlways_StencilFunc, 0xffff, 0x0000, 0xffff); if (Element::kRect_Type == element->getType()) { *pipelineBuilder.stencil() = gDrawToStencil; // We need this AGP until everything is in GrBatch GrDrawTarget::AutoGeometryPush agp(fClipTarget); fClipTarget->drawSimpleRect(&pipelineBuilder, GrColor_WHITE, viewMatrix, element->getRect()); } else { if (!clipPath.isEmpty()) { GrDrawTarget::AutoGeometryPush agp(fClipTarget); if (canRenderDirectToStencil) { *pipelineBuilder.stencil() = gDrawToStencil; pr->drawPath(fClipTarget, &pipelineBuilder, GrColor_WHITE, viewMatrix, clipPath, stroke, false); } else { pr->stencilPath(fClipTarget, &pipelineBuilder, viewMatrix, clipPath, stroke); } } } } // now we modify the clip bit by rendering either the clip // element directly or a bounding rect of the entire clip. fClipMode = kModifyClip_StencilClipMode; for (int p = 0; p < passes; ++p) { GrPipelineBuilder pipelineBuilderCopy(pipelineBuilder); *pipelineBuilderCopy.stencil() = stencilSettings[p]; if (canDrawDirectToClip) { if (Element::kRect_Type == element->getType()) { // We need this AGP until everything is in GrBatch GrDrawTarget::AutoGeometryPush agp(fClipTarget); fClipTarget->drawSimpleRect(&pipelineBuilderCopy, GrColor_WHITE, viewMatrix, element->getRect()); } else { GrDrawTarget::AutoGeometryPush agp(fClipTarget); pr->drawPath(fClipTarget, &pipelineBuilderCopy, GrColor_WHITE, viewMatrix, clipPath, stroke, false); } } else { // We need this AGP until everything is in GrBatch GrDrawTarget::AutoGeometryPush agp(fClipTarget); // The view matrix is setup to do clip space -> stencil space translation, so // draw rect in clip space. fClipTarget->drawSimpleRect(&pipelineBuilderCopy, GrColor_WHITE, viewMatrix, SkRect::Make(clipSpaceIBounds)); } } } } // set this last because recursive draws may overwrite it back to kNone. SkASSERT(kNone_ClipMaskType == fCurrClipMaskType); fCurrClipMaskType = kStencil_ClipMaskType; fClipMode = kRespectClip_StencilClipMode; return true; }