| /* |
| * Copyright 2021 Google LLC. |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| #ifndef GrPathWedgeTessellator_DEFINED |
| #define GrPathWedgeTessellator_DEFINED |
| |
| #include "src/gpu/GrVertexChunkArray.h" |
| #include "src/gpu/tessellate/GrPathTessellator.h" |
| |
| class GrCaps; |
| class GrPipeline; |
| |
| // Prepares an array of "wedge" patches for GrWedgeTessellateShader. A wedge is an independent, |
| // 5-point closed contour consisting of 4 control points plus an anchor point fanning from the |
| // center of the curve's resident contour. A wedge can be either a cubic or a conic. Quadratics and |
| // lines are converted to cubics. Once stencilled, these wedges alone define the complete path. |
| class GrPathWedgeTessellator : public GrPathTessellator { |
| public: |
| // Creates a wedge tessellator with the shader type best suited for the given path description. |
| static GrPathTessellator* Make(SkArenaAlloc*, const SkMatrix& viewMatrix, const SkPMColor4f&, |
| int numPathVerbs, const GrPipeline&, const GrCaps&); |
| |
| void prepare(GrMeshDrawTarget*, const SkRect& cullBounds, const SkPath&, |
| const BreadcrumbTriangleList*) override; |
| void draw(GrOpFlushState*) const override; |
| |
| private: |
| GrPathWedgeTessellator(GrPathTessellationShader* shader) |
| : GrPathTessellator(shader) {} |
| |
| GrVertexChunkArray fVertexChunkArray; |
| |
| // If using fixed count, this is the number of vertices we need to emit per instance. |
| int fFixedVertexCount; |
| }; |
| |
| #endif |