| /* |
| * Copyright 2013 Google Inc. |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| #ifndef GrGeometryProcessor_DEFINED |
| #define GrGeometryProcessor_DEFINED |
| |
| #include "GrPrimitiveProcessor.h" |
| |
| /** |
| * A GrGeometryProcessor is a flexible method for rendering a primitive. The GrGeometryProcessor |
| * has complete control over vertex attributes and uniforms(aside from the render target) but it |
| * must obey the same contract as any GrPrimitiveProcessor, specifically it must emit a color and |
| * coverage into the fragment shader. Where this color and coverage come from is completely the |
| * responsibility of the GrGeometryProcessor. |
| */ |
| class GrGeometryProcessor : public GrPrimitiveProcessor { |
| public: |
| GrGeometryProcessor() |
| : fWillUseGeoShader(false) |
| , fLocalCoordsType(kUnused_LocalCoordsType) |
| , fSampleShading(0.0) {} |
| |
| bool willUseGeoShader() const override { return fWillUseGeoShader; } |
| |
| bool hasTransformedLocalCoords() const override { |
| return kHasTransformed_LocalCoordsType == fLocalCoordsType; |
| } |
| |
| bool hasExplicitLocalCoords() const override { |
| return kHasExplicit_LocalCoordsType == fLocalCoordsType; |
| } |
| |
| /** |
| * Returns the minimum fraction of samples for which the fragment shader will be run. For |
| * instance, if sampleShading is 0.5 in MSAA16 mode, the fragment shader will run a minimum of |
| * 8 times per pixel. The default value is zero. |
| */ |
| float getSampleShading() const override { |
| return fSampleShading; |
| } |
| |
| protected: |
| /** |
| * Subclasses call this from their constructor to register vertex attributes. Attributes |
| * will be padded to the nearest 4 bytes for performance reasons. |
| * TODO After deferred geometry, we should do all of this inline in GenerateGeometry alongside |
| * the struct used to actually populate the attributes. This is all extremely fragile, vertex |
| * attributes have to be added in the order they will appear in the struct which maps memory. |
| * The processor key should reflect the vertex attributes, or there lack thereof in the |
| * GrGeometryProcessor. |
| */ |
| const Attribute& addVertexAttrib(const Attribute& attribute) { |
| fVertexStride += attribute.fOffset; |
| fAttribs.push_back(attribute); |
| return fAttribs.back(); |
| } |
| |
| void setWillUseGeoShader() { fWillUseGeoShader = true; } |
| |
| /** |
| * If a GrFragmentProcessor in the GrPipeline needs localCoods, we will provide them in one of |
| * three ways |
| * 1) LocalCoordTransform * Position - in Shader |
| * 2) LocalCoordTransform * ExplicitLocalCoords- in Shader |
| * 3) A transformation on the CPU uploaded via vertex attribute |
| * TODO make this GrBatches responsibility |
| */ |
| enum LocalCoordsType { |
| kUnused_LocalCoordsType, |
| kHasExplicit_LocalCoordsType, |
| kHasTransformed_LocalCoordsType |
| }; |
| |
| void setHasExplicitLocalCoords() { |
| SkASSERT(kUnused_LocalCoordsType == fLocalCoordsType); |
| fLocalCoordsType = kHasExplicit_LocalCoordsType; |
| } |
| void setHasTransformedLocalCoords() { |
| SkASSERT(kUnused_LocalCoordsType == fLocalCoordsType); |
| fLocalCoordsType = kHasTransformed_LocalCoordsType; |
| } |
| |
| void setSampleShading(float sampleShading) { |
| fSampleShading = sampleShading; |
| } |
| |
| private: |
| bool fWillUseGeoShader; |
| LocalCoordsType fLocalCoordsType; |
| float fSampleShading; |
| |
| typedef GrPrimitiveProcessor INHERITED; |
| }; |
| |
| #endif |