| /* |
| * 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(ClassID classID) |
| : INHERITED(classID) |
| , fWillUseGeoShader(false) |
| , fSampleShading(0.0) {} |
| |
| bool willUseGeoShader() const final { return fWillUseGeoShader; } |
| |
| /** |
| * 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 final { return fSampleShading; } |
| |
| protected: |
| void setWillUseGeoShader() { fWillUseGeoShader = true; } |
| void setSampleShading(float sampleShading) { |
| fSampleShading = sampleShading; |
| } |
| |
| private: |
| bool fWillUseGeoShader; |
| float fSampleShading; |
| |
| typedef GrPrimitiveProcessor INHERITED; |
| }; |
| |
| #endif |