Patch to create a distinct geometry processor.  The vast majority of this patch
is just a rename.  The meat is in GrGeometryProcessor, GrProcessor,
GrGL*Processor, GrProcessorStage, Gr*BackendProcessorFactory,
GrProcessUnitTestFactory, and the builders

BUG=skia:
R=bsalomon@google.com

Author: joshualitt@chromium.org

Review URL: https://codereview.chromium.org/582963002
diff --git a/include/gpu/GrBackendProcessorFactory.h b/include/gpu/GrBackendProcessorFactory.h
new file mode 100644
index 0000000..b51a474
--- /dev/null
+++ b/include/gpu/GrBackendProcessorFactory.h
@@ -0,0 +1,168 @@
+/*
+ * Copyright 2012 Google Inc.
+ *
+ * Use of this source code is governed by a BSD-style license that can be
+ * found in the LICENSE file.
+ */
+
+#ifndef GrBackendProcessorFactory_DEFINED
+#define GrBackendProcessorFactory_DEFINED
+
+#include "GrTypes.h"
+#include "SkTemplates.h"
+#include "SkThread.h"
+#include "SkTypes.h"
+#include "SkTArray.h"
+
+class GrGLProcessor;
+class GrGLCaps;
+class GrProcessor;
+
+/**
+ * Used by effects to build their keys. It incorporates each per-processor key into a larger shader
+ *  key.
+ */
+class GrProcessorKeyBuilder {
+public:
+    GrProcessorKeyBuilder(SkTArray<unsigned char, true>* data) : fData(data), fCount(0) {
+        SkASSERT(0 == fData->count() % sizeof(uint32_t));
+    }
+
+    void add32(uint32_t v) {
+        ++fCount;
+        fData->push_back_n(4, reinterpret_cast<uint8_t*>(&v));
+    }
+
+    /** Inserts count uint32_ts into the key. The returned pointer is only valid until the next
+        add*() call. */
+    uint32_t* SK_WARN_UNUSED_RESULT add32n(int count) {
+        SkASSERT(count > 0);
+        fCount += count;
+        return reinterpret_cast<uint32_t*>(fData->push_back_n(4 * count));
+    }
+
+    size_t size() const { return sizeof(uint32_t) * fCount; }
+
+private:
+    SkTArray<uint8_t, true>* fData; // unowned ptr to the larger key.
+    int fCount;                     // number of uint32_ts added to fData by the effect.
+};
+
+/**
+ * This class is used to pass the key that was created for a GrGLProcessor back to it
+ * when it emits code. It may allow the emit step to skip calculations that were
+ * performed when computing the key.
+ */
+class GrProcessorKey {
+public:
+    GrProcessorKey(const uint32_t* key, int count) : fKey(key), fCount(count) {
+        SkASSERT(0 == reinterpret_cast<intptr_t>(key) % sizeof(uint32_t));
+    }
+
+    /** Gets the uint32_t values that the effect inserted into the key. */
+    uint32_t get32(int index) const {
+        SkASSERT(index >=0 && index < fCount);
+        return fKey[index];
+    }
+
+    /** Gets the number of uint32_t values that the effect inserted into the key. */
+    int count32() const { return fCount; }
+
+private:
+    const uint32_t* fKey;           // unowned ptr into the larger key.
+    int             fCount;         // number of uint32_ts inserted by the effect into its key.
+};
+
+/**
+ * Given a GrProcessor of a particular type, creates the corresponding graphics-backend-specific
+ * effect object. It also tracks equivalence of shaders generated via a key. The factory for an
+ * effect is accessed via GrProcessor::getFactory(). Each factory instance is assigned an ID at
+ * construction. The ID of GrProcessor::getFactory() is used as a type identifier. Thus, a
+ * GrProcessor subclass must always return the same object from getFactory() and that factory object
+ * must be unique to the GrProcessor subclass (and unique from any further derived subclasses).
+ *
+ * Rather than subclassing this class themselves, it is recommended that GrProcessor authors use 
+ * the templated subclass GrTBackendEffectFactory by writing their getFactory() method as:
+ *
+ * const GrBackendEffectFactory& MyEffect::getFactory() const {
+ *     return GrTBackendEffectFactory<MyEffect>::getInstance();
+ * }
+ *
+ * Using GrTBackendEffectFactory places a few constraints on the effect. See that class's comments.
+ */
+class GrBackendProcessorFactory : SkNoncopyable {
+public:
+    /** 
+     * Generates an effect's key. The key is based on the aspects of the GrProcessor object's
+     * configuration that affect GLSL code generation. Two GrProcessor instances that would cause
+     * this->createGLInstance()->emitCode() to produce different code must produce different keys.
+     */
+    virtual void getGLProcessorKey(const GrProcessor&, const GrGLCaps&,
+                                   GrProcessorKeyBuilder*) const = 0;
+
+    /**
+     * Produces a human-reable name for the effect.
+     */
+    virtual const char* name() const = 0;
+
+    /**
+     * A unique value for every instance of this factory. It is automatically incorporated into the
+     * effect's key. This allows keys generated by getGLProcessorKey() to only be unique within a
+     * GrProcessor subclass and not necessarily across subclasses.
+     */
+    uint32_t effectClassID() const { return fEffectClassID; }
+
+protected:
+    GrBackendProcessorFactory() : fEffectClassID(GenID()) {}
+    virtual ~GrBackendProcessorFactory() {}
+
+private:
+    enum {
+        kIllegalEffectClassID = 0,
+    };
+
+    static uint32_t GenID() {
+        // fCurrEffectClassID has been initialized to kIllegalEffectClassID. The
+        // atomic inc returns the old value not the incremented value. So we add
+        // 1 to the returned value.
+        uint32_t id = static_cast<uint32_t>(sk_atomic_inc(&fCurrEffectClassID)) + 1;
+        if (!id) {
+            SkFAIL("This should never wrap as it should only be called once for each GrProcessor "
+                   "subclass.");
+        }
+        return id;
+    }
+
+    const uint32_t fEffectClassID;
+    static int32_t fCurrEffectClassID;
+};
+
+class GrFragmentProcessor;
+class GrGeometryProcessor;
+class GrGLFragmentProcessor;
+class GrGLGeometryProcessor;
+
+/**
+ * Backend processor factory cannot actually create anything, it is up to subclasses to implement
+ * a create binding which matches Gr to GL in a type safe way
+ */
+
+class GrBackendFragmentProcessorFactory : public GrBackendProcessorFactory {
+public:
+    /**
+     * Creates a GrGLProcessor instance that is used both to generate code for the GrProcessor in a
+     * GLSL program and to manage updating uniforms for the program when it is used.
+     */
+    virtual GrGLFragmentProcessor* createGLInstance(const GrFragmentProcessor&) const = 0;
+};
+
+class GrBackendGeometryProcessorFactory : public GrBackendProcessorFactory {
+public:
+    /**
+     * Creates a GrGLProcessor instance that is used both to generate code for the GrProcessor in a
+     * GLSL program and to manage updating uniforms for the program when it is used.
+     */
+    virtual GrGLGeometryProcessor* createGLInstance(const GrGeometryProcessor&) const = 0;
+};
+
+#endif