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Unified Diff: src/gpu/GrGeometryProcessor.h

Issue 1139723004: Preliminary attempt to remove batch tracker (Closed) Base URL: https://skia.googlesource.com/skia.git@cleanup5
Patch Set: tweaks Created 5 years, 7 months ago
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Index: src/gpu/GrGeometryProcessor.h
diff --git a/src/gpu/GrGeometryProcessor.h b/src/gpu/GrGeometryProcessor.h
index eee286b20deeb935226950681404880094af6418..9c55359af59c39be63260e3dc937995d8d86c6d6 100644
--- a/src/gpu/GrGeometryProcessor.h
+++ b/src/gpu/GrGeometryProcessor.h
@@ -26,6 +26,9 @@ public:
bool willUseGeoShader() const { return fWillUseGeoShader; }
+ // TODO delete when paths are in batch
+ void initBatchTracker(GrBatchTracker*, const GrPipelineInfo&) const override {}
+
// TODO delete this when paths are in batch
bool canMakeEqual(const GrBatchTracker& mine,
const GrPrimitiveProcessor& that,
@@ -43,35 +46,6 @@ public:
}
protected:
- /*
- * An optional simple helper function to determine by what means the GrGeometryProcessor should
- * use to provide color. If we are given an override color(ie the given overridecolor is NOT
- * GrColor_ILLEGAL) then we must always emit that color(currently overrides are only supported
- * via uniform, but with deferred Geometry we could use attributes). Otherwise, if our color is
- * ignored then we should not emit a color. Lastly, if we don't have vertex colors then we must
- * emit a color via uniform
- * TODO this function changes quite a bit with deferred geometry. There the GrGeometryProcessor
- * can upload a new color via attribute if needed.
- */
- static GrGPInput GetColorInputType(GrColor* color, GrColor primitiveColor,
- const GrPipelineInfo& init,
- bool hasVertexColor) {
- if (init.fColorIgnored) {
- *color = GrColor_ILLEGAL;
- return kIgnored_GrGPInput;
- } else if (GrColor_ILLEGAL != init.fOverrideColor) {
- *color = init.fOverrideColor;
- return kUniform_GrGPInput;
- }
-
- *color = primitiveColor;
- if (hasVertexColor) {
- return kAttribute_GrGPInput;
- } else {
- return kUniform_GrGPInput;
- }
- }
-
/**
* Subclasses call this from their constructor to register vertex attributes. Attributes
* will be padded to the nearest 4 bytes for performance reasons.
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