Chromium Code Reviews| OLD | NEW |
|---|---|
| 1 /* | 1 /* |
| 2 * Copyright 2013 Google Inc. | 2 * Copyright 2013 Google Inc. |
| 3 * | 3 * |
| 4 * Use of this source code is governed by a BSD-style license that can be | 4 * Use of this source code is governed by a BSD-style license that can be |
| 5 * found in the LICENSE file. | 5 * found in the LICENSE file. |
| 6 */ | 6 */ |
| 7 | 7 |
| 8 #ifndef GrGeometryProcessor_DEFINED | 8 #ifndef GrGeometryProcessor_DEFINED |
| 9 #define GrGeometryProcessor_DEFINED | 9 #define GrGeometryProcessor_DEFINED |
| 10 | 10 |
| 11 #include "GrPrimitiveProcessor.h" | 11 #include "GrPrimitiveProcessor.h" |
| 12 | 12 |
| 13 /** | 13 /** |
| 14 * A GrGeometryProcessor is a flexible method for rendering a primitive. The Gr GeometryProcessor | 14 * A GrGeometryProcessor is a flexible method for rendering a primitive. The Gr GeometryProcessor |
| 15 * has complete control over vertex attributes and uniforms(aside from the rende r target) but it | 15 * has complete control over vertex attributes and uniforms(aside from the rende r target) but it |
| 16 * must obey the same contract as any GrPrimitiveProcessor, specifically it must emit a color and | 16 * must obey the same contract as any GrPrimitiveProcessor, specifically it must emit a color and |
| 17 * coverage into the fragment shader. Where this color and coverage come from i s completely the | 17 * coverage into the fragment shader. Where this color and coverage come from i s completely the |
| 18 * responsibility of the GrGeometryProcessor. | 18 * responsibility of the GrGeometryProcessor. |
| 19 */ | 19 */ |
| 20 class GrGeometryProcessor : public GrPrimitiveProcessor { | 20 class GrGeometryProcessor : public GrPrimitiveProcessor { |
| 21 public: | 21 public: |
| 22 GrGeometryProcessor() | 22 GrGeometryProcessor() |
| 23 : INHERITED(false) | 23 : INHERITED(false) |
| 24 , fWillUseGeoShader(false) | 24 , fWillUseGeoShader(false) |
| 25 , fHasLocalCoords(false) {} | 25 , fHasExplicitLocalCoords(false) |
| 26 , fHasTransformedLocalCoords(false) {} | |
| 26 | 27 |
| 27 bool willUseGeoShader() const override { return fWillUseGeoShader; } | 28 bool willUseGeoShader() const override { return fWillUseGeoShader; } |
| 28 | 29 |
| 29 // TODO delete when paths are in batch | 30 // TODO delete when paths are in batch |
| 30 void initBatchTracker(GrBatchTracker*, const GrPipelineInfo&) const override {} | 31 void initBatchTracker(GrBatchTracker*, const GrPipelineInfo&) const override {} |
| 31 | 32 |
| 32 // TODO delete this when paths are in batch | 33 // TODO delete this when paths are in batch |
| 33 bool canMakeEqual(const GrBatchTracker& mine, | 34 bool canMakeEqual(const GrBatchTracker& mine, |
| 34 const GrPrimitiveProcessor& that, | 35 const GrPrimitiveProcessor& that, |
| 35 const GrBatchTracker& theirs) const override { | 36 const GrBatchTracker& theirs) const override { |
| 36 SkFAIL("Unsupported\n"); | 37 SkFAIL("Unsupported\n"); |
| 37 return false; | 38 return false; |
| 38 } | 39 } |
| 39 | 40 |
| 40 // TODO Delete when paths are in batch | 41 // TODO Delete when paths are in batch |
| 41 void getInvariantOutputColor(GrInitInvariantOutput* out) const override { | 42 void getInvariantOutputColor(GrInitInvariantOutput* out) const override { |
| 42 SkFAIL("Unsupported\n"); | 43 SkFAIL("Unsupported\n"); |
| 43 } | 44 } |
| 44 void getInvariantOutputCoverage(GrInitInvariantOutput* out) const override { | 45 void getInvariantOutputCoverage(GrInitInvariantOutput* out) const override { |
| 45 SkFAIL("Unsupported\n"); | 46 SkFAIL("Unsupported\n"); |
| 46 } | 47 } |
| 47 | 48 |
| 49 bool hasTransformedLocalCoords() const override { return fHasTransformedLoca lCoords; } | |
|
bsalomon
2015/08/05 15:17:02
should we be using enums rather than a set of bool
| |
| 50 | |
| 51 bool hasExplicitLocalCoords() const override { return fHasExplicitLocalCoord s; } | |
| 52 | |
| 48 protected: | 53 protected: |
| 49 /** | 54 /** |
| 50 * Subclasses call this from their constructor to register vertex attributes . Attributes | 55 * Subclasses call this from their constructor to register vertex attributes . Attributes |
| 51 * will be padded to the nearest 4 bytes for performance reasons. | 56 * will be padded to the nearest 4 bytes for performance reasons. |
| 52 * TODO After deferred geometry, we should do all of this inline in Generate Geometry alongside | 57 * TODO After deferred geometry, we should do all of this inline in Generate Geometry alongside |
| 53 * the struct used to actually populate the attributes. This is all extreme ly fragile, vertex | 58 * the struct used to actually populate the attributes. This is all extreme ly fragile, vertex |
| 54 * attributes have to be added in the order they will appear in the struct w hich maps memory. | 59 * attributes have to be added in the order they will appear in the struct w hich maps memory. |
| 55 * The processor key should reflect the vertex attributes, or there lack the reof in the | 60 * The processor key should reflect the vertex attributes, or there lack the reof in the |
| 56 * GrGeometryProcessor. | 61 * GrGeometryProcessor. |
| 57 */ | 62 */ |
| 58 const Attribute& addVertexAttrib(const Attribute& attribute) { | 63 const Attribute& addVertexAttrib(const Attribute& attribute) { |
| 59 SkASSERT(fNumAttribs < kMaxVertexAttribs); | 64 SkASSERT(fNumAttribs < kMaxVertexAttribs); |
| 60 fVertexStride += attribute.fOffset; | 65 fVertexStride += attribute.fOffset; |
| 61 fAttribs[fNumAttribs] = attribute; | 66 fAttribs[fNumAttribs] = attribute; |
| 62 return fAttribs[fNumAttribs++]; | 67 return fAttribs[fNumAttribs++]; |
| 63 } | 68 } |
| 64 | 69 |
| 65 void setWillUseGeoShader() { fWillUseGeoShader = true; } | 70 void setWillUseGeoShader() { fWillUseGeoShader = true; } |
| 66 | 71 |
| 67 // TODO hack see above | 72 /** |
| 68 void setHasLocalCoords() { fHasLocalCoords = true; } | 73 * If a GrFragmentProcessor in the GrPipeline needs localCoods, we will prov ide them in one of |
| 74 * three ways | |
| 75 * 1) LocalCoordTransform * Position - in Shader | |
| 76 * 2) LocalCoordTransform * ExplicitLocalCoords- in Shader | |
| 77 * 3) A transformation on the CPU uploaded via vertex attribute | |
| 78 */ | |
| 79 void setHasExplicitLocalCoords() { | |
| 80 SkASSERT(!fHasTransformedLocalCoords); | |
| 81 fHasExplicitLocalCoords = true; | |
| 82 } | |
| 83 void setHasTransformedLocalCoords() { | |
| 84 SkASSERT(!fHasExplicitLocalCoords); | |
| 85 fHasTransformedLocalCoords = true; | |
| 86 } | |
| 69 | 87 |
| 70 private: | 88 private: |
| 71 bool hasExplicitLocalCoords() const override { return fHasLocalCoords; } | |
| 72 | |
| 73 bool fWillUseGeoShader; | 89 bool fWillUseGeoShader; |
| 74 bool fHasLocalCoords; | 90 bool fHasExplicitLocalCoords; |
| 91 bool fHasTransformedLocalCoords; | |
| 75 | 92 |
| 76 typedef GrPrimitiveProcessor INHERITED; | 93 typedef GrPrimitiveProcessor INHERITED; |
| 77 }; | 94 }; |
| 78 | 95 |
| 79 #endif | 96 #endif |
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