Index: include/gpu/GrFragmentProcessor.h |
diff --git a/include/gpu/GrFragmentProcessor.h b/include/gpu/GrFragmentProcessor.h |
index a8baa53b4a0c0ec8d73c10be1b6500cf61198c30..fb3b5c2f69ebe461ca8bf73d515db7fc7c1073a1 100644 |
--- a/include/gpu/GrFragmentProcessor.h |
+++ b/include/gpu/GrFragmentProcessor.h |
@@ -39,8 +39,22 @@ public: |
in generated shader code. */ |
virtual const char* name() const = 0; |
+ void getGLProcessorKeyIncludeChildProcs(const GrGLSLCaps& caps, |
+ GrProcessorKeyBuilder* b) const { |
+ this->getGLProcessorKey(caps, b); |
+ for (int i = 0; i < fChildProcessors.count(); ++i) |
joshualitt
2015/08/03 14:06:02
We put braces around single line for loops.
wangyix
2015/08/03 16:12:47
Done.
|
+ fChildProcessors[i]->getGLProcessorKeyIncludeChildProcs(caps, b); |
+ } |
+ |
int numTransforms() const { return fCoordTransforms.count(); } |
+ int numTransformsIncludeChildProcs() const { |
+ int numTransforms = fCoordTransforms.count(); |
+ for (int i = 0; i < fChildProcessors.count(); ++i) |
joshualitt
2015/08/03 14:06:02
same
wangyix
2015/08/03 16:12:47
Done.
|
+ numTransforms += fChildProcessors[i]->numTransformsIncludeChildProcs(); |
+ return numTransforms; |
+ } |
+ |
/** Returns the coordinate transformation at index. index must be valid according to |
numTransforms(). */ |
const GrCoordTransform& coordTransform(int index) const { return *fCoordTransforms[index]; } |
@@ -49,6 +63,21 @@ public: |
return fCoordTransforms; |
} |
+ int numChildProcessors() const { return fChildProcessors.count(); } |
+ |
+ GrFragmentProcessor* childProcessor(int index) const { return fChildProcessors[index]; } |
+ |
+ const SkTArray<GrFragmentProcessor*, false>& childProcessors() const { |
+ return fChildProcessors; |
+ } |
+ |
+ int numTexturesIncludeChildProcs() const { |
+ int numTextures = this->numTextures(); |
+ for (int i = 0; i < fChildProcessors.count(); ++i) |
joshualitt
2015/08/03 14:06:02
same
wangyix
2015/08/03 16:12:47
Done.
|
+ numTextures += fChildProcessors[i]->numTexturesIncludeChildProcs(); |
+ return numTextures; |
+ } |
+ |
/** Do any of the coordtransforms for this processor require local coords? */ |
bool usesLocalCoords() const { return fUsesLocalCoords; } |
@@ -98,6 +127,15 @@ protected: |
void addCoordTransform(const GrCoordTransform*); |
/** |
+ * FragmentProcessor subclasses call this to register any child FragmentProcessors they have. |
+ * This is for processors whose shader code will be composed of nested processors whose output |
+ * colors will be combined somehow to produce its output color. Registering these child |
+ * processors will allow the ProgramBuilder to automatically add their transformed coords and |
+ * texture accesses and mangle their uniform and output color names and |
+ */ |
+ void registerChildProcessor(GrFragmentProcessor* child); |
+ |
+ /** |
* Subclass implements this to support getConstantColorComponents(...). |
*/ |
virtual void onComputeInvariantOutput(GrInvariantOutput* inout) const = 0; |
@@ -115,7 +153,8 @@ private: |
SkSTArray<4, const GrCoordTransform*, true> fCoordTransforms; |
bool fUsesLocalCoords; |
- |
+ SkTArray<GrFragmentProcessor*, false> fChildProcessors; |
+ |
joshualitt
2015/08/03 14:06:02
delete tab
wangyix
2015/08/03 16:12:47
Done.
|
typedef GrProcessor INHERITED; |
}; |