Index: src/gpu/batches/GrPLSPathRenderer.h |
diff --git a/src/gpu/batches/GrPLSPathRenderer.h b/src/gpu/batches/GrPLSPathRenderer.h |
deleted file mode 100644 |
index d701f62a91146b1f23b33e820849402a2321f00f..0000000000000000000000000000000000000000 |
--- a/src/gpu/batches/GrPLSPathRenderer.h |
+++ /dev/null |
@@ -1,49 +0,0 @@ |
- |
-/* |
- * 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 GrPLSPathRenderer_DEFINED |
-#define GrPLSPathRenderer_DEFINED |
- |
-#include "GrPathRenderer.h" |
- |
-/* |
- * Renders arbitrary antialiased paths using pixel local storage as a scratch buffer. The overall |
- * technique is very similar to the approach presented in "Resolution independent rendering of |
- * deformable vector objects using graphics hardware" by Kokojima et al. |
- |
- * We first render the straight-line portions of the path (essentially pretending as if all segments |
- * were kLine_Verb) as a triangle fan, using a fragment shader which updates the winding counts |
- * appropriately. We then render the curved portions of the path using a Loop-Blinn shader which |
- * calculates which portion of the triangle is covered by the quad (conics and cubics are split down |
- * to quads). Where we diverge from Kokojima is that, instead of rendering into the stencil buffer |
- * and using built-in MSAA to handle straight-line antialiasing, we use the pixel local storage area |
- * and calculate the MSAA ourselves in the fragment shader. Essentially, we manually evaluate the |
- * coverage of each pixel four times, storing four winding counts into the pixel local storage area, |
- * and compute the final coverage based on those winding counts. |
- * |
- * Our approach is complicated by the need to perform antialiasing on straight edges as well, |
- * without relying on hardware MSAA. We instead bloat the triangles to ensure complete coverage, |
- * pass the original (un-bloated) vertices in to the fragment shader, and then have the fragment |
- * shader use these vertices to evaluate whether a given sample is located within the triangle or |
- * not. This gives us MSAA4 edges on triangles which line up nicely with no seams. We similarly face |
- * problems on the back (flat) edges of quads, where we have to ensure that the back edge is |
- * antialiased in the same way. Similar to the triangle case, we pass in the two (unbloated) |
- * vertices defining the back edge of the quad and the fragment shader uses these vertex coordinates |
- * to discard samples falling on the other side of the quad's back edge. |
- */ |
-class GrPLSPathRenderer : public GrPathRenderer { |
-public: |
- GrPLSPathRenderer(); |
- |
- bool onCanDrawPath(const CanDrawPathArgs& args) const override; |
- |
-protected: |
- bool onDrawPath(const DrawPathArgs& args) override; |
-}; |
- |
-#endif |