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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 : fWillUseGeoShader(false) | 23 : fWillUseGeoShader(false) |
24 , fLocalCoordsType(kUnused_LocalCoordsType) {} | 24 , fLocalCoordsType(kUnused_LocalCoordsType) |
| 25 , fSampleShading(0.0) {} |
25 | 26 |
26 bool willUseGeoShader() const override { return fWillUseGeoShader; } | 27 bool willUseGeoShader() const override { return fWillUseGeoShader; } |
27 | 28 |
28 bool hasTransformedLocalCoords() const override { | 29 bool hasTransformedLocalCoords() const override { |
29 return kHasTransformed_LocalCoordsType == fLocalCoordsType; | 30 return kHasTransformed_LocalCoordsType == fLocalCoordsType; |
30 } | 31 } |
31 | 32 |
32 bool hasExplicitLocalCoords() const override { | 33 bool hasExplicitLocalCoords() const override { |
33 return kHasExplicit_LocalCoordsType == fLocalCoordsType; | 34 return kHasExplicit_LocalCoordsType == fLocalCoordsType; |
34 } | 35 } |
35 | 36 |
| 37 /** |
| 38 * Returns the minimum fraction of samples for which the fragment shader wil
l be run. For |
| 39 * instance, if sampleShading is 0.5 in MSAA16 mode, the fragment shader wil
l run a minimum of |
| 40 * 8 times per pixel. The default value is zero. |
| 41 */ |
| 42 float getSampleShading() const override { |
| 43 return fSampleShading; |
| 44 } |
| 45 |
36 protected: | 46 protected: |
37 /** | 47 /** |
38 * Subclasses call this from their constructor to register vertex attributes
. Attributes | 48 * Subclasses call this from their constructor to register vertex attributes
. Attributes |
39 * will be padded to the nearest 4 bytes for performance reasons. | 49 * will be padded to the nearest 4 bytes for performance reasons. |
40 * TODO After deferred geometry, we should do all of this inline in Generate
Geometry alongside | 50 * TODO After deferred geometry, we should do all of this inline in Generate
Geometry alongside |
41 * the struct used to actually populate the attributes. This is all extreme
ly fragile, vertex | 51 * the struct used to actually populate the attributes. This is all extreme
ly fragile, vertex |
42 * attributes have to be added in the order they will appear in the struct w
hich maps memory. | 52 * attributes have to be added in the order they will appear in the struct w
hich maps memory. |
43 * The processor key should reflect the vertex attributes, or there lack the
reof in the | 53 * The processor key should reflect the vertex attributes, or there lack the
reof in the |
44 * GrGeometryProcessor. | 54 * GrGeometryProcessor. |
45 */ | 55 */ |
(...skipping 21 matching lines...) Expand all Loading... |
67 | 77 |
68 void setHasExplicitLocalCoords() { | 78 void setHasExplicitLocalCoords() { |
69 SkASSERT(kUnused_LocalCoordsType == fLocalCoordsType); | 79 SkASSERT(kUnused_LocalCoordsType == fLocalCoordsType); |
70 fLocalCoordsType = kHasExplicit_LocalCoordsType; | 80 fLocalCoordsType = kHasExplicit_LocalCoordsType; |
71 } | 81 } |
72 void setHasTransformedLocalCoords() { | 82 void setHasTransformedLocalCoords() { |
73 SkASSERT(kUnused_LocalCoordsType == fLocalCoordsType); | 83 SkASSERT(kUnused_LocalCoordsType == fLocalCoordsType); |
74 fLocalCoordsType = kHasTransformed_LocalCoordsType; | 84 fLocalCoordsType = kHasTransformed_LocalCoordsType; |
75 } | 85 } |
76 | 86 |
| 87 void setSampleShading(float sampleShading) { |
| 88 fSampleShading = sampleShading; |
| 89 } |
| 90 |
77 private: | 91 private: |
78 bool fWillUseGeoShader; | 92 bool fWillUseGeoShader; |
79 LocalCoordsType fLocalCoordsType; | 93 LocalCoordsType fLocalCoordsType; |
| 94 float fSampleShading; |
80 | 95 |
81 typedef GrPrimitiveProcessor INHERITED; | 96 typedef GrPrimitiveProcessor INHERITED; |
82 }; | 97 }; |
83 | 98 |
84 #endif | 99 #endif |
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