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Side by Side Diff: src/gpu/GrGeometryProcessor.h

Issue 1822343002: Make max number of vertex attributes be checked dynamically (Closed) Base URL: https://chromium.googlesource.com/skia.git@master
Patch Set: Address comment Created 4 years, 9 months ago
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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
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37 /** 37 /**
38 * Subclasses call this from their constructor to register vertex attributes . Attributes 38 * Subclasses call this from their constructor to register vertex attributes . Attributes
39 * will be padded to the nearest 4 bytes for performance reasons. 39 * 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 40 * 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 41 * 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. 42 * 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 43 * The processor key should reflect the vertex attributes, or there lack the reof in the
44 * GrGeometryProcessor. 44 * GrGeometryProcessor.
45 */ 45 */
46 const Attribute& addVertexAttrib(const Attribute& attribute) { 46 const Attribute& addVertexAttrib(const Attribute& attribute) {
47 SkASSERT(fNumAttribs < kMaxVertexAttribs);
48 fVertexStride += attribute.fOffset; 47 fVertexStride += attribute.fOffset;
49 fAttribs[fNumAttribs] = attribute; 48 fAttribs.push_back(attribute);
50 return fAttribs[fNumAttribs++]; 49 return fAttribs.back();
51 } 50 }
52 51
53 void setWillUseGeoShader() { fWillUseGeoShader = true; } 52 void setWillUseGeoShader() { fWillUseGeoShader = true; }
54 53
55 /** 54 /**
56 * If a GrFragmentProcessor in the GrPipeline needs localCoods, we will prov ide them in one of 55 * If a GrFragmentProcessor in the GrPipeline needs localCoods, we will prov ide them in one of
57 * three ways 56 * three ways
58 * 1) LocalCoordTransform * Position - in Shader 57 * 1) LocalCoordTransform * Position - in Shader
59 * 2) LocalCoordTransform * ExplicitLocalCoords- in Shader 58 * 2) LocalCoordTransform * ExplicitLocalCoords- in Shader
60 * 3) A transformation on the CPU uploaded via vertex attribute 59 * 3) A transformation on the CPU uploaded via vertex attribute
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76 } 75 }
77 76
78 private: 77 private:
79 bool fWillUseGeoShader; 78 bool fWillUseGeoShader;
80 LocalCoordsType fLocalCoordsType; 79 LocalCoordsType fLocalCoordsType;
81 80
82 typedef GrPrimitiveProcessor INHERITED; 81 typedef GrPrimitiveProcessor INHERITED;
83 }; 82 };
84 83
85 #endif 84 #endif
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