| 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 : fWillUseGeoShader(false) | 23 : fWillUseGeoShader(false) |
| 24 , fLocalCoordsType(kUnused_LocalCoordsType) | 24 , fLocalCoordsType(kUnused_LocalCoordsType) |
| 25 , fSampleShading(0.0) {} | 25 , fSampleShading(0.0) {} |
| 26 | 26 |
| 27 bool willUseGeoShader() const override { return fWillUseGeoShader; } | 27 bool willUseGeoShader() const override { return fWillUseGeoShader; } |
| 28 | 28 |
| 29 bool hasTransformedLocalCoords() const override { | |
| 30 return kHasTransformed_LocalCoordsType == fLocalCoordsType; | |
| 31 } | |
| 32 | |
| 33 bool hasExplicitLocalCoords() const override { | 29 bool hasExplicitLocalCoords() const override { |
| 34 return kHasExplicit_LocalCoordsType == fLocalCoordsType; | 30 return kHasExplicit_LocalCoordsType == fLocalCoordsType; |
| 35 } | 31 } |
| 36 | 32 |
| 37 /** | 33 /** |
| 38 * Returns the minimum fraction of samples for which the fragment shader wil
l be run. For | 34 * 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 | 35 * 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. | 36 * 8 times per pixel. The default value is zero. |
| 41 */ | 37 */ |
| 42 float getSampleShading() const override { | 38 float getSampleShading() const override { |
| (...skipping 48 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
| 91 | 87 |
| 92 private: | 88 private: |
| 93 bool fWillUseGeoShader; | 89 bool fWillUseGeoShader; |
| 94 LocalCoordsType fLocalCoordsType; | 90 LocalCoordsType fLocalCoordsType; |
| 95 float fSampleShading; | 91 float fSampleShading; |
| 96 | 92 |
| 97 typedef GrPrimitiveProcessor INHERITED; | 93 typedef GrPrimitiveProcessor INHERITED; |
| 98 }; | 94 }; |
| 99 | 95 |
| 100 #endif | 96 #endif |
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