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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 "GrProcessor.h" | 11 #include "GrProcessor.h" |
12 class GrBackendGeometryProcessorFactory; | 12 #include "GrShaderVar.h" |
13 | 13 |
14 /** | 14 /** |
15 * A GrGeomteryProcessor is used to perform computation in the vertex shader and | 15 * A GrGeomteryProcessor is used to perform computation in the vertex shader and |
16 * add support for custom vertex attributes. A GrGemeotryProcessor is typically | 16 * add support for custom vertex attributes. A GrGemeotryProcessor is typically |
17 * tied to the code that does a specific type of high-level primitive rendering | 17 * tied to the code that does a specific type of high-level primitive rendering |
18 * (e.g. anti-aliased circle rendering). The GrGeometryProcessor used for a draw
is | 18 * (e.g. anti-aliased circle rendering). The GrGeometryProcessor used for a draw
is |
19 * specified using GrDrawState. There can only be one geometry processor active
for | 19 * specified using GrDrawState. There can only be one geometry processor active
for |
20 * a draw. The custom vertex attributes required by the geometry processor must
be | 20 * a draw. The custom vertex attributes required by the geometry processor must
be |
21 * added to the vertex attribute array specified on the GrDrawState. | 21 * added to the vertex attribute array specified on the GrDrawState. |
22 * GrGeometryProcessor subclasses should be immutable after construction. | 22 * GrGeometryProcessor subclasses should be immutable after construction. |
23 */ | 23 */ |
24 class GrGeometryProcessor : public GrProcessor { | 24 class GrGeometryProcessor : public GrProcessor { |
25 public: | 25 public: |
26 GrGeometryProcessor() {} | 26 GrGeometryProcessor() {} |
27 | 27 |
28 virtual const GrBackendGeometryProcessorFactory& getFactory() const = 0; | 28 virtual const GrBackendGeometryProcessorFactory& getFactory() const = 0; |
29 | 29 |
30 /* | 30 /* |
31 * This only has a max because GLProgramsTest needs to generate test arrays,
and these have to | 31 * This only has a max because GLProgramsTest needs to generate test arrays,
and these have to |
32 * be static | 32 * be static |
33 * TODO make this truly dynamic | 33 * TODO make this truly dynamic |
34 */ | 34 */ |
35 static const int kMaxVertexAttribs = 2; | 35 static const int kMaxVertexAttribs = 2; |
36 typedef SkTArray<GrShaderVar, true> VertexAttribArray; | 36 typedef SkTArray<GrShaderVar, true> VertexAttribArray; |
37 | 37 |
38 const VertexAttribArray& getVertexAttribs() const { return fVertexAttribs; } | 38 const VertexAttribArray& getVertexAttribs() const { return fVertexAttribs; } |
39 | 39 |
| 40 /** Returns true if this and other effect conservatively draw identically. I
t can only return |
| 41 true when the two effects are of the same subclass (i.e. they return the
same object from |
| 42 from getFactory()). |
| 43 A return value of true from isEqual() should not be used to test whether
the effects would |
| 44 generate the same shader code. To test for identical code generation use
the effects' keys |
| 45 computed by the GrBackendEffectFactory. */ |
40 bool isEqual(const GrGeometryProcessor& that) const { | 46 bool isEqual(const GrGeometryProcessor& that) const { |
41 if (&this->getFactory() != &that.getFactory()) { | 47 if (&this->getFactory() != &that.getFactory()) { |
42 return false; | 48 return false; |
43 } | 49 } |
44 bool result = this->onIsEqual(that); | 50 bool result = this->onIsEqual(that); |
45 #ifdef SK_DEBUG | 51 #ifdef SK_DEBUG |
46 if (result) { | 52 if (result) { |
47 this->assertTexturesEqual(that); | 53 this->assertTexturesEqual(that); |
48 } | 54 } |
49 #endif | 55 #endif |
(...skipping 22 matching lines...) Expand all Loading... |
72 /** | 78 /** |
73 * This creates an effect outside of the effect memory pool. The effect's destru
ctor will be called | 79 * This creates an effect outside of the effect memory pool. The effect's destru
ctor will be called |
74 * at global destruction time. NAME will be the name of the created GrProcessor. | 80 * at global destruction time. NAME will be the name of the created GrProcessor. |
75 */ | 81 */ |
76 #define GR_CREATE_STATIC_GEOMETRY_PROCESSOR(NAME, GP_CLASS, ARGS)
\ | 82 #define GR_CREATE_STATIC_GEOMETRY_PROCESSOR(NAME, GP_CLASS, ARGS)
\ |
77 static SkAlignedSStorage<sizeof(GP_CLASS)> g_##NAME##_Storage;
\ | 83 static SkAlignedSStorage<sizeof(GP_CLASS)> g_##NAME##_Storage;
\ |
78 static GrGeometryProcessor* NAME SkNEW_PLACEMENT_ARGS(g_##NAME##_Storage.get(),
GP_CLASS, ARGS); \ | 84 static GrGeometryProcessor* NAME SkNEW_PLACEMENT_ARGS(g_##NAME##_Storage.get(),
GP_CLASS, ARGS); \ |
79 static SkAutoTDestroy<GrGeometryProcessor> NAME##_ad(NAME); | 85 static SkAutoTDestroy<GrGeometryProcessor> NAME##_ad(NAME); |
80 | 86 |
81 #endif | 87 #endif |
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