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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 #include "GrShaderVar.h" | 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 : fWillUseGeoShader(false) {} |
27 | 28 |
28 virtual const GrBackendGeometryProcessorFactory& getFactory() const = 0; | 29 virtual const GrBackendGeometryProcessorFactory& getFactory() const = 0; |
29 | 30 |
30 /* | 31 /* |
31 * This only has a max because GLProgramsTest needs to generate test arrays,
and these have to | 32 * This only has a max because GLProgramsTest needs to generate test arrays,
and these have to |
32 * be static | 33 * be static |
33 * TODO make this truly dynamic | 34 * TODO make this truly dynamic |
34 */ | 35 */ |
35 static const int kMaxVertexAttribs = 2; | 36 static const int kMaxVertexAttribs = 2; |
36 typedef SkTArray<GrShaderVar, true> VertexAttribArray; | 37 typedef SkTArray<GrShaderVar, true> VertexAttribArray; |
37 | 38 |
38 const VertexAttribArray& getVertexAttribs() const { return fVertexAttribs; } | 39 const VertexAttribArray& getVertexAttribs() const { return fVertexAttribs; } |
39 | 40 |
| 41 bool willUseGeoShader() const { return fWillUseGeoShader; } |
| 42 |
40 /** Returns true if this and other processor conservatively draw identically
. It can only return | 43 /** Returns true if this and other processor conservatively draw identically
. It can only return |
41 true when the two prcoessors are of the same subclass (i.e. they return
the same object from | 44 true when the two prcoessors are of the same subclass (i.e. they return
the same object from |
42 from getFactory()). | 45 from getFactory()). |
43 A return value of true from isEqual() should not be used to test whether
the prcoessors | 46 A return value of true from isEqual() should not be used to test whether
the prcoessors |
44 would generate the same shader code. To test for identical code generati
on use the | 47 would generate the same shader code. To test for identical code generati
on use the |
45 processors' keys computed by the GrBackendEffectFactory. */ | 48 processors' keys computed by the GrBackendEffectFactory. */ |
46 bool isEqual(const GrGeometryProcessor& that) const { | 49 bool isEqual(const GrGeometryProcessor& that) const { |
47 if (&this->getFactory() != &that.getFactory() || !this->hasSameTextureAc
cesses(that)) { | 50 if (&this->getFactory() != &that.getFactory() || !this->hasSameTextureAc
cesses(that)) { |
48 return false; | 51 return false; |
49 } | 52 } |
50 return this->onIsEqual(that); | 53 return this->onIsEqual(that); |
51 } | 54 } |
52 | 55 |
53 protected: | 56 protected: |
54 /** | 57 /** |
55 * Subclasses call this from their constructor to register vertex attributes
(at most | 58 * Subclasses call this from their constructor to register vertex attributes
(at most |
56 * kMaxVertexAttribs). This must only be called from the constructor because
GrProcessors are | 59 * kMaxVertexAttribs). This must only be called from the constructor because
GrProcessors are |
57 * immutable. | 60 * immutable. |
58 */ | 61 */ |
59 const GrShaderVar& addVertexAttrib(const GrShaderVar& var) { | 62 const GrShaderVar& addVertexAttrib(const GrShaderVar& var) { |
60 SkASSERT(fVertexAttribs.count() < kMaxVertexAttribs); | 63 SkASSERT(fVertexAttribs.count() < kMaxVertexAttribs); |
61 return fVertexAttribs.push_back(var); | 64 return fVertexAttribs.push_back(var); |
62 } | 65 } |
63 | 66 |
| 67 void setWillUseGeoShader() { fWillUseGeoShader = true; } |
| 68 |
64 private: | 69 private: |
65 virtual bool onIsEqual(const GrGeometryProcessor&) const = 0; | 70 virtual bool onIsEqual(const GrGeometryProcessor&) const = 0; |
66 | 71 |
67 SkSTArray<kMaxVertexAttribs, GrShaderVar, true> fVertexAttribs; | 72 SkSTArray<kMaxVertexAttribs, GrShaderVar, true> fVertexAttribs; |
| 73 bool fWillUseGeoShader; |
68 | 74 |
69 typedef GrProcessor INHERITED; | 75 typedef GrProcessor INHERITED; |
70 }; | 76 }; |
71 | 77 |
72 #endif | 78 #endif |
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