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