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 "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 : fInPosition("inPosition") |
28 , fWillUseGeoShader(false) {} | |
28 | 29 |
29 virtual const GrBackendGeometryProcessorFactory& getFactory() const = 0; | 30 virtual const GrBackendGeometryProcessorFactory& getFactory() const = 0; |
30 | 31 |
31 /* | 32 /* |
32 * This only has a max because GLProgramsTest needs to generate test arrays, and these have to | 33 * This only has a max because GLProgramsTest needs to generate test arrays, and these have to |
33 * be static | 34 * be static |
34 * TODO make this truly dynamic | 35 * TODO make this truly dynamic |
35 */ | 36 */ |
36 static const int kMaxVertexAttribs = 2; | 37 static const int kMaxVertexAttribs = 2; |
37 typedef SkTArray<GrShaderVar, true> VertexAttribArray; | 38 typedef SkTArray<GrShaderVar, true> VertexAttribArray; |
38 | 39 |
39 const VertexAttribArray& getVertexAttribs() const { return fVertexAttribs; } | 40 const VertexAttribArray& getVertexAttribs() const { return fVertexAttribs; } |
40 | 41 |
42 // A uniform view mat3 taken from the drawstate. | |
43 const char* uViewM() const { return "uViewM"; } | |
bsalomon
2014/10/27 13:43:43
Does any code outside of the geo processor subclas
| |
44 | |
45 const char* inPosition() const { return fInPosition; } | |
46 | |
41 bool willUseGeoShader() const { return fWillUseGeoShader; } | 47 bool willUseGeoShader() const { return fWillUseGeoShader; } |
42 | 48 |
43 /** Returns true if this and other processor conservatively draw identically . It can only return | 49 /** 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 | 50 true when the two prcoessors are of the same subclass (i.e. they return the same object from |
45 from getFactory()). | 51 from getFactory()). |
46 A return value of true from isEqual() should not be used to test whether the prcoessors | 52 A return value of true from isEqual() should not be used to test whether the processors |
47 would generate the same shader code. To test for identical code generati on use the | 53 would generate the same shader code. To test for identical code generati on use the |
48 processors' keys computed by the GrBackendEffectFactory. */ | 54 processors' keys computed by the GrBackendEffectFactory. */ |
49 bool isEqual(const GrGeometryProcessor& that) const { | 55 bool isEqual(const GrGeometryProcessor& that) const { |
50 if (&this->getFactory() != &that.getFactory() || !this->hasSameTextureAc cesses(that)) { | 56 if (&this->getFactory() != &that.getFactory() || !this->hasSameTextureAc cesses(that)) { |
51 return false; | 57 return false; |
52 } | 58 } |
53 return this->onIsEqual(that); | 59 return this->onIsEqual(that); |
54 } | 60 } |
55 | 61 |
56 protected: | 62 protected: |
57 /** | 63 /** |
58 * Subclasses call this from their constructor to register vertex attributes (at most | 64 * 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 | 65 * kMaxVertexAttribs). This must only be called from the constructor because GrProcessors are |
60 * immutable. | 66 * immutable. |
61 */ | 67 */ |
62 const GrShaderVar& addVertexAttrib(const GrShaderVar& var) { | 68 const GrShaderVar& addVertexAttrib(const GrShaderVar& var) { |
63 SkASSERT(fVertexAttribs.count() < kMaxVertexAttribs); | 69 SkASSERT(fVertexAttribs.count() < kMaxVertexAttribs); |
64 return fVertexAttribs.push_back(var); | 70 return fVertexAttribs.push_back(var); |
65 } | 71 } |
66 | 72 |
67 void setWillUseGeoShader() { fWillUseGeoShader = true; } | 73 void setWillUseGeoShader() { fWillUseGeoShader = true; } |
68 | 74 |
69 private: | 75 private: |
70 virtual bool onIsEqual(const GrGeometryProcessor&) const = 0; | 76 virtual bool onIsEqual(const GrGeometryProcessor&) const = 0; |
71 | 77 |
72 SkSTArray<kMaxVertexAttribs, GrShaderVar, true> fVertexAttribs; | 78 SkSTArray<kMaxVertexAttribs, GrShaderVar, true> fVertexAttribs; |
79 const char* fInPosition; | |
73 bool fWillUseGeoShader; | 80 bool fWillUseGeoShader; |
74 | 81 |
75 typedef GrProcessor INHERITED; | 82 typedef GrProcessor INHERITED; |
76 }; | 83 }; |
77 | 84 |
78 #endif | 85 #endif |
OLD | NEW |