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1 /* | |
2 * Copyright 2013 Google Inc. | |
3 * | |
4 * Use of this source code is governed by a BSD-style license that can be | |
5 * found in the LICENSE file. | |
6 */ | |
7 | |
8 #ifndef GrGeometryProcessor_DEFINED | |
9 #define GrGeometryProcessor_DEFINED | |
10 | |
11 #include "GrProcessor.h" | |
12 #include "GrShaderVar.h" | |
13 | |
14 /** | |
15 * A GrGeomteryProcessor is used to perform computation in the vertex shader and | |
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 | |
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 | |
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. | |
22 * GrGeometryProcessor subclasses should be immutable after construction. | |
23 */ | |
24 class GrGeometryProcessor : public GrProcessor { | |
25 public: | |
26 GrGeometryProcessor() | |
27 : fWillUseGeoShader(false) {} | |
28 | |
29 virtual const GrBackendGeometryProcessorFactory& getFactory() const = 0; | |
30 | |
31 /* | |
32 * This only has a max because GLProgramsTest needs to generate test arrays,
and these have to | |
33 * be static | |
34 * TODO make this truly dynamic | |
35 */ | |
36 static const int kMaxVertexAttribs = 2; | |
37 typedef SkTArray<GrShaderVar, true> VertexAttribArray; | |
38 | |
39 const VertexAttribArray& getVertexAttribs() const { return fVertexAttribs; } | |
40 | |
41 bool willUseGeoShader() const { return fWillUseGeoShader; } | |
42 | |
43 /** 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 | |
45 from getFactory()). | |
46 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 | |
48 processors' keys computed by the GrBackendEffectFactory. */ | |
49 bool isEqual(const GrGeometryProcessor& that) const { | |
50 if (&this->getFactory() != &that.getFactory() || !this->hasSameTextureAc
cesses(that)) { | |
51 return false; | |
52 } | |
53 return this->onIsEqual(that); | |
54 } | |
55 | |
56 protected: | |
57 /** | |
58 * 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 | |
60 * immutable. | |
61 */ | |
62 const GrShaderVar& addVertexAttrib(const GrShaderVar& var) { | |
63 SkASSERT(fVertexAttribs.count() < kMaxVertexAttribs); | |
64 return fVertexAttribs.push_back(var); | |
65 } | |
66 | |
67 void setWillUseGeoShader() { fWillUseGeoShader = true; } | |
68 | |
69 private: | |
70 virtual bool onIsEqual(const GrGeometryProcessor&) const = 0; | |
71 | |
72 SkSTArray<kMaxVertexAttribs, GrShaderVar, true> fVertexAttribs; | |
73 bool fWillUseGeoShader; | |
74 | |
75 typedef GrProcessor INHERITED; | |
76 }; | |
77 | |
78 #endif | |
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