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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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