Index: include/gpu/GrGeometryProcessor.h |
diff --git a/include/gpu/GrGeometryProcessor.h b/include/gpu/GrGeometryProcessor.h |
deleted file mode 100644 |
index 01401ae79704e7dd80ee8b9fd661e0b166e332ec..0000000000000000000000000000000000000000 |
--- a/include/gpu/GrGeometryProcessor.h |
+++ /dev/null |
@@ -1,78 +0,0 @@ |
-/* |
- * Copyright 2013 Google Inc. |
- * |
- * Use of this source code is governed by a BSD-style license that can be |
- * found in the LICENSE file. |
- */ |
- |
-#ifndef GrGeometryProcessor_DEFINED |
-#define GrGeometryProcessor_DEFINED |
- |
-#include "GrProcessor.h" |
-#include "GrShaderVar.h" |
- |
-/** |
- * A GrGeomteryProcessor is used to perform computation in the vertex shader and |
- * add support for custom vertex attributes. A GrGemeotryProcessor is typically |
- * tied to the code that does a specific type of high-level primitive rendering |
- * (e.g. anti-aliased circle rendering). The GrGeometryProcessor used for a draw is |
- * specified using GrDrawState. There can only be one geometry processor active for |
- * a draw. The custom vertex attributes required by the geometry processor must be |
- * added to the vertex attribute array specified on the GrDrawState. |
- * GrGeometryProcessor subclasses should be immutable after construction. |
- */ |
-class GrGeometryProcessor : public GrProcessor { |
-public: |
- GrGeometryProcessor() |
- : fWillUseGeoShader(false) {} |
- |
- virtual const GrBackendGeometryProcessorFactory& getFactory() const = 0; |
- |
- /* |
- * This only has a max because GLProgramsTest needs to generate test arrays, and these have to |
- * be static |
- * TODO make this truly dynamic |
- */ |
- static const int kMaxVertexAttribs = 2; |
- typedef SkTArray<GrShaderVar, true> VertexAttribArray; |
- |
- const VertexAttribArray& getVertexAttribs() const { return fVertexAttribs; } |
- |
- bool willUseGeoShader() const { return fWillUseGeoShader; } |
- |
- /** Returns true if this and other processor conservatively draw identically. It can only return |
- true when the two prcoessors are of the same subclass (i.e. they return the same object from |
- from getFactory()). |
- A return value of true from isEqual() should not be used to test whether the processors |
- would generate the same shader code. To test for identical code generation use the |
- processors' keys computed by the GrBackendEffectFactory. */ |
- bool isEqual(const GrGeometryProcessor& that) const { |
- if (&this->getFactory() != &that.getFactory() || !this->hasSameTextureAccesses(that)) { |
- return false; |
- } |
- return this->onIsEqual(that); |
- } |
- |
-protected: |
- /** |
- * Subclasses call this from their constructor to register vertex attributes (at most |
- * kMaxVertexAttribs). This must only be called from the constructor because GrProcessors are |
- * immutable. |
- */ |
- const GrShaderVar& addVertexAttrib(const GrShaderVar& var) { |
- SkASSERT(fVertexAttribs.count() < kMaxVertexAttribs); |
- return fVertexAttribs.push_back(var); |
- } |
- |
- void setWillUseGeoShader() { fWillUseGeoShader = true; } |
- |
-private: |
- virtual bool onIsEqual(const GrGeometryProcessor&) const = 0; |
- |
- SkSTArray<kMaxVertexAttribs, GrShaderVar, true> fVertexAttribs; |
- bool fWillUseGeoShader; |
- |
- typedef GrProcessor INHERITED; |
-}; |
- |
-#endif |