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Unified Diff: src/gpu/GrGeometryProcessor.cpp

Issue 746423007: Draft change to start pulling uniform color into GP (Closed) Base URL: https://skia.googlesource.com/skia.git@no_factories
Patch Set: missed some places to update uniform cache Created 6 years ago
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Index: src/gpu/GrGeometryProcessor.cpp
diff --git a/src/gpu/GrGeometryProcessor.cpp b/src/gpu/GrGeometryProcessor.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..39e47e5f1cd882f857b09ab2bf853f2e685684b0
--- /dev/null
+++ b/src/gpu/GrGeometryProcessor.cpp
@@ -0,0 +1,70 @@
+/*
+ * Copyright 2014 Google Inc.
+ *
+ * Use of this source code is governed by a BSD-style license that can be
+ * found in the LICENSE file.
+ */
+
+#include "GrGeometryProcessor.h"
+
+#include "gl/GrGLGeometryProcessor.h"
+#include "GrInvariantOutput.h"
+
+///////////////////////////////////////////////////////////////////////////////////////////////////
+
+void GrGeometryProcessor::getInvariantOutputColor(GrInitInvariantOutput* out) const {
+ if (fHasVertexColor) {
+ if (fOpaqueVertexColors) {
+ out->setUnknownOpaqueFourComponents();
+ } else {
+ out->setUnknownFourComponents();
+ }
+ } else {
+ out->setKnownFourComponents(fColor);
+ }
+ this->onGetInvariantOutputColor(out);
+}
+
+void GrGeometryProcessor::getInvariantOutputCoverage(GrInitInvariantOutput* out) const {
+ this->onGetInvariantOutputCoverage(out);
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////
+
+void GrPathProcessor::getInvariantOutputColor(GrInitInvariantOutput* out) const {
+ out->setKnownFourComponents(fColor);
+}
+
+void GrPathProcessor::getInvariantOutputCoverage(GrInitInvariantOutput* out) const {
+ out->setKnownSingleComponent(0xff);
+}
+
+GrPathProcessor::GrPathProcessor(GrColor color) : fColor(color) {
+ this->initClassID<GrPathProcessor>();
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////
+
+#include "gl/builders/GrGLProgramBuilder.h"
+
+void GrGLGeometryProcessor::setupColor(GrGLGPBuilder* pb,
bsalomon 2014/12/15 15:31:13 Maybe call it setupPassThroughColor? Not sure if i
+ GrGPInput inputType,
+ const char* outputName,
+ const GrGeometryProcessor::GrAttribute* colorAttr,
+ UniformHandle* colorUniform) {
+ GrGLGPFragmentBuilder* fs = pb->getFragmentShaderBuilder();
+ if (kUniform_GrGPInput == inputType) {
+ const char* stagedLocalVarName;
+ *colorUniform = pb->addUniform(GrGLProgramBuilder::kFragment_Visibility,
+ kVec4f_GrSLType,
+ kDefault_GrSLPrecision,
+ "Color",
+ &stagedLocalVarName);
+ fs->codeAppendf("%s = %s;", outputName, stagedLocalVarName);
+ } else if (kAttribute_GrGPInput == inputType) {
+ SkASSERT(colorAttr);
+ pb->addPassThroughAttribute(colorAttr, outputName);
+ } else if (kAllOnes_GrGPInput == inputType) {
+ fs->codeAppendf("%s = vec4(1);", outputName);
+ }
+}

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