Index: src/gpu/GrGeometryProcessor.h |
diff --git a/src/gpu/GrGeometryProcessor.h b/src/gpu/GrGeometryProcessor.h |
index 6d27f0b4f123788f9eb29ae7c0334f972731268f..d89155e317e47c78cf40ad066dceb39a63fc2c16 100644 |
--- a/src/gpu/GrGeometryProcessor.h |
+++ b/src/gpu/GrGeometryProcessor.h |
@@ -25,19 +25,31 @@ |
class GrGeometryProcessor : public GrProcessor { |
public: |
GrGeometryProcessor() |
- : fWillUseGeoShader(false) {} |
+ : fVertexStride(0) |
+ , fWillUseGeoShader(false) |
+ , fHasVertexColor(false) |
+ , fHasVertexCoverage(false) |
+ , fHasLocalCoords(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 |
+ * This is a safeguard to prevent GPs from going beyond platform specific attribute limits. |
+ * This number can almost certainly be raised if required. |
*/ |
- static const int kMaxVertexAttribs = 2; |
- typedef SkTArray<GrShaderVar, true> VertexAttribArray; |
+ static const int kMaxVertexAttribs = 6; |
- const VertexAttribArray& getVertexAttribs() const { return fVertexAttribs; } |
+ struct GrAttribute { |
+ GrAttribute(const char* name, GrVertexAttribType type) : fName(name), fType(type) {} |
+ const char* fName; |
+ GrVertexAttribType fType; |
+ }; |
+ |
+ typedef SkTArray<GrAttribute, true> VertexAttribArray; |
+ |
+ const VertexAttribArray& getAttribs() const { return fAttribs; } |
+ |
+ size_t getVertexStride() const { return fVertexStride; } |
bool willUseGeoShader() const { return fWillUseGeoShader; } |
@@ -54,24 +66,37 @@ public: |
return this->onIsEqual(that); |
} |
+ // TODO this is a total hack until the gp can own whether or not it uses uniform |
+ // color / coverage |
+ bool hasVertexColor() const { return fHasVertexColor; } |
+ bool hasVertexCoverage() const { return fHasVertexCoverage; } |
+ bool hasLocalCoords() const { return fHasLocalCoords; } |
+ |
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. |
+ * Subclasses call this from their constructor to register vertex attributes |
*/ |
- const GrShaderVar& addVertexAttrib(const GrShaderVar& var) { |
- SkASSERT(fVertexAttribs.count() < kMaxVertexAttribs); |
- return fVertexAttribs.push_back(var); |
+ const GrAttribute& addVertexAttrib(const GrAttribute& attribute) { |
+ fVertexStride += GrVertexAttribTypeSize(attribute.fType); |
+ return fAttribs.push_back(attribute); |
} |
void setWillUseGeoShader() { fWillUseGeoShader = true; } |
+ // TODO hack see above |
+ void setHasVertexColor() { fHasVertexColor = true; } |
+ void setHasVertexCoverage() { fHasVertexCoverage = true; } |
+ void setHasLocalCoords() { fHasLocalCoords = true; } |
+ |
private: |
virtual bool onIsEqual(const GrGeometryProcessor&) const = 0; |
- SkSTArray<kMaxVertexAttribs, GrShaderVar, true> fVertexAttribs; |
+ SkSTArray<kMaxVertexAttribs, GrAttribute, true> fAttribs; |
+ size_t fVertexStride; |
bool fWillUseGeoShader; |
+ bool fHasVertexColor; |
+ bool fHasVertexCoverage; |
+ bool fHasLocalCoords; |
typedef GrProcessor INHERITED; |
}; |