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Side by Side Diff: src/gpu/GrGeometryProcessor.h

Issue 854013002: Refactor position computation to enable device space "nudge" (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: Update to ToT Created 5 years, 11 months ago
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1 /* 1 /*
2 * Copyright 2013 Google Inc. 2 * Copyright 2013 Google Inc.
3 * 3 *
4 * Use of this source code is governed by a BSD-style license that can be 4 * Use of this source code is governed by a BSD-style license that can be
5 * found in the LICENSE file. 5 * found in the LICENSE file.
6 */ 6 */
7 7
8 #ifndef GrGeometryProcessor_DEFINED 8 #ifndef GrGeometryProcessor_DEFINED
9 #define GrGeometryProcessor_DEFINED 9 #define GrGeometryProcessor_DEFINED
10 10
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213 return true; 213 return true;
214 } 214 }
215 215
216 Attribute fAttribs[kMaxVertexAttribs]; 216 Attribute fAttribs[kMaxVertexAttribs];
217 int fNumAttribs; 217 int fNumAttribs;
218 size_t fVertexStride; 218 size_t fVertexStride;
219 219
220 private: 220 private:
221 virtual bool hasExplicitLocalCoords() const = 0; 221 virtual bool hasExplicitLocalCoords() const = 0;
222 222
223 SkMatrix fViewMatrix; 223 const SkMatrix fViewMatrix;
224 SkMatrix fLocalMatrix; 224 SkMatrix fLocalMatrix;
225 225
226 typedef GrProcessor INHERITED; 226 typedef GrProcessor INHERITED;
227 }; 227 };
228 228
229 /** 229 /**
230 * A GrGeometryProcessor is a flexible method for rendering a primitive. The Gr GeometryProcessor 230 * A GrGeometryProcessor is a flexible method for rendering a primitive. The Gr GeometryProcessor
231 * has complete control over vertex attributes and uniforms(aside from the rende r target) but it 231 * has complete control over vertex attributes and uniforms(aside from the rende r target) but it
232 * must obey the same contract as any GrPrimitiveProcessor, specifically it must emit a color and 232 * must obey the same contract as any GrPrimitiveProcessor, specifically it must emit a color and
233 * coverage into the fragment shader. Where this color and coverage come from i s completely the 233 * coverage into the fragment shader. Where this color and coverage come from i s completely the
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407 407
408 private: 408 private:
409 bool hasExplicitLocalCoords() const SK_OVERRIDE { return false; } 409 bool hasExplicitLocalCoords() const SK_OVERRIDE { return false; }
410 410
411 GrColor fColor; 411 GrColor fColor;
412 412
413 typedef GrPrimitiveProcessor INHERITED; 413 typedef GrPrimitiveProcessor INHERITED;
414 }; 414 };
415 415
416 #endif 416 #endif
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