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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 "GrPrimitiveProcessor.h"
12 
13 /**
14  * A GrGeometryProcessor is a flexible method for rendering a primitive.  The GrGeometryProcessor
15  * has complete control over vertex attributes and uniforms(aside from the render target) but it
16  * must obey the same contract as any GrPrimitiveProcessor, specifically it must emit a color and
17  * coverage into the fragment shader.  Where this color and coverage come from is completely the
18  * responsibility of the GrGeometryProcessor.
19  */
20 class GrGeometryProcessor : public GrPrimitiveProcessor {
21 public:
GrGeometryProcessor(ClassID classID)22     GrGeometryProcessor(ClassID classID)
23         : INHERITED(classID)
24         , fWillUseGeoShader(false) {}
25 
willUseGeoShader()26     bool willUseGeoShader() const final { return fWillUseGeoShader; }
27 
28 protected:
setWillUseGeoShader()29     void setWillUseGeoShader() { fWillUseGeoShader = true; }
30 
31     // GPs that need to use either half-float or ubyte colors can just call this to get a correctly
32     // configured Attribute struct
MakeColorAttribute(const char * name,bool wideColor)33     static Attribute MakeColorAttribute(const char* name, bool wideColor) {
34         return { name,
35                  wideColor ? kHalf4_GrVertexAttribType : kUByte4_norm_GrVertexAttribType,
36                  kHalf4_GrSLType };
37     }
38 
39 private:
40     bool fWillUseGeoShader;
41 
42     typedef GrPrimitiveProcessor INHERITED;
43 };
44 
45 #endif
46