/* * 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 "GrPrimitiveProcessor.h" /** * A GrGeometryProcessor is a flexible method for rendering a primitive. The GrGeometryProcessor * has complete control over vertex attributes and uniforms(aside from the render target) but it * must obey the same contract as any GrPrimitiveProcessor, specifically it must emit a color and * coverage into the fragment shader. Where this color and coverage come from is completely the * responsibility of the GrGeometryProcessor. */ class GrGeometryProcessor : public GrPrimitiveProcessor { public: GrGeometryProcessor(ClassID classID) : INHERITED(classID) , fWillUseGeoShader(false) , fSampleShading(0.0) {} bool willUseGeoShader() const final { return fWillUseGeoShader; } /** * Returns the minimum fraction of samples for which the fragment shader will be run. For * instance, if sampleShading is 0.5 in MSAA16 mode, the fragment shader will run a minimum of * 8 times per pixel. The default value is zero. */ float getSampleShading() const final { return fSampleShading; } protected: void setWillUseGeoShader() { fWillUseGeoShader = true; } void setSampleShading(float sampleShading) { fSampleShading = sampleShading; } /** * Recursive helpers for implementing onVertexAttribute or onInstanceAttribute. */ template static const Attribute& IthAttribute(int i, const Attribute& attr0, const Args&... attrs) { SkASSERT(attr0.isInitialized()); return (0 == i) ? attr0 : IthAttribute(i - 1, attrs...); } static const Attribute& IthAttribute(int i) { SK_ABORT("Illegal attribute Index"); static constexpr Attribute kBogus; return kBogus; } template static const Attribute& IthInitializedAttribute(int i, const Attribute& attr0, const Args&... attrs) { if (attr0.isInitialized()) { if (0 == i) { return attr0; } i -= 1; } return IthInitializedAttribute(i, attrs...); } static const Attribute& IthInitializedAttribute(int i) { return IthAttribute(i); } private: // Since most subclasses don't use instancing provide a default implementation for that case. const Attribute& onInstanceAttribute(int i) const override { SK_ABORT("No instanced attributes"); static constexpr Attribute kBogus; return kBogus; } bool fWillUseGeoShader; float fSampleShading; typedef GrPrimitiveProcessor INHERITED; }; #endif