/* * 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() : INHERITED(false) , fWillUseGeoShader(false) , fHasLocalCoords(false) {} bool willUseGeoShader() const { return fWillUseGeoShader; } // TODO delete when paths are in batch void initBatchTracker(GrBatchTracker*, const GrPipelineInfo&) const override {} // TODO delete this when paths are in batch bool canMakeEqual(const GrBatchTracker& mine, const GrPrimitiveProcessor& that, const GrBatchTracker& theirs) const override { SkFAIL("Unsupported\n"); return false; } // TODO Delete when paths are in batch void getInvariantOutputColor(GrInitInvariantOutput* out) const override { SkFAIL("Unsupported\n"); } void getInvariantOutputCoverage(GrInitInvariantOutput* out) const override { SkFAIL("Unsupported\n"); } protected: /** * Subclasses call this from their constructor to register vertex attributes. Attributes * will be padded to the nearest 4 bytes for performance reasons. * TODO After deferred geometry, we should do all of this inline in GenerateGeometry alongside * the struct used to actually populate the attributes. This is all extremely fragile, vertex * attributes have to be added in the order they will appear in the struct which maps memory. * The processor key should reflect the vertex attributes, or there lack thereof in the * GrGeometryProcessor. */ const Attribute& addVertexAttrib(const Attribute& attribute) { SkASSERT(fNumAttribs < kMaxVertexAttribs); fVertexStride += attribute.fOffset; fAttribs[fNumAttribs] = attribute; return fAttribs[fNumAttribs++]; } void setWillUseGeoShader() { fWillUseGeoShader = true; } // TODO hack see above void setHasLocalCoords() { fHasLocalCoords = true; } private: bool hasExplicitLocalCoords() const override { return fHasLocalCoords; } bool fWillUseGeoShader; bool fHasLocalCoords; typedef GrPrimitiveProcessor INHERITED; }; #endif