/* * 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; } private: bool fWillUseGeoShader; float fSampleShading; typedef GrPrimitiveProcessor INHERITED; }; #endif