/* * Copyright 2017 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef GrCCTriangleShader_DEFINED #define GrCCTriangleShader_DEFINED #include "ccpr/GrCCCoverageProcessor.h" /** * Steps 1 & 2: Draw the triangle's conservative raster hull with a coverage of +1, then smooth the * edges by drawing the conservative rasters of all 3 edges and interpolating from * coverage=-1 on the outside to coverage=0 on the inside. The Impl may choose to * implement these steps in either one or two actual render passes. */ class GrCCTriangleShader : public GrCCCoverageProcessor::Shader { void onEmitVaryings(GrGLSLVaryingHandler*, GrGLSLVarying::Scope, SkString* code, const char* position, const char* inputCoverage, const char* wind) override; void onEmitFragmentCode(GrGLSLPPFragmentBuilder*, const char* outputCoverage) const override; GrGLSLVarying fCoverageTimesWind; }; /** * Step 3: Touch up the corner pixels. Here we fix the simple distance-to-edge coverage analysis * done previously so that it takes into account the region that is outside both edges at * the same time. */ class GrCCTriangleCornerShader : public GrCCCoverageProcessor::Shader { void emitSetupCode(GrGLSLVertexGeoBuilder*, const char* pts, const char* repetitionID, const char* wind, GeometryVars*) const override; void onEmitVaryings(GrGLSLVaryingHandler*, GrGLSLVarying::Scope, SkString* code, const char* position, const char* inputCoverage, const char* wind) override; void onEmitFragmentCode(GrGLSLPPFragmentBuilder* f, const char* outputCoverage) const override; GrShaderVar fAABoxMatrices{"aa_box_matrices", kFloat2x2_GrSLType, 2}; GrShaderVar fAABoxTranslates{"aa_box_translates", kFloat2_GrSLType, 2}; GrShaderVar fGeoShaderBisects{"bisects", kFloat2_GrSLType, 2}; GrGLSLVarying fCornerLocationInAABoxes; GrGLSLVarying fBisectInAABoxes; GrGLSLVarying fWindTimesHalf; }; #endif