aboutsummaryrefslogtreecommitdiffhomepage
path: root/src/gpu/GrGeometryProcessor.h
blob: 086d9baa5349ba2421a41d46d86a9abdb06f2c06 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
/*
 * 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()
        : fWillUseGeoShader(false)
        , fLocalCoordsType(kUnused_LocalCoordsType)
        , fSampleShading(0.0) {}

    bool willUseGeoShader() const override { return fWillUseGeoShader; }

    bool hasExplicitLocalCoords() const override {
        return kHasExplicit_LocalCoordsType == fLocalCoordsType;
    }

    /**
     * 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 override {
        return fSampleShading;
    }

protected:
    void setWillUseGeoShader() { fWillUseGeoShader = true; }

    /**
     * If a GrFragmentProcessor in the GrPipeline needs localCoods, we will provide them in one of
     * three ways
     * 1) LocalCoordTransform * Position - in Shader
     * 2) LocalCoordTransform * ExplicitLocalCoords- in Shader
     * 3) A transformation on the CPU uploaded via vertex attribute
     */
    enum LocalCoordsType {
        kUnused_LocalCoordsType,
        kHasExplicit_LocalCoordsType,
        kHasTransformed_LocalCoordsType
    };

    void setHasExplicitLocalCoords() {
        SkASSERT(kUnused_LocalCoordsType == fLocalCoordsType);
        fLocalCoordsType = kHasExplicit_LocalCoordsType;
    }
    void setHasTransformedLocalCoords() {
        SkASSERT(kUnused_LocalCoordsType == fLocalCoordsType);
        fLocalCoordsType = kHasTransformed_LocalCoordsType;
    }

    void setSampleShading(float sampleShading) {
        fSampleShading = sampleShading;
    }

private:
    bool fWillUseGeoShader;
    LocalCoordsType fLocalCoordsType;
    float fSampleShading;

    typedef GrPrimitiveProcessor INHERITED;
};

#endif