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path: root/src/gpu/ccpr/GrCCTriangleShader.h
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/*
 * 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"
#include "glsl/GrGLSLFragmentShaderBuilder.h"

/**
 * This class renders AA triangles. It relies on the coverage processor to set up the geometry and
 * provide coverage values at each vertex, then simply interpolates these values in the fragment
 * shader.
 */
class GrCCTriangleShader : public GrCCCoverageProcessor::Shader {
    void onEmitVaryings(GrGLSLVaryingHandler* varyingHandler, GrGLSLVarying::Scope scope,
                        SkString* code, const char* position, const char* coverage,
                        const char* attenuatedCoverage) override {
        if (!attenuatedCoverage) {
            fCoverages.reset(kHalf_GrSLType, scope);
            varyingHandler->addVarying("coverage", &fCoverages);
            code->appendf("%s = %s;", OutName(fCoverages), coverage);
        } else {
            fCoverages.reset(kHalf3_GrSLType, scope);
            varyingHandler->addVarying("coverages", &fCoverages);
            code->appendf("%s = half3(%s, %s);", OutName(fCoverages), attenuatedCoverage, coverage);
        }
    }

    void onEmitFragmentCode(GrGLSLFPFragmentBuilder* f, const char* outputCoverage) const override {
        if (kHalf_GrSLType == fCoverages.type()) {
            f->codeAppendf("%s = %s;", outputCoverage, fCoverages.fsIn());
        } else {
            f->codeAppendf("%s = %s.x * %s.y + %s.z;",
                           outputCoverage, fCoverages.fsIn(), fCoverages.fsIn(), fCoverages.fsIn());
        }
    }

    GrGLSLVarying fCoverages;
};

#endif