92be2f74db
This reverts commit 5045e501d2
.
TBR=csmartdalton@google.com
Change-Id: Ifbf5f1d8f8ef340fdc69653e931b6d68d4bf0854
Reviewed-on: https://skia-review.googlesource.com/135862
Reviewed-by: Brian Salomon <bsalomon@google.com>
Commit-Queue: Brian Salomon <bsalomon@google.com>
87 lines
2.8 KiB
C++
87 lines
2.8 KiB
C++
/*
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* Copyright 2013 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#ifndef GrGeometryProcessor_DEFINED
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#define GrGeometryProcessor_DEFINED
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#include "GrPrimitiveProcessor.h"
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/**
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* A GrGeometryProcessor is a flexible method for rendering a primitive. The GrGeometryProcessor
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* has complete control over vertex attributes and uniforms(aside from the render target) but it
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* must obey the same contract as any GrPrimitiveProcessor, specifically it must emit a color and
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* coverage into the fragment shader. Where this color and coverage come from is completely the
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* responsibility of the GrGeometryProcessor.
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*/
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class GrGeometryProcessor : public GrPrimitiveProcessor {
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public:
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GrGeometryProcessor(ClassID classID)
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: INHERITED(classID)
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, fWillUseGeoShader(false)
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, fSampleShading(0.0) {}
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bool willUseGeoShader() const final { return fWillUseGeoShader; }
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/**
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* Returns the minimum fraction of samples for which the fragment shader will be run. For
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* instance, if sampleShading is 0.5 in MSAA16 mode, the fragment shader will run a minimum of
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* 8 times per pixel. The default value is zero.
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*/
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float getSampleShading() const final { return fSampleShading; }
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protected:
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void setWillUseGeoShader() { fWillUseGeoShader = true; }
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void setSampleShading(float sampleShading) {
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fSampleShading = sampleShading;
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}
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/**
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* Recursive helpers for implementing onVertexAttribute or onInstanceAttribute.
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*/
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template <typename... Args>
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static const Attribute& IthAttribute(int i, const Attribute& attr0, const Args&... attrs) {
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SkASSERT(attr0.isInitialized());
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return (0 == i) ? attr0 : IthAttribute(i - 1, attrs...);
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}
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static const Attribute& IthAttribute(int i) {
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SK_ABORT("Illegal attribute Index");
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static constexpr Attribute kBogus;
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return kBogus;
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}
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template <typename... Args>
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static const Attribute& IthInitializedAttribute(int i, const Attribute& attr0,
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const Args&... attrs) {
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if (attr0.isInitialized()) {
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if (0 == i) {
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return attr0;
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}
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i -= 1;
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}
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return IthInitializedAttribute(i, attrs...);
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}
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static const Attribute& IthInitializedAttribute(int i) { return IthAttribute(i); }
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private:
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// Since most subclasses don't use instancing provide a default implementation for that case.
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const Attribute& onInstanceAttribute(int i) const override {
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SK_ABORT("No instanced attributes");
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static constexpr Attribute kBogus;
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return kBogus;
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}
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bool fWillUseGeoShader;
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float fSampleShading;
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typedef GrPrimitiveProcessor INHERITED;
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};
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#endif
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