skia2/include/gpu/GrGeometryProcessor.h
joshualitt b0a8a377f8 Patch to create a distinct geometry processor. The vast majority of this patch
is just a rename.  The meat is in GrGeometryProcessor, GrProcessor,
GrGL*Processor, GrProcessorStage, Gr*BackendProcessorFactory,
GrProcessUnitTestFactory, and the builders

BUG=skia:
R=bsalomon@google.com

Author: joshualitt@chromium.org

Review URL: https://codereview.chromium.org/582963002
2014-09-23 09:50:21 -07:00

67 lines
2.5 KiB
C++

/*
* 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 "GrProcessor.h"
class GrBackendGeometryProcessorFactory;
/**
* A GrGeomteryProcessor is used to perform computation in the vertex shader and
* add support for custom vertex attributes. A GrGemeotryProcessor is typically
* tied to the code that does a specific type of high-level primitive rendering
* (e.g. anti-aliased circle rendering). The GrGeometryProcessor used for a draw is
* specified using GrDrawState. There can only be one geometry processor active for
* a draw. The custom vertex attributes required by the geometry processor must be
* added to the vertex attribute array specified on the GrDrawState.
* GrGeometryProcessor subclasses should be immutable after construction.
*/
class GrGeometryProcessor : public GrProcessor {
public:
GrGeometryProcessor() {}
virtual const GrBackendGeometryProcessorFactory& getFactory() const = 0;
/*
* This only has a max because GLProgramsTest needs to generate test arrays, and these have to
* be static
* TODO make this truly dynamic
*/
static const int kMaxVertexAttribs = 2;
typedef SkTArray<GrShaderVar, true> VertexAttribArray;
const VertexAttribArray& getVertexAttribs() const { return fVertexAttribs; }
protected:
/**
* Subclasses call this from their constructor to register vertex attributes (at most
* kMaxVertexAttribs). This must only be called from the constructor because GrProcessors are
* immutable.
*/
const GrShaderVar& addVertexAttrib(const GrShaderVar& var) {
SkASSERT(fVertexAttribs.count() < kMaxVertexAttribs);
return fVertexAttribs.push_back(var);
}
private:
SkSTArray<kMaxVertexAttribs, GrShaderVar, true> fVertexAttribs;
typedef GrProcessor INHERITED;
};
/**
* This creates an effect outside of the effect memory pool. The effect's destructor will be called
* at global destruction time. NAME will be the name of the created GrProcessor.
*/
#define GR_CREATE_STATIC_GEOMETRY_PROCESSOR(NAME, GP_CLASS, ARGS) \
static SkAlignedSStorage<sizeof(GP_CLASS)> g_##NAME##_Storage; \
static GrGeometryProcessor* NAME SkNEW_PLACEMENT_ARGS(g_##NAME##_Storage.get(), GP_CLASS, ARGS); \
static SkAutoTDestroy<GrGeometryProcessor> NAME##_ad(NAME);
#endif