| /* | |
| * 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(ClassID classID) | |
| : INHERITED(classID) | |
| , fWillUseGeoShader(false) | |
| , fSampleShading(0.0) {} | |
| bool willUseGeoShader() const final { return fWillUseGeoShader; } | |
| /** | |
| * 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 final { return fSampleShading; } | |
| protected: | |
| void setWillUseGeoShader() { fWillUseGeoShader = true; } | |
| void setSampleShading(float sampleShading) { | |
| fSampleShading = sampleShading; | |
| } | |
| /** | |
| * Recursive helpers for implementing onVertexAttribute or onInstanceAttribute. | |
| */ | |
| template <typename... Args> | |
| static const Attribute& IthAttribute(int i, const Attribute& attr0, const Args&... attrs) { | |
| SkASSERT(attr0.isInitialized()); | |
| return (0 == i) ? attr0 : IthAttribute(i - 1, attrs...); | |
| } | |
| static const Attribute& IthAttribute(int i) { | |
| SK_ABORT("Illegal attribute Index"); | |
| static constexpr Attribute kBogus; | |
| return kBogus; | |
| } | |
| template <typename... Args> | |
| static const Attribute& IthInitializedAttribute(int i, const Attribute& attr0, | |
| const Args&... attrs) { | |
| if (attr0.isInitialized()) { | |
| if (0 == i) { | |
| return attr0; | |
| } | |
| i -= 1; | |
| } | |
| return IthInitializedAttribute(i, attrs...); | |
| } | |
| static const Attribute& IthInitializedAttribute(int i) { return IthAttribute(i); } | |
| private: | |
| // Since most subclasses don't use instancing provide a default implementation for that case. | |
| const Attribute& onInstanceAttribute(int i) const override { | |
| SK_ABORT("No instanced attributes"); | |
| static constexpr Attribute kBogus; | |
| return kBogus; | |
| } | |
| bool fWillUseGeoShader; | |
| float fSampleShading; | |
| typedef GrPrimitiveProcessor INHERITED; | |
| }; | |
| #endif |