| /* | |
| * 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) {} | |
| bool willUseGeoShader() const final { return fWillUseGeoShader; } | |
| protected: | |
| void setWillUseGeoShader() { fWillUseGeoShader = true; } | |
| // GPs that need to use either half-float or ubyte colors can just call this to get a correctly | |
| // configured Attribute struct | |
| static Attribute MakeColorAttribute(const char* name, bool wideColor) { | |
| return { name, | |
| wideColor ? kHalf4_GrVertexAttribType : kUByte4_norm_GrVertexAttribType, | |
| kHalf4_GrSLType }; | |
| } | |
| private: | |
| bool fWillUseGeoShader; | |
| typedef GrPrimitiveProcessor INHERITED; | |
| }; | |
| #endif |