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/*
* Copyright 2020 Google LLC.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef GrStrokeHardwareTessellator_DEFINED
#define GrStrokeHardwareTessellator_DEFINED
#include "src/gpu/GrVertexChunkArray.h"
#include "src/gpu/tessellate/GrStrokeTessellator.h"
// Renders opaque, constant-color strokes by decomposing them into standalone tessellation patches.
// Each patch is either a "cubic" (single stroked bezier curve with butt caps) or a "join". Requires
// MSAA if antialiasing is desired.
class GrStrokeHardwareTessellator : public GrStrokeTessellator {
public:
GrStrokeHardwareTessellator(ShaderFlags shaderFlags, const SkMatrix& viewMatrix,
PathStrokeList* pathStrokeList, const GrShaderCaps&)
: GrStrokeTessellator(GrStrokeTessellateShader::Mode::kHardwareTessellation,
shaderFlags, viewMatrix, pathStrokeList) {
}
void prepare(GrMeshDrawOp::Target*, int totalCombinedVerbCnt) override;
void draw(GrOpFlushState*) const override;
private:
GrVertexChunkArray fPatchChunks;
};
#endif