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/*
* 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 "src/gpu/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.
*
* Note that all derived classes should hide their constructors and provide a Make factory
* function that takes an arena (except for CCPR-specific classes). This is because
* GrGeometryProcessor's are not ref-counted to must have some other mechanism for managing
* their lifetime. In particular, geometry processors can be created in either the
* record-time or flush-time arenas which defined their lifetimes (i.e., a DDLs life time in
* the first case and a single flush in the second case).
*/
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