blob: a12ab0058d49c2d39e4a797e7d493665bdeecd3e [file] [log] [blame]
/*
* 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;
}
private:
bool fWillUseGeoShader;
float fSampleShading;
typedef GrPrimitiveProcessor INHERITED;
};
#endif