/* * 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. */ 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