blob: 6f596a5ae4da4835e75ad3998bdfc8c10787c639 [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 "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 {
GrGeometryProcessor(ClassID classID)
, fWillUseGeoShader(false) {}
bool willUseGeoShader() const final { return fWillUseGeoShader; }
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 };
bool fWillUseGeoShader;
typedef GrPrimitiveProcessor INHERITED;