1 | /* |
2 | * Copyright 2020 Google Inc. |
3 | * |
4 | * Use of this source code is governed by a BSD-style license that can be |
5 | * found in the LICENSE file. |
6 | */ |
7 | |
8 | #ifndef GrPathParser_DEFINED |
9 | #define GrPathParser_DEFINED |
10 | |
11 | #include "include/core/SkPath.h" |
12 | |
13 | class GrEagerVertexAllocator; |
14 | |
15 | namespace GrPathParser { |
16 | |
17 | // Writes an array of cubic "wedges" from an SkPath, converting any lines or quadratics to cubics. |
18 | // These wedges can then be fed into GrStencilWedgeShader to stencil the path. A wedge is a 5-point |
19 | // tessellation patch consisting of 4 cubic control points, plus an anchor point fanning from the |
20 | // center of the curve's resident contour. |
21 | // |
22 | // TODO: Eventually we want to use rational cubic wedges in order to support conics. |
23 | // |
24 | // Returns the number of vertices written to the array. |
25 | int EmitCenterWedgePatches(const SkPath&, GrEagerVertexAllocator*); |
26 | |
27 | // Triangulates and writes an SkPath's inner polygon(s). The inner polygons connect the endpoints of |
28 | // each verb. (i.e., they are the path that would result from collapsing all curves to single |
29 | // lines.) |
30 | // |
31 | // This method works by recursively subdividing the path rather than emitting a linear triangle fan |
32 | // or strip. This can reduce the load on the rasterizer by a great deal on complex paths. |
33 | // |
34 | // Returns the number of vertices written to the array. |
35 | int EmitInnerPolygonTriangles(const SkPath&, GrEagerVertexAllocator*); |
36 | |
37 | // Writes out an array of cubics from an SkPath as 4-point instances, converting any quadratics to |
38 | // cubics. |
39 | // |
40 | // Returns the number of *instances* written to the array. |
41 | int EmitCubicInstances(const SkPath&, GrEagerVertexAllocator*); |
42 | |
43 | } // namespace |
44 | |
45 | #endif |
46 | |