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      1 /*
      2  * Copyright 2013 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 GrGLSLGeometryProcessor_DEFINED
      9 #define GrGLSLGeometryProcessor_DEFINED
     10 
     11 #include "GrGLSLPrimitiveProcessor.h"
     12 
     13 class GrGLSLGPBuilder;
     14 
     15 /**
     16  * If a GL effect needs a GrGLFullShaderBuilder* object to emit vertex code, then it must inherit
     17  * from this class. Since paths don't have vertices, this class is only meant to be used internally
     18  * by skia, for special cases.
     19  */
     20 class GrGLSLGeometryProcessor : public GrGLSLPrimitiveProcessor {
     21 public:
     22     /* Any general emit code goes in the base class emitCode.  Subclasses override onEmitCode */
     23     void emitCode(EmitArgs&) override;
     24 
     25 protected:
     26     // A helper which subclasses can use if needed and used above in the default setTransformData().
     27     void setTransformDataHelper(const SkMatrix& localMatrix,
     28                                 const GrGLSLProgramDataManager& pdman,
     29                                 FPCoordTransformIter*);
     30 
     31     // Emit a uniform matrix for each coord transform.
     32     void emitTransforms(GrGLSLVertexBuilder* vb,
     33                         GrGLSLVaryingHandler* varyingHandler,
     34                         GrGLSLUniformHandler* uniformHandler,
     35                         const GrShaderVar& posVar,
     36                         const char* localCoords,
     37                         FPCoordTransformHandler* handler) {
     38         this->emitTransforms(vb, varyingHandler, uniformHandler,
     39                              posVar, localCoords, SkMatrix::I(), handler);
     40     }
     41 
     42     // Emit pre-transformed coords as a vertex attribute per coord-transform.
     43     void emitTransforms(GrGLSLVertexBuilder*,
     44                         GrGLSLVaryingHandler*,
     45                         GrGLSLUniformHandler*,
     46                         const GrShaderVar& posVar,
     47                         const char* localCoords,
     48                         const SkMatrix& localMatrix,
     49                         FPCoordTransformHandler*);
     50 
     51     struct GrGPArgs {
     52         // The variable used by a GP to store its position. It can be
     53         // either a vec2 or a vec3 depending on the presence of perspective.
     54         GrShaderVar fPositionVar;
     55     };
     56 
     57     // Create the correct type of position variable given the CTM
     58     void setupPosition(GrGLSLVertexBuilder*, GrGPArgs*, const char* posName);
     59     void setupPosition(GrGLSLVertexBuilder*,
     60                        GrGLSLUniformHandler* uniformHandler,
     61                        GrGPArgs*,
     62                        const char* posName,
     63                        const SkMatrix& mat,
     64                        UniformHandle* viewMatrixUniform);
     65 
     66     static uint32_t ComputePosKey(const SkMatrix& mat) {
     67         if (mat.isIdentity()) {
     68             return 0x0;
     69         } else if (!mat.hasPerspective()) {
     70             return 0x01;
     71         } else {
     72             return 0x02;
     73         }
     74     }
     75 
     76 private:
     77     virtual void onEmitCode(EmitArgs&, GrGPArgs*) = 0;
     78 
     79     struct TransformUniform {
     80         UniformHandle  fHandle;
     81         SkMatrix       fCurrentValue = SkMatrix::InvalidMatrix();
     82     };
     83 
     84     SkTArray<TransformUniform, true> fInstalledTransforms;
     85 
     86     typedef GrGLSLPrimitiveProcessor INHERITED;
     87 };
     88 
     89 #endif
     90