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      1 /*
      2  * Copyright 2014 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 #include "GrGLSLPrimitiveProcessor.h"
      9 
     10 #include "GrCoordTransform.h"
     11 #include "GrTexture.h"
     12 #include "glsl/GrGLSLFragmentShaderBuilder.h"
     13 #include "glsl/GrGLSLProgramBuilder.h"
     14 #include "glsl/GrGLSLUniformHandler.h"
     15 #include "glsl/GrGLSLVertexGeoBuilder.h"
     16 
     17 SkMatrix GrGLSLPrimitiveProcessor::GetTransformMatrix(const SkMatrix& localMatrix,
     18                                                       const GrCoordTransform& coordTransform) {
     19     SkMatrix combined;
     20     combined.setConcat(coordTransform.getMatrix(), localMatrix);
     21     if (coordTransform.normalize()) {
     22         combined.postIDiv(coordTransform.peekTexture()->width(),
     23                           coordTransform.peekTexture()->height());
     24     }
     25 
     26     if (coordTransform.reverseY()) {
     27         // combined.postScale(1,-1);
     28         // combined.postTranslate(0,1);
     29         combined.set(SkMatrix::kMSkewY,
     30             combined[SkMatrix::kMPersp0] - combined[SkMatrix::kMSkewY]);
     31         combined.set(SkMatrix::kMScaleY,
     32             combined[SkMatrix::kMPersp1] - combined[SkMatrix::kMScaleY]);
     33         combined.set(SkMatrix::kMTransY,
     34             combined[SkMatrix::kMPersp2] - combined[SkMatrix::kMTransY]);
     35     }
     36     return combined;
     37 }
     38 
     39 void GrGLSLPrimitiveProcessor::setupUniformColor(GrGLSLPPFragmentBuilder* fragBuilder,
     40                                                  GrGLSLUniformHandler* uniformHandler,
     41                                                  const char* outputName,
     42                                                  UniformHandle* colorUniform) {
     43     SkASSERT(colorUniform);
     44     const char* stagedLocalVarName;
     45     *colorUniform = uniformHandler->addUniform(kFragment_GrShaderFlag,
     46                                                kHalf4_GrSLType,
     47                                                "Color",
     48                                                &stagedLocalVarName);
     49     fragBuilder->codeAppendf("%s = %s;", outputName, stagedLocalVarName);
     50     if (fragBuilder->getProgramBuilder()->shaderCaps()->mustObfuscateUniformColor()) {
     51         fragBuilder->codeAppendf("%s = max(%s, half4(0, 0, 0, 0));", outputName, outputName);
     52     }
     53 }
     54 
     55 //////////////////////////////////////////////////////////////////////////////
     56 
     57 const GrCoordTransform* GrGLSLPrimitiveProcessor::FPCoordTransformHandler::nextCoordTransform() {
     58 #ifdef SK_DEBUG
     59     SkASSERT(nullptr == fCurr || fAddedCoord);
     60     fAddedCoord = false;
     61     fCurr = fIter.next();
     62     return fCurr;
     63 #else
     64     return fIter.next();
     65 #endif
     66 }
     67