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/GrGLSLVertexShaderBuilder.h"
16
GetTransformMatrix(const SkMatrix & localMatrix,const GrCoordTransform & coordTransform)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
setupUniformColor(GrGLSLPPFragmentBuilder * fragBuilder,GrGLSLUniformHandler * uniformHandler,const char * outputName,UniformHandle * colorUniform)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 kVec4f_GrSLType,
47 kDefault_GrSLPrecision,
48 "Color",
49 &stagedLocalVarName);
50 fragBuilder->codeAppendf("%s = %s;", outputName, stagedLocalVarName);
51 if (fragBuilder->getProgramBuilder()->shaderCaps()->mustObfuscateUniformColor()) {
52 fragBuilder->codeAppendf("%s = max(%s, vec4(0, 0, 0, 0));", outputName, outputName);
53 }
54 }
55
56 //////////////////////////////////////////////////////////////////////////////
57
nextCoordTransform()58 const GrCoordTransform* GrGLSLPrimitiveProcessor::FPCoordTransformHandler::nextCoordTransform() {
59 #ifdef SK_DEBUG
60 SkASSERT(nullptr == fCurr || fAddedCoord);
61 fAddedCoord = false;
62 fCurr = fIter.next();
63 return fCurr;
64 #else
65 return fIter.next();
66 #endif
67 }
68