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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.
emitTransforms(GrGLSLVertexBuilder * vb,GrGLSLVaryingHandler * varyingHandler,GrGLSLUniformHandler * uniformHandler,const GrShaderVar & posVar,const char * localCoords,FPCoordTransformHandler * handler)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 
ComputePosKey(const SkMatrix & mat)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