/* * Copyright 2014 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "GrCoordTransform.h" #include "GrCaps.h" #include "GrContext.h" #include "GrGpu.h" #include "GrResourceProvider.h" #include "GrTextureProxy.h" static GrSLPrecision compute_precision(const GrShaderCaps* caps, int width, int height, GrSamplerParams::FilterMode filter) { // Always start at kDefault. Then if precisions differ we see if the precision needs to be // increased. Our rule is that we want at least 4 subpixel values in the representation for // coords between 0 to 1 when bi- or tri-lerping and 1 value when nearest filtering. Note that // this still might not be enough when drawing with repeat or mirror-repeat modes but that case // can be arbitrarily bad. int subPixelThresh = filter > GrSamplerParams::kNone_FilterMode ? 4 : 1; GrSLPrecision precision = kDefault_GrSLPrecision; if (caps) { if (caps->floatPrecisionVaries()) { int maxD = SkTMax(width, height); const GrShaderCaps::PrecisionInfo* info; info = &caps->getFloatShaderPrecisionInfo(kFragment_GrShaderType, precision); do { SkASSERT(info->supported()); // Make sure there is at least 2 bits of subpixel precision in the range of // texture coords from 0.5 to 1.0. if ((2 << info->fBits) / maxD > subPixelThresh) { break; } if (kHigh_GrSLPrecision == precision) { break; } GrSLPrecision nextP = static_cast(precision + 1); info = &caps->getFloatShaderPrecisionInfo(kFragment_GrShaderType, nextP); if (!info->supported()) { break; } precision = nextP; } while (true); } } return precision; } void GrCoordTransform::reset(GrResourceProvider* resourceProvider, const SkMatrix& m, GrTextureProxy* proxy, GrSamplerParams::FilterMode filter, bool normalize) { SkASSERT(proxy); SkASSERT(!fInProcessor); fMatrix = m; // MDB TODO: just GrCaps is needed for this method // MDB TODO: once all the coord transforms take a proxy just store it here and // instantiate later fTexture = proxy->instantiate(resourceProvider); fNormalize = normalize; fReverseY = kBottomLeft_GrSurfaceOrigin == proxy->origin(); const GrCaps* caps = resourceProvider->caps(); fPrecision = compute_precision(caps->shaderCaps(), proxy->worstCaseWidth(*caps), proxy->worstCaseHeight(*caps), filter); }