/* * 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" void GrCoordTransform::reset(GrCoordSet sourceCoords, const SkMatrix& m, const GrTexture* texture, GrTextureParams::FilterMode filter) { SkASSERT(texture); SkASSERT(!fInProcessor); fSourceCoords = sourceCoords; fMatrix = m; fReverseY = kBottomLeft_GrSurfaceOrigin == texture->origin(); // 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 > GrTextureParams::kNone_FilterMode ? 4 : 1; fPrecision = kDefault_GrSLPrecision; if (texture->getContext()) { const GrShaderCaps* caps = texture->getContext()->caps()->shaderCaps(); if (caps->floatPrecisionVaries()) { int maxD = SkTMax(texture->width(), texture->height()); const GrShaderCaps::PrecisionInfo* info; info = &caps->getFloatShaderPrecisionInfo(kFragment_GrShaderType, fPrecision); 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 == fPrecision) { break; } GrSLPrecision nextP = static_cast(fPrecision + 1); info = &caps->getFloatShaderPrecisionInfo(kFragment_GrShaderType, nextP); if (!info->supported()) { break; } fPrecision = nextP; } while (true); } } } void GrCoordTransform::reset(GrCoordSet sourceCoords, const SkMatrix& m, GrSLPrecision precision) { SkASSERT(!fInProcessor); fSourceCoords = sourceCoords; fMatrix = m; fReverseY = false; fPrecision = precision; }