/* * 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 "GrGLSLPrimitiveProcessor.h" #include "GrCoordTransform.h" #include "glsl/GrGLSLFragmentShaderBuilder.h" #include "glsl/GrGLSLUniformHandler.h" #include "glsl/GrGLSLVertexShaderBuilder.h" SkMatrix GrGLSLPrimitiveProcessor::GetTransformMatrix(const SkMatrix& localMatrix, const GrCoordTransform& coordTransform) { SkMatrix combined; // We only apply the localmatrix to localcoords if (kLocal_GrCoordSet == coordTransform.sourceCoords()) { combined.setConcat(coordTransform.getMatrix(), localMatrix); } else { combined = coordTransform.getMatrix(); } if (coordTransform.reverseY()) { // combined.postScale(1,-1); // combined.postTranslate(0,1); combined.set(SkMatrix::kMSkewY, combined[SkMatrix::kMPersp0] - combined[SkMatrix::kMSkewY]); combined.set(SkMatrix::kMScaleY, combined[SkMatrix::kMPersp1] - combined[SkMatrix::kMScaleY]); combined.set(SkMatrix::kMTransY, combined[SkMatrix::kMPersp2] - combined[SkMatrix::kMTransY]); } return combined; } void GrGLSLPrimitiveProcessor::setupUniformColor(GrGLSLPPFragmentBuilder* fragBuilder, GrGLSLUniformHandler* uniformHandler, const char* outputName, UniformHandle* colorUniform) { SkASSERT(colorUniform); const char* stagedLocalVarName; *colorUniform = uniformHandler->addUniform(kFragment_GrShaderFlag, kVec4f_GrSLType, kDefault_GrSLPrecision, "Color", &stagedLocalVarName); fragBuilder->codeAppendf("%s = %s;", outputName, stagedLocalVarName); }