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/*
* Copyright 2013 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "GrGLPathProcessor.h"
#include "GrPathProcessor.h"
#include "GrGLGpu.h"
#include "GrGLPathRendering.h"
GrGLPathProcessor::GrGLPathProcessor(const GrPathProcessor&, const GrBatchTracker&)
: fColor(GrColor_ILLEGAL) {}
void GrGLPathProcessor::emitCode(EmitArgs& args) {
GrGLGPBuilder* pb = args.fPB;
GrGLGPFragmentBuilder* fs = args.fPB->getFragmentShaderBuilder();
const PathBatchTracker& local = args.fBT.cast<PathBatchTracker>();
// emit transforms
this->emitTransforms(args.fPB, args.fTransformsIn, args.fTransformsOut);
// Setup uniform color
if (kUniform_GrGPInput == local.fInputColorType) {
const char* stagedLocalVarName;
fColorUniform = pb->addUniform(GrGLProgramBuilder::kFragment_Visibility,
kVec4f_GrSLType,
kDefault_GrSLPrecision,
"Color",
&stagedLocalVarName);
fs->codeAppendf("%s = %s;", args.fOutputColor, stagedLocalVarName);
}
// setup constant solid coverage
if (kAllOnes_GrGPInput == local.fInputCoverageType) {
fs->codeAppendf("%s = vec4(1);", args.fOutputCoverage);
}
}
void GrGLPathProcessor::GenKey(const GrPathProcessor&,
const GrBatchTracker& bt,
const GrGLCaps&,
GrProcessorKeyBuilder* b) {
const PathBatchTracker& local = bt.cast<PathBatchTracker>();
b->add32(local.fInputColorType | local.fInputCoverageType << 16);
}
void GrGLPathProcessor::setData(const GrGLProgramDataManager& pdman,
const GrPrimitiveProcessor& primProc,
const GrBatchTracker& bt) {
const PathBatchTracker& local = bt.cast<PathBatchTracker>();
if (kUniform_GrGPInput == local.fInputColorType && local.fColor != fColor) {
GrGLfloat c[4];
GrColorToRGBAFloat(local.fColor, c);
pdman.set4fv(fColorUniform, 1, c);
fColor = local.fColor;
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////
void GrGLLegacyPathProcessor::emitTransforms(GrGLGPBuilder*, const TransformsIn& tin,
TransformsOut* tout) {
tout->push_back_n(tin.count());
fInstalledTransforms.push_back_n(tin.count());
for (int i = 0; i < tin.count(); i++) {
const ProcCoords& coordTransforms = tin[i];
int texCoordIndex = this->addTexCoordSets(coordTransforms.count());
// Use the first uniform location as the texcoord index.
fInstalledTransforms[i].push_back_n(1);
fInstalledTransforms[i][0].fHandle = ShaderVarHandle(texCoordIndex);
SkString name;
for (int t = 0; t < coordTransforms.count(); ++t) {
GrSLType type = coordTransforms[t]->getMatrix().hasPerspective() ? kVec3f_GrSLType :
kVec2f_GrSLType;
name.printf("%s(gl_TexCoord[%i])", GrGLSLTypeString(type), texCoordIndex++);
SkNEW_APPEND_TO_TARRAY(&(*tout)[i], GrGLProcessor::TransformedCoords, (name, type));
}
}
}
void GrGLLegacyPathProcessor::setTransformData(
const GrPrimitiveProcessor& primProc,
int index,
const SkTArray<const GrCoordTransform*, true>& transforms,
GrGLPathRendering* glpr,
GrGLuint) {
// We've hidden the texcoord index in the first entry of the transforms array for each
// effect
int texCoordIndex = fInstalledTransforms[index][0].fHandle.handle();
for (int t = 0; t < transforms.count(); ++t) {
const SkMatrix& transform = GetTransformMatrix(primProc.localMatrix(), *transforms[t]);
GrGLPathRendering::PathTexGenComponents components =
GrGLPathRendering::kST_PathTexGenComponents;
if (transform.hasPerspective()) {
components = GrGLPathRendering::kSTR_PathTexGenComponents;
}
glpr->enablePathTexGen(texCoordIndex++, components, transform);
}
}
void GrGLLegacyPathProcessor::didSetData(GrGLPathRendering* glpr) {
glpr->flushPathTexGenSettings(fTexCoordSetCnt);
}
///////////////////////////////////////////////////////////////////////////////////////////////////
void GrGLNormalPathProcessor::emitTransforms(GrGLGPBuilder* pb, const TransformsIn& tin,
TransformsOut* tout) {
tout->push_back_n(tin.count());
fInstalledTransforms.push_back_n(tin.count());
for (int i = 0; i < tin.count(); i++) {
const ProcCoords& coordTransforms = tin[i];
fInstalledTransforms[i].push_back_n(coordTransforms.count());
for (int t = 0; t < coordTransforms.count(); t++) {
GrSLType varyingType =
coordTransforms[t]->getMatrix().hasPerspective() ? kVec3f_GrSLType :
kVec2f_GrSLType;
SkString strVaryingName("MatrixCoord");
strVaryingName.appendf("_%i_%i", i, t);
GrGLVertToFrag v(varyingType);
pb->addVarying(strVaryingName.c_str(), &v);
SeparableVaryingInfo& varyingInfo = fSeparableVaryingInfos.push_back();
varyingInfo.fVariable = pb->getFragmentShaderBuilder()->fInputs.back();
varyingInfo.fLocation = fSeparableVaryingInfos.count() - 1;
varyingInfo.fType = varyingType;
fInstalledTransforms[i][t].fHandle = ShaderVarHandle(varyingInfo.fLocation);
fInstalledTransforms[i][t].fType = varyingType;
SkNEW_APPEND_TO_TARRAY(&(*tout)[i], GrGLProcessor::TransformedCoords,
(SkString(v.fsIn()), varyingType));
}
}
}
void GrGLNormalPathProcessor::resolveSeparableVaryings(GrGLGpu* gpu, GrGLuint programId) {
int count = fSeparableVaryingInfos.count();
for (int i = 0; i < count; ++i) {
GrGLint location;
GR_GL_CALL_RET(gpu->glInterface(),
location,
GetProgramResourceLocation(programId,
GR_GL_FRAGMENT_INPUT,
fSeparableVaryingInfos[i].fVariable.c_str()));
fSeparableVaryingInfos[i].fLocation = location;
}
}
void GrGLNormalPathProcessor::setTransformData(
const GrPrimitiveProcessor& primProc,
int index,
const SkTArray<const GrCoordTransform*, true>& coordTransforms,
GrGLPathRendering* glpr,
GrGLuint programID) {
SkSTArray<2, Transform, true>& transforms = fInstalledTransforms[index];
int numTransforms = transforms.count();
for (int t = 0; t < numTransforms; ++t) {
SkASSERT(transforms[t].fHandle.isValid());
const SkMatrix& transform = GetTransformMatrix(primProc.localMatrix(),
*coordTransforms[t]);
if (transforms[t].fCurrentValue.cheapEqualTo(transform)) {
continue;
}
transforms[t].fCurrentValue = transform;
const SeparableVaryingInfo& fragmentInput =
fSeparableVaryingInfos[transforms[t].fHandle.handle()];
SkASSERT(transforms[t].fType == kVec2f_GrSLType ||
transforms[t].fType == kVec3f_GrSLType);
unsigned components = transforms[t].fType == kVec2f_GrSLType ? 2 : 3;
glpr->setProgramPathFragmentInputTransform(programID,
fragmentInput.fLocation,
GR_GL_OBJECT_LINEAR,
components,
transform);
}
}
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