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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.
*/
#ifndef GrGLSLGeometryProcessor_DEFINED
#define GrGLSLGeometryProcessor_DEFINED
#include "GrGLSLPrimitiveProcessor.h"
class GrGLSLGPBuilder;
/**
* If a GL effect needs a GrGLFullShaderBuilder* object to emit vertex code, then it must inherit
* from this class. Since paths don't have vertices, this class is only meant to be used internally
* by skia, for special cases.
*/
class GrGLSLGeometryProcessor : public GrGLSLPrimitiveProcessor {
public:
/* Any general emit code goes in the base class emitCode. Subclasses override onEmitCode */
void emitCode(EmitArgs&) override;
protected:
// A helper which subclasses can use if needed and used above in the default setTransformData().
void setTransformDataHelper(const SkMatrix& localMatrix,
const GrGLSLProgramDataManager& pdman,
FPCoordTransformIter*);
// Emit a uniform matrix for each coord transform.
void emitTransforms(GrGLSLVertexBuilder* vb,
GrGLSLVaryingHandler* varyingHandler,
GrGLSLUniformHandler* uniformHandler,
const GrShaderVar& posVar,
const char* localCoords,
FPCoordTransformHandler* handler) {
this->emitTransforms(vb, varyingHandler, uniformHandler,
posVar, localCoords, SkMatrix::I(), handler);
}
// Emit pre-transformed coords as a vertex attribute per coord-transform.
void emitTransforms(GrGLSLVertexBuilder*,
GrGLSLVaryingHandler*,
GrGLSLUniformHandler*,
const GrShaderVar& posVar,
const char* localCoords,
const SkMatrix& localMatrix,
FPCoordTransformHandler*);
struct GrGPArgs {
// The variable used by a GP to store its position. It can be
// either a vec2 or a vec3 depending on the presence of perspective.
GrShaderVar fPositionVar;
};
// Create the correct type of position variable given the CTM
void setupPosition(GrGLSLVertexBuilder*, GrGPArgs*, const char* posName);
void setupPosition(GrGLSLVertexBuilder*,
GrGLSLUniformHandler* uniformHandler,
GrGPArgs*,
const char* posName,
const SkMatrix& mat,
UniformHandle* viewMatrixUniform);
static uint32_t ComputePosKey(const SkMatrix& mat) {
if (mat.isIdentity()) {
return 0x0;
} else if (!mat.hasPerspective()) {
return 0x01;
} else {
return 0x02;
}
}
private:
virtual void onEmitCode(EmitArgs&, GrGPArgs*) = 0;
struct TransformUniform {
UniformHandle fHandle;
SkMatrix fCurrentValue = SkMatrix::InvalidMatrix();
};
SkTArray<TransformUniform, true> fInstalledTransforms;
typedef GrGLSLPrimitiveProcessor INHERITED;
};
#endif
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