| /* |
| * 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&) final; |
| |
| protected: |
| // A helper which subclasses can use to upload coord transform matrices in setData(). |
| void setTransformDataHelper(const SkMatrix& localMatrix, |
| const GrGLSLProgramDataManager& pdman, |
| FPCoordTransformIter*); |
| |
| // Emit transformed local coords from the vertex shader as a uniform matrix and varying per |
| // coord-transform. localCoordsVar must be a 2- or 3-component vector. If it is 3 then it is |
| // assumed to be a 2D homogeneous coordinate. |
| void emitTransforms(GrGLSLVertexBuilder*, |
| GrGLSLVaryingHandler*, |
| GrGLSLUniformHandler*, |
| const GrShaderVar& localCoordsVar, |
| const SkMatrix& localMatrix, |
| FPCoordTransformHandler*); |
| |
| // Version of above that assumes identity for the local matrix. |
| void emitTransforms(GrGLSLVertexBuilder* vb, |
| GrGLSLVaryingHandler* varyingHandler, |
| GrGLSLUniformHandler* uniformHandler, |
| const GrShaderVar& localCoordsVar, |
| FPCoordTransformHandler* handler) { |
| this->emitTransforms(vb, varyingHandler, uniformHandler, localCoordsVar, SkMatrix::I(), |
| handler); |
| } |
| |
| struct GrGPArgs { |
| // Used to specify the output variable used by the GP to store its device position. It can |
| // either be a float2 or a float3 (in order to handle perspective). The subclass sets this |
| // in its onEmitCode(). |
| GrShaderVar fPositionVar; |
| }; |
| |
| // Helpers for adding code to write the transformed vertex position. The first simple version |
| // just writes a variable named by 'posName' into the position output variable with the |
| // assumption that the position is 2D. The second version transforms the input position by a |
| // view matrix and the output variable is 2D or 3D depending on whether the view matrix is |
| // perspective. Both versions declare the output position variable and will set |
| // GrGPArgs::fPositionVar. |
| void writeOutputPosition(GrGLSLVertexBuilder*, GrGPArgs*, const char* posName); |
| void writeOutputPosition(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 |