| /* |
| * 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" |
| #include "GrResourceProvider.h" |
| #include "GrTextureProxy.h" |
| |
| static GrSLPrecision compute_precision(const GrShaderCaps* caps, |
| int width, int height, |
| GrSamplerParams::FilterMode filter) { |
| // 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 > GrSamplerParams::kNone_FilterMode ? 4 : 1; |
| GrSLPrecision precision = kDefault_GrSLPrecision; |
| if (caps) { |
| if (caps->floatPrecisionVaries()) { |
| int maxD = SkTMax(width, height); |
| const GrShaderCaps::PrecisionInfo* info; |
| info = &caps->getFloatShaderPrecisionInfo(kFragment_GrShaderType, precision); |
| 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 == precision) { |
| break; |
| } |
| GrSLPrecision nextP = static_cast<GrSLPrecision>(precision + 1); |
| info = &caps->getFloatShaderPrecisionInfo(kFragment_GrShaderType, nextP); |
| if (!info->supported()) { |
| break; |
| } |
| precision = nextP; |
| } while (true); |
| } |
| } |
| |
| return precision; |
| } |
| |
| void GrCoordTransform::reset(GrResourceProvider* resourceProvider, const SkMatrix& m, |
| GrTextureProxy* proxy, |
| GrSamplerParams::FilterMode filter, bool normalize) { |
| SkASSERT(proxy); |
| SkASSERT(!fInProcessor); |
| |
| fMatrix = m; |
| // MDB TODO: just GrCaps is needed for this method |
| // MDB TODO: once all the coord transforms take a proxy just store it here and |
| // instantiate later |
| fTexture = proxy->instantiate(resourceProvider); |
| fNormalize = normalize; |
| fReverseY = kBottomLeft_GrSurfaceOrigin == proxy->origin(); |
| |
| const GrCaps* caps = resourceProvider->caps(); |
| fPrecision = compute_precision(caps->shaderCaps(), |
| proxy->worstCaseWidth(*caps), |
| proxy->worstCaseHeight(*caps), filter); |
| } |
| |