6f261bed02
GrSamplerState member rename GrCustomStageUnitTest rename some comment updates Review URL: https://codereview.appspot.com/6771043 git-svn-id: http://skia.googlecode.com/svn/trunk@6078 2bbb7eff-a529-9590-31e7-b0007b416f81
148 lines
4.2 KiB
C++
148 lines
4.2 KiB
C++
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/*
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* Copyright 2010 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#ifndef GrSamplerState_DEFINED
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#define GrSamplerState_DEFINED
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#include "GrEffect.h"
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#include "GrMatrix.h"
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#include "GrTypes.h"
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#include "SkShader.h"
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class GrSamplerState {
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public:
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GrSamplerState()
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: fEffect (NULL) {
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GR_DEBUGCODE(fSavedCoordChangeCnt = 0;)
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}
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~GrSamplerState() {
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GrSafeUnref(fEffect);
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GrAssert(0 == fSavedCoordChangeCnt);
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}
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bool operator ==(const GrSamplerState& other) const {
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// first handle cases where one or the other has no effect
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if (NULL == fEffect) {
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return NULL == other.fEffect;
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} else if (NULL == other.fEffect) {
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return false;
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}
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if (fEffect->getFactory() != other.fEffect->getFactory()) {
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return false;
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}
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if (!fEffect->isEqual(*other.fEffect)) {
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return false;
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}
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return fMatrix == other.fMatrix && fCoordChangeMatrix == other.fCoordChangeMatrix;
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}
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bool operator !=(const GrSamplerState& s) const { return !(*this == s); }
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GrSamplerState& operator =(const GrSamplerState& other) {
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GrSafeAssign(fEffect, other.fEffect);
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if (NULL != fEffect) {
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fMatrix = other.fMatrix;
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fCoordChangeMatrix = other.fCoordChangeMatrix;
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}
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return *this;
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}
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/**
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* This is called when the coordinate system in which the geometry is specified will change.
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*
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* @param matrix The transformation from the old coord system to the new one.
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*/
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void preConcatCoordChange(const GrMatrix& matrix) { fCoordChangeMatrix.preConcat(matrix); }
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class SavedCoordChange {
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private:
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GrMatrix fCoordChangeMatrix;
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GR_DEBUGCODE(mutable SkAutoTUnref<GrEffect> fEffect;)
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friend class GrSamplerState;
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};
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/**
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* This gets the current coordinate system change. It is the accumulation of
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* preConcatCoordChange calls since the effect was installed. It is used when then caller
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* wants to temporarily change the source geometry coord system, draw something, and then
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* restore the previous coord system (e.g. temporarily draw in device coords).s
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*/
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void saveCoordChange(SavedCoordChange* savedCoordChange) const {
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savedCoordChange->fCoordChangeMatrix = fCoordChangeMatrix;
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GrAssert(NULL == savedCoordChange->fEffect.get());
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GR_DEBUGCODE(GrSafeRef(fEffect);)
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GR_DEBUGCODE(savedCoordChange->fEffect.reset(fEffect);)
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GR_DEBUGCODE(++fSavedCoordChangeCnt);
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}
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/**
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* This balances the saveCoordChange call.
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*/
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void restoreCoordChange(const SavedCoordChange& savedCoordChange) {
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fCoordChangeMatrix = savedCoordChange.fCoordChangeMatrix;
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GrAssert(savedCoordChange.fEffect.get() == fEffect);
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GR_DEBUGCODE(--fSavedCoordChangeCnt);
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GR_DEBUGCODE(savedCoordChange.fEffect.reset(NULL);)
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}
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/**
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* Gets the texture matrix. This is will be removed soon and be managed by GrEffect.
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*/
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const GrMatrix& getMatrix() const { return fMatrix; }
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/**
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* Gets the matrix to apply at draw time. This is the original texture matrix combined with
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* any coord system changes.
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*/
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void getTotalMatrix(GrMatrix* matrix) const {
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*matrix = fMatrix;
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matrix->preConcat(fCoordChangeMatrix);
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}
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void reset() {
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GrSafeSetNull(fEffect);
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}
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GrEffect* setEffect(GrEffect* effect) {
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GrAssert(0 == fSavedCoordChangeCnt);
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GrSafeAssign(fEffect, effect);
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fMatrix.reset();
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fCoordChangeMatrix.reset();
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return effect;
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}
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GrEffect* setEffect(GrEffect* effect, const GrMatrix& matrix) {
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GrAssert(0 == fSavedCoordChangeCnt);
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GrSafeAssign(fEffect, effect);
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fMatrix = matrix;
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fCoordChangeMatrix.reset();
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return effect;
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}
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const GrEffect* getEffect() const { return fEffect; }
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private:
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GrMatrix fCoordChangeMatrix;
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GrMatrix fMatrix; // TODO: remove this, store in GrEffect
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GrEffect* fEffect;
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GR_DEBUGCODE(mutable int fSavedCoordChangeCnt;)
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};
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#endif
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