bc7a4fb067
This opens the door for swapping all the effects over to taking GrTextureProxies. Change-Id: I3b03ba93a68f9945c9a8fee008fd170ed57616eb Reviewed-on: https://skia-review.googlesource.com/7344 Reviewed-by: Brian Salomon <bsalomon@google.com> Commit-Queue: Robert Phillips <robertphillips@google.com>
157 lines
4.9 KiB
C++
157 lines
4.9 KiB
C++
/*
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* Copyright 2013 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 GrCoordTransform_DEFINED
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#define GrCoordTransform_DEFINED
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#include "GrProcessor.h"
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#include "SkMatrix.h"
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#include "GrTexture.h"
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#include "GrTypes.h"
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#include "GrShaderVar.h"
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class GrTextureProxy;
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/**
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* A class representing a linear transformation of local coordinates. GrFragnentProcessors
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* these transformations, and the GrGeometryProcessor implements the transformation.
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*/
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class GrCoordTransform : SkNoncopyable {
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public:
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GrCoordTransform()
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: fTexture(nullptr)
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, fNormalize(false)
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, fReverseY(false)
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, fPrecision(kDefault_GrSLPrecision) {
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SkDEBUGCODE(fInProcessor = false);
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}
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/**
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* Create a transformation that maps [0, 1] to a texture's boundaries. The precision is inferred
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* from the texture size and filter. The texture origin also implies whether a y-reversal should
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* be performed.
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*/
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GrCoordTransform(const GrTexture* texture, GrSamplerParams::FilterMode filter) {
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SkASSERT(texture);
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SkDEBUGCODE(fInProcessor = false);
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this->reset(SkMatrix::I(), texture, filter);
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}
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GrCoordTransform(GrContext* context, GrTextureProxy* proxy,
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GrSamplerParams::FilterMode filter) {
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SkASSERT(proxy);
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SkDEBUGCODE(fInProcessor = false);
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this->reset(context, SkMatrix::I(), proxy, filter);
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}
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/**
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* Create a transformation from a matrix. The precision is inferred from the texture size and
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* filter. The texture origin also implies whether a y-reversal should be performed.
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*/
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GrCoordTransform(const SkMatrix& m, const GrTexture* texture,
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GrSamplerParams::FilterMode filter) {
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SkASSERT(texture);
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SkDEBUGCODE(fInProcessor = false);
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this->reset(m, texture, filter);
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}
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GrCoordTransform(GrContext* context, const SkMatrix& m, GrTextureProxy* proxy,
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GrSamplerParams::FilterMode filter) {
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SkASSERT(proxy);
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SkDEBUGCODE(fInProcessor = false);
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this->reset(context, m, proxy, filter);
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}
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/**
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* Create a transformation that applies the matrix to a coord set.
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*/
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GrCoordTransform(const SkMatrix& m, GrSLPrecision precision = kDefault_GrSLPrecision) {
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SkDEBUGCODE(fInProcessor = false);
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this->reset(m, precision);
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}
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// MDB TODO: rm the GrTexture* flavor of reset
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void reset(const SkMatrix&, const GrTexture*, GrSamplerParams::FilterMode filter,
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bool normalize = true);
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void reset(GrContext* context, const SkMatrix&, GrTextureProxy*,
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GrSamplerParams::FilterMode filter, bool normalize = true);
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void reset(const SkMatrix& m, GrSLPrecision precision = kDefault_GrSLPrecision) {
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SkASSERT(!fInProcessor);
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fMatrix = m;
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fTexture = nullptr;
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fNormalize = false;
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fReverseY = false;
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fPrecision = precision;
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}
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GrCoordTransform& operator= (const GrCoordTransform& that) {
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SkASSERT(!fInProcessor);
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fMatrix = that.fMatrix;
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fTexture = that.fTexture;
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fNormalize = that.fNormalize;
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fReverseY = that.fReverseY;
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fPrecision = that.fPrecision;
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return *this;
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}
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/**
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* Access the matrix for editing. Note, this must be done before adding the transform to an
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* effect, since effects are immutable.
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*/
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SkMatrix* accessMatrix() {
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SkASSERT(!fInProcessor);
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return &fMatrix;
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}
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bool hasSameEffectAs(const GrCoordTransform& that) const {
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if (fNormalize != that.fNormalize ||
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fReverseY != that.fReverseY ||
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fPrecision != that.fPrecision ||
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!fMatrix.cheapEqualTo(that.fMatrix)) {
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return false;
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}
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if (fNormalize) {
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SkASSERT(fTexture && that.fTexture);
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return fTexture->width() == that.fTexture->width() &&
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fTexture->height() == that.fTexture->height();
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}
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return true;
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}
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const SkMatrix& getMatrix() const { return fMatrix; }
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const GrTexture* texture() const { return fTexture; }
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bool normalize() const { return fNormalize; }
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bool reverseY() const { return fReverseY; }
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GrSLPrecision precision() const { return fPrecision; }
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private:
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// The textures' effect is to optionally normalize the final matrix, so a blind
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// equality check could be misleading
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bool operator==(const GrCoordTransform& that) const;
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bool operator!=(const GrCoordTransform& that) const;
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SkMatrix fMatrix;
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const GrTexture* fTexture;
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bool fNormalize;
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bool fReverseY;
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GrSLPrecision fPrecision;
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typedef SkNoncopyable INHERITED;
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#ifdef SK_DEBUG
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public:
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void setInProcessor() const { fInProcessor = true; }
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private:
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mutable bool fInProcessor;
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#endif
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};
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#endif
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