skia2/include/gpu/GrCoordTransform.h
Robert Phillips bc7a4fb067 Make GrYUVEffect take GrTextureProxies
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>
2017-01-24 12:23:28 +00:00

157 lines
4.9 KiB
C++

/*
* 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 GrCoordTransform_DEFINED
#define GrCoordTransform_DEFINED
#include "GrProcessor.h"
#include "SkMatrix.h"
#include "GrTexture.h"
#include "GrTypes.h"
#include "GrShaderVar.h"
class GrTextureProxy;
/**
* A class representing a linear transformation of local coordinates. GrFragnentProcessors
* these transformations, and the GrGeometryProcessor implements the transformation.
*/
class GrCoordTransform : SkNoncopyable {
public:
GrCoordTransform()
: fTexture(nullptr)
, fNormalize(false)
, fReverseY(false)
, fPrecision(kDefault_GrSLPrecision) {
SkDEBUGCODE(fInProcessor = false);
}
/**
* Create a transformation that maps [0, 1] to a texture's boundaries. The precision is inferred
* from the texture size and filter. The texture origin also implies whether a y-reversal should
* be performed.
*/
GrCoordTransform(const GrTexture* texture, GrSamplerParams::FilterMode filter) {
SkASSERT(texture);
SkDEBUGCODE(fInProcessor = false);
this->reset(SkMatrix::I(), texture, filter);
}
GrCoordTransform(GrContext* context, GrTextureProxy* proxy,
GrSamplerParams::FilterMode filter) {
SkASSERT(proxy);
SkDEBUGCODE(fInProcessor = false);
this->reset(context, SkMatrix::I(), proxy, filter);
}
/**
* Create a transformation from a matrix. The precision is inferred from the texture size and
* filter. The texture origin also implies whether a y-reversal should be performed.
*/
GrCoordTransform(const SkMatrix& m, const GrTexture* texture,
GrSamplerParams::FilterMode filter) {
SkASSERT(texture);
SkDEBUGCODE(fInProcessor = false);
this->reset(m, texture, filter);
}
GrCoordTransform(GrContext* context, const SkMatrix& m, GrTextureProxy* proxy,
GrSamplerParams::FilterMode filter) {
SkASSERT(proxy);
SkDEBUGCODE(fInProcessor = false);
this->reset(context, m, proxy, filter);
}
/**
* Create a transformation that applies the matrix to a coord set.
*/
GrCoordTransform(const SkMatrix& m, GrSLPrecision precision = kDefault_GrSLPrecision) {
SkDEBUGCODE(fInProcessor = false);
this->reset(m, precision);
}
// MDB TODO: rm the GrTexture* flavor of reset
void reset(const SkMatrix&, const GrTexture*, GrSamplerParams::FilterMode filter,
bool normalize = true);
void reset(GrContext* context, const SkMatrix&, GrTextureProxy*,
GrSamplerParams::FilterMode filter, bool normalize = true);
void reset(const SkMatrix& m, GrSLPrecision precision = kDefault_GrSLPrecision) {
SkASSERT(!fInProcessor);
fMatrix = m;
fTexture = nullptr;
fNormalize = false;
fReverseY = false;
fPrecision = precision;
}
GrCoordTransform& operator= (const GrCoordTransform& that) {
SkASSERT(!fInProcessor);
fMatrix = that.fMatrix;
fTexture = that.fTexture;
fNormalize = that.fNormalize;
fReverseY = that.fReverseY;
fPrecision = that.fPrecision;
return *this;
}
/**
* Access the matrix for editing. Note, this must be done before adding the transform to an
* effect, since effects are immutable.
*/
SkMatrix* accessMatrix() {
SkASSERT(!fInProcessor);
return &fMatrix;
}
bool hasSameEffectAs(const GrCoordTransform& that) const {
if (fNormalize != that.fNormalize ||
fReverseY != that.fReverseY ||
fPrecision != that.fPrecision ||
!fMatrix.cheapEqualTo(that.fMatrix)) {
return false;
}
if (fNormalize) {
SkASSERT(fTexture && that.fTexture);
return fTexture->width() == that.fTexture->width() &&
fTexture->height() == that.fTexture->height();
}
return true;
}
const SkMatrix& getMatrix() const { return fMatrix; }
const GrTexture* texture() const { return fTexture; }
bool normalize() const { return fNormalize; }
bool reverseY() const { return fReverseY; }
GrSLPrecision precision() const { return fPrecision; }
private:
// The textures' effect is to optionally normalize the final matrix, so a blind
// equality check could be misleading
bool operator==(const GrCoordTransform& that) const;
bool operator!=(const GrCoordTransform& that) const;
SkMatrix fMatrix;
const GrTexture* fTexture;
bool fNormalize;
bool fReverseY;
GrSLPrecision fPrecision;
typedef SkNoncopyable INHERITED;
#ifdef SK_DEBUG
public:
void setInProcessor() const { fInProcessor = true; }
private:
mutable bool fInProcessor;
#endif
};
#endif