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Side by Side Diff: src/gpu/effects/GrTextureDomainEffect.cpp

Issue 23018003: Rename GrGLUniformManager to GrGLUniform and ref GrGLUniforms directly Base URL: https://skia.googlecode.com/svn/trunk
Patch Set: Created 7 years, 4 months ago
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1 /* 1 /*
2 * Copyright 2012 Google Inc. 2 * Copyright 2012 Google Inc.
3 * 3 *
4 * Use of this source code is governed by a BSD-style license that can be 4 * Use of this source code is governed by a BSD-style license that can be
5 * found in the LICENSE file. 5 * found in the LICENSE file.
6 */ 6 */
7 7
8 #include "GrTextureDomainEffect.h" 8 #include "GrTextureDomainEffect.h"
9 #include "GrSimpleTextureEffect.h" 9 #include "GrSimpleTextureEffect.h"
10 #include "GrTBackendEffectFactory.h" 10 #include "GrTBackendEffectFactory.h"
11 #include "gl/GrGLEffect.h" 11 #include "gl/GrGLEffect.h"
12 #include "gl/GrGLEffectMatrix.h" 12 #include "gl/GrGLEffectMatrix.h"
13 #include "SkFloatingPoint.h" 13 #include "SkFloatingPoint.h"
14 14
15 class GrGLTextureDomainEffect : public GrGLEffect { 15 class GrGLTextureDomainEffect : public GrGLEffect {
16 public: 16 public:
17 GrGLTextureDomainEffect(const GrBackendEffectFactory&, const GrDrawEffect&); 17 GrGLTextureDomainEffect(const GrBackendEffectFactory&, const GrDrawEffect&);
18 18
19 virtual void emitCode(GrGLShaderBuilder*, 19 virtual void emitCode(GrGLShaderBuilder*,
20 const GrDrawEffect&, 20 const GrDrawEffect&,
21 EffectKey, 21 EffectKey,
22 const char* outputColor, 22 const char* outputColor,
23 const char* inputColor, 23 const char* inputColor,
24 const TextureSamplerArray&) SK_OVERRIDE; 24 const TextureSamplerArray&) SK_OVERRIDE;
25 25
26 virtual void setData(const GrGLUniformManager&, const GrDrawEffect&) SK_OVER RIDE; 26 virtual void setData(const GrGLContext&, const GrDrawEffect&) SK_OVERRIDE;
27 27
28 static inline EffectKey GenKey(const GrDrawEffect&, const GrGLCaps&); 28 static inline EffectKey GenKey(const GrDrawEffect&, const GrGLCaps&);
29 29
30 private: 30 private:
31 GrGLUniformManager::UniformHandle fNameUni; 31 GrGLUniform* fNameUni;
32 GrGLEffectMatrix fEffectMatrix; 32 GrGLEffectMatrix fEffectMatrix;
33 GrGLfloat fPrevDomain[4]; 33 GrGLfloat fPrevDomain[4];
34 34
35 typedef GrGLEffect INHERITED; 35 typedef GrGLEffect INHERITED;
36 }; 36 };
37 37
38 GrGLTextureDomainEffect::GrGLTextureDomainEffect(const GrBackendEffectFactory& f actory, 38 GrGLTextureDomainEffect::GrGLTextureDomainEffect(const GrBackendEffectFactory& f actory,
39 const GrDrawEffect& drawEffect) 39 const GrDrawEffect& drawEffect)
40 : INHERITED(factory) 40 : INHERITED(factory)
41 , fNameUni(GrGLUniformManager::kInvalidUniformHandle) 41 , fNameUni(NULL)
42 , fEffectMatrix(drawEffect.castEffect<GrTextureDomainEffect>().coordsType()) { 42 , fEffectMatrix(drawEffect.castEffect<GrTextureDomainEffect>().coordsType()) {
43 fPrevDomain[0] = SK_FloatNaN; 43 fPrevDomain[0] = SK_FloatNaN;
44 } 44 }
45 45
46 void GrGLTextureDomainEffect::emitCode(GrGLShaderBuilder* builder, 46 void GrGLTextureDomainEffect::emitCode(GrGLShaderBuilder* builder,
47 const GrDrawEffect& drawEffect, 47 const GrDrawEffect& drawEffect,
48 EffectKey key, 48 EffectKey key,
49 const char* outputColor, 49 const char* outputColor,
50 const char* inputColor, 50 const char* inputColor,
51 const TextureSamplerArray& samplers) { 51 const TextureSamplerArray& samplers) {
52 const GrTextureDomainEffect& texDom = drawEffect.castEffect<GrTextureDomainE ffect>(); 52 const GrTextureDomainEffect& texDom = drawEffect.castEffect<GrTextureDomainE ffect>();
53 53
54 const char* coords; 54 const char* coords;
55 fEffectMatrix.emitCodeMakeFSCoords2D(builder, key, &coords); 55 fEffectMatrix.emitCodeMakeFSCoords2D(builder, key, &coords);
56 const char* domain; 56 const char* domain;
57 fNameUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType, 57 fNameUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
58 kVec4f_GrSLType, "TexDom", &domain); 58 kVec4f_GrSLType, "TexDom", &domain)->glUnifor m();
59 if (GrTextureDomainEffect::kClamp_WrapMode == texDom.wrapMode()) { 59 if (GrTextureDomainEffect::kClamp_WrapMode == texDom.wrapMode()) {
60 60
61 builder->fsCodeAppendf("\tvec2 clampCoord = clamp(%s, %s.xy, %s.zw);\n", 61 builder->fsCodeAppendf("\tvec2 clampCoord = clamp(%s, %s.xy, %s.zw);\n",
62 coords, domain, domain); 62 coords, domain, domain);
63 63
64 builder->fsCodeAppendf("\t%s = ", outputColor); 64 builder->fsCodeAppendf("\t%s = ", outputColor);
65 builder->appendTextureLookupAndModulate(GrGLShaderBuilder::kFragment_Sha derType, 65 builder->appendTextureLookupAndModulate(GrGLShaderBuilder::kFragment_Sha derType,
66 inputColor, 66 inputColor,
67 samplers[0], 67 samplers[0],
68 "clampCoord"); 68 "clampCoord");
(...skipping 29 matching lines...) Expand all
98 builder->fsCodeAppendf("\t%s = any(outside) ? vec4(0.0, 0.0, 0.0, 0. 0) : ", outputColor); 98 builder->fsCodeAppendf("\t%s = any(outside) ? vec4(0.0, 0.0, 0.0, 0. 0) : ", outputColor);
99 builder->appendTextureLookupAndModulate(GrGLShaderBuilder::kFragment _ShaderType, 99 builder->appendTextureLookupAndModulate(GrGLShaderBuilder::kFragment _ShaderType,
100 inputColor, 100 inputColor,
101 samplers[0], 101 samplers[0],
102 coords); 102 coords);
103 builder->fsCodeAppend(";\n"); 103 builder->fsCodeAppend(";\n");
104 } 104 }
105 } 105 }
106 } 106 }
107 107
108 void GrGLTextureDomainEffect::setData(const GrGLUniformManager& uman, 108 void GrGLTextureDomainEffect::setData(const GrGLContext& context,
109 const GrDrawEffect& drawEffect) { 109 const GrDrawEffect& drawEffect) {
110 const GrTextureDomainEffect& texDom = drawEffect.castEffect<GrTextureDomainE ffect>(); 110 const GrTextureDomainEffect& texDom = drawEffect.castEffect<GrTextureDomainE ffect>();
111 const SkRect& domain = texDom.domain(); 111 const SkRect& domain = texDom.domain();
112 112
113 float values[4] = { 113 float values[4] = {
114 SkScalarToFloat(domain.left()), 114 SkScalarToFloat(domain.left()),
115 SkScalarToFloat(domain.top()), 115 SkScalarToFloat(domain.top()),
116 SkScalarToFloat(domain.right()), 116 SkScalarToFloat(domain.right()),
117 SkScalarToFloat(domain.bottom()) 117 SkScalarToFloat(domain.bottom())
118 }; 118 };
119 // vertical flip if necessary 119 // vertical flip if necessary
120 if (kBottomLeft_GrSurfaceOrigin == texDom.texture(0)->origin()) { 120 if (kBottomLeft_GrSurfaceOrigin == texDom.texture(0)->origin()) {
121 values[1] = 1.0f - values[1]; 121 values[1] = 1.0f - values[1];
122 values[3] = 1.0f - values[3]; 122 values[3] = 1.0f - values[3];
123 // The top and bottom were just flipped, so correct the ordering 123 // The top and bottom were just flipped, so correct the ordering
124 // of elements so that values = (l, t, r, b). 124 // of elements so that values = (l, t, r, b).
125 SkTSwap(values[1], values[3]); 125 SkTSwap(values[1], values[3]);
126 } 126 }
127 if (0 != memcmp(values, fPrevDomain, 4 * sizeof(GrGLfloat))) { 127 if (0 != memcmp(values, fPrevDomain, 4 * sizeof(GrGLfloat))) {
128 uman.set4fv(fNameUni, 0, 1, values); 128 fNameUni->set4fv(context, 0, 1, values);
129 memcpy(fPrevDomain, values, 4 * sizeof(GrGLfloat)); 129 memcpy(fPrevDomain, values, 4 * sizeof(GrGLfloat));
130 } 130 }
131 fEffectMatrix.setData(uman, 131 fEffectMatrix.setData(context,
132 texDom.getMatrix(), 132 texDom.getMatrix(),
133 drawEffect, 133 drawEffect,
134 texDom.texture(0)); 134 texDom.texture(0));
135 } 135 }
136 136
137 GrGLEffect::EffectKey GrGLTextureDomainEffect::GenKey(const GrDrawEffect& drawEf fect, 137 GrGLEffect::EffectKey GrGLTextureDomainEffect::GenKey(const GrDrawEffect& drawEf fect,
138 const GrGLCaps&) { 138 const GrGLCaps&) {
139 const GrTextureDomainEffect& texDom = drawEffect.castEffect<GrTextureDomainE ffect>(); 139 const GrTextureDomainEffect& texDom = drawEffect.castEffect<GrTextureDomainE ffect>();
140 EffectKey key = texDom.wrapMode(); 140 EffectKey key = texDom.wrapMode();
141 key <<= GrGLEffectMatrix::kKeyBits; 141 key <<= GrGLEffectMatrix::kKeyBits;
(...skipping 93 matching lines...) Expand 10 before | Expand all | Expand 10 after
235 const SkMatrix& matrix = GrEffectUnitTest::TestMatrix(random); 235 const SkMatrix& matrix = GrEffectUnitTest::TestMatrix(random);
236 bool bilerp = random->nextBool(); 236 bool bilerp = random->nextBool();
237 CoordsType coords = random->nextBool() ? kLocal_CoordsType : kPosition_Coord sType; 237 CoordsType coords = random->nextBool() ? kLocal_CoordsType : kPosition_Coord sType;
238 return GrTextureDomainEffect::Create(textures[texIdx], 238 return GrTextureDomainEffect::Create(textures[texIdx],
239 matrix, 239 matrix,
240 domain, 240 domain,
241 wrapMode, 241 wrapMode,
242 bilerp ? GrTextureParams::kBilerp_Filte rMode : GrTextureParams::kNone_FilterMode, 242 bilerp ? GrTextureParams::kBilerp_Filte rMode : GrTextureParams::kNone_FilterMode,
243 coords); 243 coords);
244 } 244 }
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