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1 /* | 1 /* |
2 * Copyright 2011 Google Inc. | 2 * Copyright 2011 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 "GrGLProgram.h" | 8 #include "GrGLProgram.h" |
9 | 9 |
10 #include "GrAllocator.h" | 10 #include "GrAllocator.h" |
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45 | 45 |
46 fDstCopyTexUnit = -1; | 46 fDstCopyTexUnit = -1; |
47 | 47 |
48 fColor = GrColor_ILLEGAL; | 48 fColor = GrColor_ILLEGAL; |
49 | 49 |
50 if (fDesc.getHeader().fHasVertexCode || | 50 if (fDesc.getHeader().fHasVertexCode || |
51 !fGpu->shouldUseFixedFunctionTexturing()) { | 51 !fGpu->shouldUseFixedFunctionTexturing()) { |
52 GrGLFullShaderBuilder fullBuilder(fGpu, fUniformManager, fDesc); | 52 GrGLFullShaderBuilder fullBuilder(fGpu, fUniformManager, fDesc); |
53 if (this->genProgram(&fullBuilder, colorStages, coverageStages)) { | 53 if (this->genProgram(&fullBuilder, colorStages, coverageStages)) { |
54 fUniformHandles.fViewMatrixUni = fullBuilder.getViewMatrixUniform(); | 54 fUniformHandles.fViewMatrixUni = fullBuilder.getViewMatrixUniform(); |
| 55 fUniformHandles.fRTAdjustmentUni = fullBuilder.getRTAdjustmentVecUni
form(); |
55 fHasVertexShader = true; | 56 fHasVertexShader = true; |
56 } | 57 } |
57 } else { | 58 } else { |
58 GrGLFragmentOnlyShaderBuilder fragmentOnlyBuilder(fGpu, fUniformManager,
fDesc); | 59 GrGLFragmentOnlyShaderBuilder fragmentOnlyBuilder(fGpu, fUniformManager,
fDesc); |
59 if (this->genProgram(&fragmentOnlyBuilder, colorStages, coverageStages))
{ | 60 if (this->genProgram(&fragmentOnlyBuilder, colorStages, coverageStages))
{ |
60 fNumTexCoordSets = fragmentOnlyBuilder.getNumTexCoordSets(); | 61 fNumTexCoordSets = fragmentOnlyBuilder.getNumTexCoordSets(); |
61 } | 62 } |
62 } | 63 } |
63 } | 64 } |
64 | 65 |
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322 size.set(rt->width(), rt->height()); | 323 size.set(rt->width(), rt->height()); |
323 | 324 |
324 // Load the RT height uniform if it is needed to y-flip gl_FragCoord. | 325 // Load the RT height uniform if it is needed to y-flip gl_FragCoord. |
325 if (fUniformHandles.fRTHeightUni.isValid() && | 326 if (fUniformHandles.fRTHeightUni.isValid() && |
326 fMatrixState.fRenderTargetSize.fHeight != size.fHeight) { | 327 fMatrixState.fRenderTargetSize.fHeight != size.fHeight) { |
327 fUniformManager.set1f(fUniformHandles.fRTHeightUni, SkIntToScalar(size.f
Height)); | 328 fUniformManager.set1f(fUniformHandles.fRTHeightUni, SkIntToScalar(size.f
Height)); |
328 } | 329 } |
329 | 330 |
330 if (!fHasVertexShader) { | 331 if (!fHasVertexShader) { |
331 SkASSERT(!fUniformHandles.fViewMatrixUni.isValid()); | 332 SkASSERT(!fUniformHandles.fViewMatrixUni.isValid()); |
| 333 SkASSERT(!fUniformHandles.fRTAdjustmentUni.isValid()); |
332 fGpu->setProjectionMatrix(drawState.getViewMatrix(), size, rt->origin())
; | 334 fGpu->setProjectionMatrix(drawState.getViewMatrix(), size, rt->origin())
; |
333 } else if (fMatrixState.fRenderTargetOrigin != rt->origin() || | 335 } else if (fMatrixState.fRenderTargetOrigin != rt->origin() || |
334 fMatrixState.fRenderTargetSize != size || | 336 fMatrixState.fRenderTargetSize != size || |
335 !fMatrixState.fViewMatrix.cheapEqualTo(drawState.getViewMatrix())
) { | 337 !fMatrixState.fViewMatrix.cheapEqualTo(drawState.getViewMatrix())
) { |
336 SkASSERT(fUniformHandles.fViewMatrixUni.isValid()); | 338 SkASSERT(fUniformHandles.fViewMatrixUni.isValid()); |
337 | 339 |
338 fMatrixState.fViewMatrix = drawState.getViewMatrix(); | 340 fMatrixState.fViewMatrix = drawState.getViewMatrix(); |
339 fMatrixState.fRenderTargetSize = size; | 341 fMatrixState.fRenderTargetSize = size; |
340 fMatrixState.fRenderTargetOrigin = rt->origin(); | 342 fMatrixState.fRenderTargetOrigin = rt->origin(); |
341 | 343 |
342 GrGLfloat viewMatrix[3 * 3]; | 344 GrGLfloat viewMatrix[3 * 3]; |
343 fMatrixState.getGLMatrix<3>(viewMatrix); | 345 fMatrixState.getGLMatrix<3>(viewMatrix); |
344 fUniformManager.setMatrix3f(fUniformHandles.fViewMatrixUni, viewMatrix); | 346 fUniformManager.setMatrix3f(fUniformHandles.fViewMatrixUni, viewMatrix); |
| 347 |
| 348 GrGLfloat rtAdjustmentVec[4]; |
| 349 fMatrixState.getRTAdjustmentVec(rtAdjustmentVec); |
| 350 fUniformManager.set4fv(fUniformHandles.fRTAdjustmentUni, 1, rtAdjustment
Vec); |
345 } | 351 } |
346 } | 352 } |
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