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1 /* | 1 /* |
2 * Copyright 2013 Google Inc. | 2 * Copyright 2013 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 #ifndef GrCoordTransform_DEFINED | 8 #ifndef GrCoordTransform_DEFINED |
9 #define GrCoordTransform_DEFINED | 9 #define GrCoordTransform_DEFINED |
10 | 10 |
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65 GrCoordTransform(GrCoordSet sourceCoords, const SkMatrix& m, const GrTexture
* texture) { | 65 GrCoordTransform(GrCoordSet sourceCoords, const SkMatrix& m, const GrTexture
* texture) { |
66 SkDEBUGCODE(fInProcessor = false); | 66 SkDEBUGCODE(fInProcessor = false); |
67 SkASSERT(texture); | 67 SkASSERT(texture); |
68 this->reset(sourceCoords, m, texture); | 68 this->reset(sourceCoords, m, texture); |
69 } | 69 } |
70 | 70 |
71 /** | 71 /** |
72 * Create a transformation that applies the matrix to a coord set. | 72 * Create a transformation that applies the matrix to a coord set. |
73 */ | 73 */ |
74 GrCoordTransform(GrCoordSet sourceCoords, const SkMatrix& m, | 74 GrCoordTransform(GrCoordSet sourceCoords, const SkMatrix& m, |
75 GrShaderVar::Precision precision = GrShaderVar::kDefault_Pr
ecision) { | 75 GrSLPrecision precision = kDefault_GrSLPrecision) { |
76 SkDEBUGCODE(fInProcessor = false); | 76 SkDEBUGCODE(fInProcessor = false); |
77 this->reset(sourceCoords, m, precision); | 77 this->reset(sourceCoords, m, precision); |
78 } | 78 } |
79 | 79 |
80 void reset(GrCoordSet sourceCoords, const GrTexture* texture) { | 80 void reset(GrCoordSet sourceCoords, const GrTexture* texture) { |
81 SkASSERT(!fInProcessor); | 81 SkASSERT(!fInProcessor); |
82 SkASSERT(texture); | 82 SkASSERT(texture); |
83 this->reset(sourceCoords, MakeDivByTextureWHMatrix(texture), texture); | 83 this->reset(sourceCoords, MakeDivByTextureWHMatrix(texture), texture); |
84 } | 84 } |
85 | 85 |
86 void reset(GrCoordSet, const SkMatrix&, const GrTexture*); | 86 void reset(GrCoordSet, const SkMatrix&, const GrTexture*); |
87 void reset(GrCoordSet sourceCoords, const SkMatrix& m, | 87 void reset(GrCoordSet sourceCoords, const SkMatrix& m, |
88 GrShaderVar::Precision precision = GrShaderVar::kDefault_Precisio
n); | 88 GrSLPrecision precision = kDefault_GrSLPrecision); |
89 | 89 |
90 GrCoordTransform& operator= (const GrCoordTransform& that) { | 90 GrCoordTransform& operator= (const GrCoordTransform& that) { |
91 SkASSERT(!fInProcessor); | 91 SkASSERT(!fInProcessor); |
92 fSourceCoords = that.fSourceCoords; | 92 fSourceCoords = that.fSourceCoords; |
93 fMatrix = that.fMatrix; | 93 fMatrix = that.fMatrix; |
94 fReverseY = that.fReverseY; | 94 fReverseY = that.fReverseY; |
95 fPrecision = that.fPrecision; | 95 fPrecision = that.fPrecision; |
96 return *this; | 96 return *this; |
97 } | 97 } |
98 | 98 |
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110 fMatrix.cheapEqualTo(that.fMatrix) && | 110 fMatrix.cheapEqualTo(that.fMatrix) && |
111 fReverseY == that.fReverseY && | 111 fReverseY == that.fReverseY && |
112 fPrecision == that.fPrecision; | 112 fPrecision == that.fPrecision; |
113 } | 113 } |
114 | 114 |
115 bool operator!=(const GrCoordTransform& that) const { return !(*this == that
); } | 115 bool operator!=(const GrCoordTransform& that) const { return !(*this == that
); } |
116 | 116 |
117 GrCoordSet sourceCoords() const { return fSourceCoords; } | 117 GrCoordSet sourceCoords() const { return fSourceCoords; } |
118 const SkMatrix& getMatrix() const { return fMatrix; } | 118 const SkMatrix& getMatrix() const { return fMatrix; } |
119 bool reverseY() const { return fReverseY; } | 119 bool reverseY() const { return fReverseY; } |
120 GrShaderVar::Precision precision() const { return fPrecision; } | 120 GrSLPrecision precision() const { return fPrecision; } |
121 | 121 |
122 /** Useful for effects that want to insert a texture matrix that is implied
by the texture | 122 /** Useful for effects that want to insert a texture matrix that is implied
by the texture |
123 dimensions */ | 123 dimensions */ |
124 static inline SkMatrix MakeDivByTextureWHMatrix(const GrTexture* texture) { | 124 static inline SkMatrix MakeDivByTextureWHMatrix(const GrTexture* texture) { |
125 SkASSERT(texture); | 125 SkASSERT(texture); |
126 SkMatrix mat; | 126 SkMatrix mat; |
127 mat.setIDiv(texture->width(), texture->height()); | 127 mat.setIDiv(texture->width(), texture->height()); |
128 return mat; | 128 return mat; |
129 } | 129 } |
130 | 130 |
131 private: | 131 private: |
132 GrCoordSet fSourceCoords; | 132 GrCoordSet fSourceCoords; |
133 SkMatrix fMatrix; | 133 SkMatrix fMatrix; |
134 bool fReverseY; | 134 bool fReverseY; |
135 GrShaderVar::Precision fPrecision; | 135 GrSLPrecision fPrecision; |
136 typedef SkNoncopyable INHERITED; | 136 typedef SkNoncopyable INHERITED; |
137 | 137 |
138 #ifdef SK_DEBUG | 138 #ifdef SK_DEBUG |
139 public: | 139 public: |
140 void setInProcessor() const { fInProcessor = true; } | 140 void setInProcessor() const { fInProcessor = true; } |
141 private: | 141 private: |
142 mutable bool fInProcessor; | 142 mutable bool fInProcessor; |
143 #endif | 143 #endif |
144 }; | 144 }; |
145 | 145 |
146 #endif | 146 #endif |
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