| OLD | NEW |
| 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 |
| (...skipping 54 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
| 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 |
| (...skipping 11 matching lines...) Expand all Loading... |
| 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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