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Side by Side Diff: src/gpu/GrClipMaskManager.cpp

Issue 811373002: Remove GrCoordTransform::kPosition_CoordSet (Closed) Base URL: https://skia.googlesource.com/skia.git@jgm
Patch Set: fix warning Created 6 years 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 "GrClipMaskManager.h" 8 #include "GrClipMaskManager.h"
9 #include "GrAAConvexPathRenderer.h" 9 #include "GrAAConvexPathRenderer.h"
10 #include "GrAAHairLinePathRenderer.h" 10 #include "GrAAHairLinePathRenderer.h"
(...skipping 18 matching lines...) Expand all
29 //////////////////////////////////////////////////////////////////////////////// 29 ////////////////////////////////////////////////////////////////////////////////
30 namespace { 30 namespace {
31 // set up the draw state to enable the aa clipping mask. Besides setting up the 31 // set up the draw state to enable the aa clipping mask. Besides setting up the
32 // stage matrix this also alters the vertex layout 32 // stage matrix this also alters the vertex layout
33 void setup_drawstate_aaclip(const SkIRect &devBound, 33 void setup_drawstate_aaclip(const SkIRect &devBound,
34 GrDrawState* drawState, 34 GrDrawState* drawState,
35 GrTexture* result) { 35 GrTexture* result) {
36 SkASSERT(drawState); 36 SkASSERT(drawState);
37 37
38 SkMatrix mat; 38 SkMatrix mat;
39 // We want to use device coords to compute the texture coordinates. We set o ur matrix to be 39 // We use device coords to compute the texture coordinates. We set our matri x to be a
40 // equal to the view matrix followed by an offset to the devBound, and then a scaling matrix to 40 // translation to the devBound, and then a scaling matrix to normalized coor ds.
41 // normalized coords. We apply this matrix to the vertex positions rather th an local coords.
42 mat.setIDiv(result->width(), result->height()); 41 mat.setIDiv(result->width(), result->height());
43 mat.preTranslate(SkIntToScalar(-devBound.fLeft), 42 mat.preTranslate(SkIntToScalar(-devBound.fLeft),
44 SkIntToScalar(-devBound.fTop)); 43 SkIntToScalar(-devBound.fTop));
45 mat.preConcat(drawState->getViewMatrix());
46 44
47 SkIRect domainTexels = SkIRect::MakeWH(devBound.width(), devBound.height()); 45 SkIRect domainTexels = SkIRect::MakeWH(devBound.width(), devBound.height());
48 // This could be a long-lived effect that is cached with the alpha-mask. 46 // This could be a long-lived effect that is cached with the alpha-mask.
49 drawState->addCoverageProcessor( 47 drawState->addCoverageProcessor(
50 GrTextureDomainEffect::Create(result, 48 GrTextureDomainEffect::Create(result,
51 mat, 49 mat,
52 GrTextureDomain::MakeTexelDomain(result, d omainTexels), 50 GrTextureDomain::MakeTexelDomain(result, d omainTexels),
53 GrTextureDomain::kDecal_Mode, 51 GrTextureDomain::kDecal_Mode,
54 GrTextureParams::kNone_FilterMode, 52 GrTextureParams::kNone_FilterMode,
55 kPosition_GrCoordSet))->unref(); 53 kDevice_GrCoordSet))->unref();
56 } 54 }
57 55
58 bool path_needs_SW_renderer(GrContext* context, 56 bool path_needs_SW_renderer(GrContext* context,
59 const GrDrawTarget* gpu, 57 const GrDrawTarget* gpu,
60 const GrDrawState* drawState, 58 const GrDrawState* drawState,
61 const SkPath& origPath, 59 const SkPath& origPath,
62 const SkStrokeRec& stroke, 60 const SkStrokeRec& stroke,
63 bool doAA) { 61 bool doAA) {
64 // the gpu alpha mask will draw the inverse paths as non-inverse to a temp b uffer 62 // the gpu alpha mask will draw the inverse paths as non-inverse to a temp b uffer
65 SkTCopyOnFirstWrite<SkPath> path(origPath); 63 SkTCopyOnFirstWrite<SkPath> path(origPath);
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1060 } 1058 }
1061 1059
1062 void GrClipMaskManager::adjustPathStencilParams(const GrStencilBuffer* stencilBu ffer, 1060 void GrClipMaskManager::adjustPathStencilParams(const GrStencilBuffer* stencilBu ffer,
1063 GrStencilSettings* settings) { 1061 GrStencilSettings* settings) {
1064 // TODO: dynamically attach a stencil buffer 1062 // TODO: dynamically attach a stencil buffer
1065 if (stencilBuffer) { 1063 if (stencilBuffer) {
1066 int stencilBits = stencilBuffer->bits(); 1064 int stencilBits = stencilBuffer->bits();
1067 this->adjustStencilParams(settings, fClipMode, stencilBits); 1065 this->adjustStencilParams(settings, fClipMode, stencilBits);
1068 } 1066 }
1069 } 1067 }
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