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- /*
- * Copyright 2013 Google Inc.
- *
- * Use of this source code is governed by a BSD-style license that can be
- * found in the LICENSE file.
- */
- #ifndef GrGLSLGeometryProcessor_DEFINED
- #define GrGLSLGeometryProcessor_DEFINED
- #include "src/gpu/glsl/GrGLSLPrimitiveProcessor.h"
- class GrGLSLGPBuilder;
- /**
- * If a GL effect needs a GrGLFullShaderBuilder* object to emit vertex code, then it must inherit
- * from this class. Since paths don't have vertices, this class is only meant to be used internally
- * by skia, for special cases.
- */
- class GrGLSLGeometryProcessor : public GrGLSLPrimitiveProcessor {
- public:
- /* Any general emit code goes in the base class emitCode. Subclasses override onEmitCode */
- void emitCode(EmitArgs&) final;
- protected:
- // A helper which subclasses can use to upload coord transform matrices in setData().
- void setTransformDataHelper(const SkMatrix& localMatrix,
- const GrGLSLProgramDataManager& pdman,
- FPCoordTransformIter*);
- // Emit transformed local coords from the vertex shader as a uniform matrix and varying per
- // coord-transform. localCoordsVar must be a 2- or 3-component vector. If it is 3 then it is
- // assumed to be a 2D homogeneous coordinate.
- void emitTransforms(GrGLSLVertexBuilder*,
- GrGLSLVaryingHandler*,
- GrGLSLUniformHandler*,
- const GrShaderVar& localCoordsVar,
- const SkMatrix& localMatrix,
- FPCoordTransformHandler*);
- // Version of above that assumes identity for the local matrix.
- void emitTransforms(GrGLSLVertexBuilder* vb,
- GrGLSLVaryingHandler* varyingHandler,
- GrGLSLUniformHandler* uniformHandler,
- const GrShaderVar& localCoordsVar,
- FPCoordTransformHandler* handler) {
- this->emitTransforms(vb, varyingHandler, uniformHandler, localCoordsVar, SkMatrix::I(),
- handler);
- }
- struct GrGPArgs {
- // Used to specify the output variable used by the GP to store its device position. It can
- // either be a float2 or a float3 (in order to handle perspective). The subclass sets this
- // in its onEmitCode().
- GrShaderVar fPositionVar;
- };
- // Helpers for adding code to write the transformed vertex position. The first simple version
- // just writes a variable named by 'posName' into the position output variable with the
- // assumption that the position is 2D. The second version transforms the input position by a
- // view matrix and the output variable is 2D or 3D depending on whether the view matrix is
- // perspective. Both versions declare the output position variable and will set
- // GrGPArgs::fPositionVar.
- void writeOutputPosition(GrGLSLVertexBuilder*, GrGPArgs*, const char* posName);
- void writeOutputPosition(GrGLSLVertexBuilder*,
- GrGLSLUniformHandler* uniformHandler,
- GrGPArgs*,
- const char* posName,
- const SkMatrix& mat,
- UniformHandle* viewMatrixUniform);
- static uint32_t ComputePosKey(const SkMatrix& mat) {
- if (mat.isIdentity()) {
- return 0x0;
- } else if (!mat.hasPerspective()) {
- return 0x01;
- } else {
- return 0x02;
- }
- }
- private:
- virtual void onEmitCode(EmitArgs&, GrGPArgs*) = 0;
- struct TransformUniform {
- UniformHandle fHandle;
- SkMatrix fCurrentValue = SkMatrix::InvalidMatrix();
- };
- SkTArray<TransformUniform, true> fInstalledTransforms;
- typedef GrGLSLPrimitiveProcessor INHERITED;
- };
- #endif
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