| 1 | /* |
| 2 | * Copyright 2013 Google Inc. |
| 3 | * |
| 4 | * Use of this source code is governed by a BSD-style license that can be |
| 5 | * found in the LICENSE file. |
| 6 | */ |
| 7 | |
| 8 | #ifndef GrGLSLGeometryProcessor_DEFINED |
| 9 | #define GrGLSLGeometryProcessor_DEFINED |
| 10 | |
| 11 | #include "src/gpu/glsl/GrGLSLPrimitiveProcessor.h" |
| 12 | |
| 13 | class GrGLSLGPBuilder; |
| 14 | |
| 15 | /** |
| 16 | * If a GL effect needs a GrGLFullShaderBuilder* object to emit vertex code, then it must inherit |
| 17 | * from this class. Since paths don't have vertices, this class is only meant to be used internally |
| 18 | * by skia, for special cases. |
| 19 | */ |
| 20 | class GrGLSLGeometryProcessor : public GrGLSLPrimitiveProcessor { |
| 21 | public: |
| 22 | /* Any general emit code goes in the base class emitCode. Subclasses override onEmitCode */ |
| 23 | void emitCode(EmitArgs&) final; |
| 24 | |
| 25 | protected: |
| 26 | // A helper which subclasses can use to upload coord transform matrices in setData(). |
| 27 | void setTransformDataHelper(const SkMatrix& localMatrix, |
| 28 | const GrGLSLProgramDataManager& pdman, |
| 29 | const CoordTransformRange&); |
| 30 | |
| 31 | // Emit transformed local coords from the vertex shader as a uniform matrix and varying per |
| 32 | // coord-transform. localCoordsVar must be a 2- or 3-component vector. If it is 3 then it is |
| 33 | // assumed to be a 2D homogeneous coordinate. |
| 34 | void emitTransforms(GrGLSLVertexBuilder*, |
| 35 | GrGLSLVaryingHandler*, |
| 36 | GrGLSLUniformHandler*, |
| 37 | const GrShaderVar& localCoordsVar, |
| 38 | const SkMatrix& localMatrix, |
| 39 | FPCoordTransformHandler*); |
| 40 | |
| 41 | // Version of above that assumes identity for the local matrix. |
| 42 | void emitTransforms(GrGLSLVertexBuilder* vb, |
| 43 | GrGLSLVaryingHandler* varyingHandler, |
| 44 | GrGLSLUniformHandler* uniformHandler, |
| 45 | const GrShaderVar& localCoordsVar, |
| 46 | FPCoordTransformHandler* handler) { |
| 47 | this->emitTransforms(vb, varyingHandler, uniformHandler, localCoordsVar, SkMatrix::I(), |
| 48 | handler); |
| 49 | } |
| 50 | |
| 51 | struct GrGPArgs { |
| 52 | // Used to specify the output variable used by the GP to store its device position. It can |
| 53 | // either be a float2 or a float3 (in order to handle perspective). The subclass sets this |
| 54 | // in its onEmitCode(). |
| 55 | GrShaderVar fPositionVar; |
| 56 | }; |
| 57 | |
| 58 | // Helpers for adding code to write the transformed vertex position. The first simple version |
| 59 | // just writes a variable named by 'posName' into the position output variable with the |
| 60 | // assumption that the position is 2D. The second version transforms the input position by a |
| 61 | // view matrix and the output variable is 2D or 3D depending on whether the view matrix is |
| 62 | // perspective. Both versions declare the output position variable and will set |
| 63 | // GrGPArgs::fPositionVar. |
| 64 | void writeOutputPosition(GrGLSLVertexBuilder*, GrGPArgs*, const char* posName); |
| 65 | void writeOutputPosition(GrGLSLVertexBuilder*, |
| 66 | GrGLSLUniformHandler* uniformHandler, |
| 67 | GrGPArgs*, |
| 68 | const char* posName, |
| 69 | const SkMatrix& mat, |
| 70 | UniformHandle* viewMatrixUniform); |
| 71 | |
| 72 | static uint32_t ComputePosKey(const SkMatrix& mat) { |
| 73 | if (mat.isIdentity()) { |
| 74 | return 0x0; |
| 75 | } else if (!mat.hasPerspective()) { |
| 76 | return 0x01; |
| 77 | } else { |
| 78 | return 0x02; |
| 79 | } |
| 80 | } |
| 81 | |
| 82 | private: |
| 83 | virtual void onEmitCode(EmitArgs&, GrGPArgs*) = 0; |
| 84 | |
| 85 | struct TransformUniform { |
| 86 | UniformHandle fHandle; |
| 87 | GrSLType fType = kVoid_GrSLType; |
| 88 | SkMatrix fCurrentValue = SkMatrix::InvalidMatrix(); |
| 89 | }; |
| 90 | |
| 91 | SkTArray<TransformUniform, true> fInstalledTransforms; |
| 92 | |
| 93 | typedef GrGLSLPrimitiveProcessor INHERITED; |
| 94 | }; |
| 95 | |
| 96 | #endif |
| 97 | |