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* Copyright 2021 Google Inc.
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
#ifndef SkTextCoordShader_DEFINED
#define SkTextCoordShader_DEFINED
#include "src/core/SkVM.h"
#include "src/shaders/SkShaderBase.h"
// SkTransformShader allows the transform used by the shader to change without regenerating the
// jitted code. This supports the drawVertices call to change the mapping as the texture
// coordinates associated with each vertex change with each new triangle.
class SkTransformShader : public SkUpdatableShader {
explicit SkTransformShader(const SkShaderBase& shader);
// Adds instructions to use the mapping stored in the uniforms represented by fMatrix. After
// generating a new skvm::Coord, it passes the mapped coordinates to fShader's onProgram
// along with the identity matrix.
skvm::Color onProgram(skvm::Builder* b,
skvm::Coord device, skvm::Coord local, skvm::Color color,
const SkMatrixProvider& matrices, const SkMatrix* localM,
const SkColorInfo& dst,
skvm::Uniforms* uniforms, SkArenaAlloc* alloc) const override;
// Add code to calculate a new coordinate given local using the mapping in fMatrix.
skvm::Coord applyMatrix(
skvm::Builder* b, const SkMatrix& matrix, skvm::Coord local,
skvm::Uniforms* uniforms) const;
void appendMatrix(const SkMatrix& matrix, SkRasterPipeline* p) const;
// Change the values represented by the uniforms in fMatrix.
bool update(const SkMatrix& ctm) const override;
bool onAppendStages(const SkStageRec& rec) const override;
const SkShaderBase& fShader;
mutable SkScalar fMatrixStorage[9];
mutable skvm::Uniform fMatrix;
mutable bool fProcessingAsPerspective{false};
#endif //SkTextCoordShader_DEFINED