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/*
* Copyright 2014 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "GrPrimitiveProcessor.h"
#include "GrCoordTransform.h"
/**
* We specialize the vertex code for each of these matrix types.
*/
enum MatrixType {
kNoPersp_MatrixType = 0,
kGeneral_MatrixType = 1,
};
GrPrimitiveProcessor::GrPrimitiveProcessor(ClassID classID) : GrProcessor(classID) {}
const GrPrimitiveProcessor::TextureSampler& GrPrimitiveProcessor::textureSampler(int i) const {
SkASSERT(i >= 0 && i < this->numTextureSamplers());
return this->onTextureSampler(i);
}
const GrPrimitiveProcessor::Attribute& GrPrimitiveProcessor::vertexAttribute(int i) const {
SkASSERT(i >= 0 && i < this->numVertexAttributes());
const auto& result = this->onVertexAttribute(i);
SkASSERT(result.isInitialized());
return result;
}
const GrPrimitiveProcessor::Attribute& GrPrimitiveProcessor::instanceAttribute(int i) const {
SkASSERT(i >= 0 && i < this->numInstanceAttributes());
const auto& result = this->onInstanceAttribute(i);
SkASSERT(result.isInitialized());
return result;
}
#ifdef SK_DEBUG
size_t GrPrimitiveProcessor::debugOnly_vertexStride() const {
size_t stride = 0;
for (int i = 0; i < fVertexAttributeCnt; ++i) {
stride += this->vertexAttribute(i).sizeAlign4();
}
return stride;
}
size_t GrPrimitiveProcessor::debugOnly_instanceStride() const {
size_t stride = 0;
for (int i = 0; i < fInstanceAttributeCnt; ++i) {
stride += this->instanceAttribute(i).sizeAlign4();
}
return stride;
}
size_t GrPrimitiveProcessor::debugOnly_vertexAttributeOffset(int i) const {
SkASSERT(i >= 0 && i < fVertexAttributeCnt);
size_t offset = 0;
for (int j = 0; j < i; ++j) {
offset += this->vertexAttribute(j).sizeAlign4();
}
return offset;
}
size_t GrPrimitiveProcessor::debugOnly_instanceAttributeOffset(int i) const {
SkASSERT(i >= 0 && i < fInstanceAttributeCnt);
size_t offset = 0;
for (int j = 0; j < i; ++j) {
offset += this->instanceAttribute(j).sizeAlign4();
}
return offset;
}
#endif
uint32_t
GrPrimitiveProcessor::getTransformKey(const SkTArray<const GrCoordTransform*, true>& coords,
int numCoords) const {
uint32_t totalKey = 0;
for (int t = 0; t < numCoords; ++t) {
uint32_t key = 0;
const GrCoordTransform* coordTransform = coords[t];
if (coordTransform->getMatrix().hasPerspective()) {
key |= kGeneral_MatrixType;
} else {
key |= kNoPersp_MatrixType;
}
key <<= t;
SkASSERT(0 == (totalKey & key)); // keys for each transform ought not to overlap
totalKey |= key;
}
return totalKey;
}
///////////////////////////////////////////////////////////////////////////////////////////////////
static inline GrSamplerState::Filter clamp_filter(GrTextureType type,
GrSamplerState::Filter requestedFilter) {
if (GrTextureTypeHasRestrictedSampling(type)) {
return SkTMin(requestedFilter, GrSamplerState::Filter::kBilerp);
}
return requestedFilter;
}
GrPrimitiveProcessor::TextureSampler::TextureSampler(GrTextureType textureType,
GrPixelConfig config,
const GrSamplerState& samplerState,
GrShaderFlags visibility) {
this->reset(textureType, config, samplerState, visibility);
}
GrPrimitiveProcessor::TextureSampler::TextureSampler(GrTextureType textureType,
GrPixelConfig config,
GrSamplerState::Filter filterMode,
GrSamplerState::WrapMode wrapXAndY,
GrShaderFlags visibility) {
this->reset(textureType, config, filterMode, wrapXAndY, visibility);
}
void GrPrimitiveProcessor::TextureSampler::reset(GrTextureType textureType,
GrPixelConfig config,
const GrSamplerState& samplerState,
GrShaderFlags visibility) {
SkASSERT(kUnknown_GrPixelConfig != config);
fSamplerState = samplerState;
fSamplerState.setFilterMode(clamp_filter(textureType, samplerState.filter()));
fTextureType = textureType;
fConfig = config;
fVisibility = visibility;
}
void GrPrimitiveProcessor::TextureSampler::reset(GrTextureType textureType,
GrPixelConfig config,
GrSamplerState::Filter filterMode,
GrSamplerState::WrapMode wrapXAndY,
GrShaderFlags visibility) {
SkASSERT(kUnknown_GrPixelConfig != config);
filterMode = clamp_filter(textureType, filterMode);
fSamplerState = GrSamplerState(wrapXAndY, filterMode);
fTextureType = textureType;
fConfig = config;
fVisibility = visibility;
}