| /* | |
| * 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 "GrCoordTransform.h" | |
| #include "GrCaps.h" | |
| #include "GrContext.h" | |
| #include "GrGpu.h" | |
| void GrCoordTransform::reset(GrCoordSet sourceCoords, const SkMatrix& m, const GrTexture* texture, | |
| GrTextureParams::FilterMode filter) { | |
| SkASSERT(texture); | |
| SkASSERT(!fInProcessor); | |
| fSourceCoords = sourceCoords; | |
| fMatrix = m; | |
| fReverseY = kBottomLeft_GrSurfaceOrigin == texture->origin(); | |
| // Always start at kDefault. Then if precisions differ we see if the precision needs to be | |
| // increased. Our rule is that we want at least 4 subpixel values in the representation for | |
| // coords between 0 to 1 when bi- or tri-lerping and 1 value when nearest filtering. Note that | |
| // this still might not be enough when drawing with repeat or mirror-repeat modes but that case | |
| // can be arbitrarily bad. | |
| int subPixelThresh = filter > GrTextureParams::kNone_FilterMode ? 4 : 1; | |
| fPrecision = kDefault_GrSLPrecision; | |
| if (texture->getContext()) { | |
| const GrShaderCaps* caps = texture->getContext()->caps()->shaderCaps(); | |
| if (caps->floatPrecisionVaries()) { | |
| int maxD = SkTMax(texture->width(), texture->height()); | |
| const GrShaderCaps::PrecisionInfo* info; | |
| info = &caps->getFloatShaderPrecisionInfo(kFragment_GrShaderType, fPrecision); | |
| do { | |
| SkASSERT(info->supported()); | |
| // Make sure there is at least 2 bits of subpixel precision in the range of | |
| // texture coords from 0.5 to 1.0. | |
| if ((2 << info->fBits) / maxD > subPixelThresh) { | |
| break; | |
| } | |
| if (kHigh_GrSLPrecision == fPrecision) { | |
| break; | |
| } | |
| GrSLPrecision nextP = static_cast<GrSLPrecision>(fPrecision + 1); | |
| info = &caps->getFloatShaderPrecisionInfo(kFragment_GrShaderType, nextP); | |
| if (!info->supported()) { | |
| break; | |
| } | |
| fPrecision = nextP; | |
| } while (true); | |
| } | |
| } | |
| } | |
| void GrCoordTransform::reset(GrCoordSet sourceCoords, | |
| const SkMatrix& m, | |
| GrSLPrecision precision) { | |
| SkASSERT(!fInProcessor); | |
| fSourceCoords = sourceCoords; | |
| fMatrix = m; | |
| fReverseY = false; | |
| fPrecision = precision; | |
| } |