| /* | |
| * Copyright 2012 Google Inc. | |
| * | |
| * Use of this source code is governed by a BSD-style license that can be | |
| * found in the LICENSE file. | |
| */ | |
| #ifndef GrConfigConversionEffect_DEFINED | |
| #define GrConfigConversionEffect_DEFINED | |
| #include "GrSingleTextureEffect.h" | |
| class GrEffectStage; | |
| class GrGLConfigConversionEffect; | |
| /** | |
| * This class is used to perform config conversions. Clients may want to read/write data that is | |
| * unpremultiplied. Also on some systems reading/writing BGRA or RGBA is faster. In those cases we | |
| * read/write using the faster path and perform an R/B swap in the shader if the client data is in | |
| * the slower config. | |
| */ | |
| class GrConfigConversionEffect : public GrSingleTextureEffect { | |
| public: | |
| /** | |
| * The PM->UPM or UPM->PM conversions to apply. | |
| */ | |
| enum PMConversion { | |
| kNone_PMConversion = 0, | |
| kMulByAlpha_RoundUp_PMConversion, | |
| kMulByAlpha_RoundDown_PMConversion, | |
| kDivByAlpha_RoundUp_PMConversion, | |
| kDivByAlpha_RoundDown_PMConversion, | |
| kPMConversionCnt | |
| }; | |
| // Installs an effect in the GrEffectStage to perform a config conversion. | |
| static const GrEffect* Create(GrTexture*, | |
| bool swapRedAndBlue, | |
| PMConversion pmConversion, | |
| const SkMatrix& matrix); | |
| static const char* Name() { return "Config Conversion"; } | |
| typedef GrGLConfigConversionEffect GLEffect; | |
| virtual const GrBackendEffectFactory& getFactory() const SK_OVERRIDE; | |
| virtual void getConstantColorComponents(GrColor* color, uint32_t* validFlags) const SK_OVERRIDE; | |
| bool swapsRedAndBlue() const { return fSwapRedAndBlue; } | |
| PMConversion pmConversion() const { return fPMConversion; } | |
| // This function determines whether it is possible to choose PM->UPM and UPM->PM conversions | |
| // for which in any PM->UPM->PM->UPM sequence the two UPM values are the same. This means that | |
| // if pixels are read back to a UPM buffer, written back to PM to the GPU, and read back again | |
| // both reads will produce the same result. This test is quite expensive and should not be run | |
| // multiple times for a given context. | |
| static void TestForPreservingPMConversions(GrContext* context, | |
| PMConversion* PMToUPMRule, | |
| PMConversion* UPMToPMRule); | |
| private: | |
| GrConfigConversionEffect(GrTexture*, | |
| bool swapRedAndBlue, | |
| PMConversion pmConversion, | |
| const SkMatrix& matrix); | |
| virtual bool onIsEqual(const GrEffect&) const SK_OVERRIDE; | |
| bool fSwapRedAndBlue; | |
| PMConversion fPMConversion; | |
| GR_DECLARE_EFFECT_TEST; | |
| typedef GrSingleTextureEffect INHERITED; | |
| }; | |
| #endif |