blob: e7d9b1ecb04c53494769a1bd8299ba7db2ae1c38 [file] [log] [blame]
/*
* 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;
}