blob: c00f40f08f0b14a4be6f7c84331293107d5cb817 [file] [log] [blame]
/*
* Copyright 2012 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "GrTextureDomainEffect.h"
#include "gl/GrGLProgramStage.h"
#include "GrProgramStageFactory.h"
class GrGLTextureDomainEffect : public GrGLProgramStage {
public:
GrGLTextureDomainEffect(const GrProgramStageFactory& factory,
const GrCustomStage& stage);
virtual void setupVariables(GrGLShaderBuilder* builder) SK_OVERRIDE;
virtual void emitVS(GrGLShaderBuilder* builder,
const char* vertexCoords) SK_OVERRIDE { }
virtual void emitFS(GrGLShaderBuilder* builder,
const char* outputColor,
const char* inputColor,
const TextureSamplerArray&) SK_OVERRIDE;
virtual void setData(const GrGLUniformManager&,
const GrCustomStage&,
const GrRenderTarget*,
int stageNum) SK_OVERRIDE;
static inline StageKey GenKey(const GrCustomStage&, const GrGLCaps&) { return 0; }
private:
GrGLUniformManager::UniformHandle fNameUni;
typedef GrGLProgramStage INHERITED;
};
GrGLTextureDomainEffect::GrGLTextureDomainEffect(const GrProgramStageFactory& factory,
const GrCustomStage& stage)
: GrGLProgramStage(factory)
, fNameUni(GrGLUniformManager::kInvalidUniformHandle) {
}
void GrGLTextureDomainEffect::setupVariables(GrGLShaderBuilder* builder) {
fNameUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
kVec4f_GrSLType, "TexDom");
};
void GrGLTextureDomainEffect::emitFS(GrGLShaderBuilder* builder,
const char* outputColor,
const char* inputColor,
const TextureSamplerArray& samplers) {
builder->fFSCode.appendf("\tvec2 clampCoord = clamp(%s, %s.xy, %s.zw);\n",
builder->defaultTexCoordsName(),
builder->getUniformCStr(fNameUni),
builder->getUniformCStr(fNameUni));
builder->fFSCode.appendf("\t%s = ", outputColor);
builder->appendTextureLookupAndModulate(&builder->fFSCode,
inputColor,
samplers[0],
"clampCoord");
builder->fFSCode.append(";\n");
}
void GrGLTextureDomainEffect::setData(const GrGLUniformManager& uman,
const GrCustomStage& data,
const GrRenderTarget*,
int stageNum) {
const GrTextureDomainEffect& effect = static_cast<const GrTextureDomainEffect&>(data);
const GrRect& domain = effect.domain();
float values[4] = {
GrScalarToFloat(domain.left()),
GrScalarToFloat(domain.top()),
GrScalarToFloat(domain.right()),
GrScalarToFloat(domain.bottom())
};
// vertical flip if necessary
const GrGLTexture* texture = static_cast<const GrGLTexture*>(effect.texture(0));
if (GrGLTexture::kBottomUp_Orientation == texture->orientation()) {
values[1] = 1.0f - values[1];
values[3] = 1.0f - values[3];
// The top and bottom were just flipped, so correct the ordering
// of elements so that values = (l, t, r, b).
SkTSwap(values[1], values[3]);
}
uman.set4fv(fNameUni, 0, 1, values);
}
///////////////////////////////////////////////////////////////////////////////
GrTextureDomainEffect::GrTextureDomainEffect(GrTexture* texture, const GrRect& domain)
: GrSingleTextureEffect(texture)
, fTextureDomain(domain) {
}
GrTextureDomainEffect::GrTextureDomainEffect(GrTexture* texture,
const GrRect& domain,
const GrTextureParams& params)
: GrSingleTextureEffect(texture, params)
, fTextureDomain(domain) {
}
GrTextureDomainEffect::~GrTextureDomainEffect() {
}
const GrProgramStageFactory& GrTextureDomainEffect::getFactory() const {
return GrTProgramStageFactory<GrTextureDomainEffect>::getInstance();
}
bool GrTextureDomainEffect::isEqual(const GrCustomStage& sBase) const {
const GrTextureDomainEffect& s = static_cast<const GrTextureDomainEffect&>(sBase);
return (INHERITED::isEqual(sBase) && this->fTextureDomain == s.fTextureDomain);
}
///////////////////////////////////////////////////////////////////////////////
GR_DEFINE_CUSTOM_STAGE_TEST(GrTextureDomainEffect);
GrCustomStage* GrTextureDomainEffect::TestCreate(SkRandom* random,
GrContext* context,
GrTexture* textures[]) {
int texIdx = random->nextBool() ? GrCustomStageUnitTest::kSkiaPMTextureIdx :
GrCustomStageUnitTest::kAlphaTextureIdx;
GrRect domain;
domain.fLeft = random->nextUScalar1();
domain.fRight = random->nextRangeScalar(domain.fLeft, SK_Scalar1);
domain.fTop = random->nextUScalar1();
domain.fBottom = random->nextRangeScalar(domain.fTop, SK_Scalar1);
return SkNEW_ARGS(GrTextureDomainEffect, (textures[texIdx], domain));
}