Chris Craik 53e51e4aa9 Handle shader matrix correctly when ignoring canvas transform
bug:20063841

Restores old SkShader matrix behavior from before the Glop refactor.

Many drawing operations draw without sending the canvas transform to
the GL shader. In such cases, we need to adapt the matrix sent to the
SkShader logic to invert the canvas transform that's built into
the mesh.

Change-Id: I42b6f59df36ce46436322b95bf9ad2140795ee58
2015-06-02 16:28:39 -07:00

129 lines
4.7 KiB
C++

/*
* Copyright (C) 2015 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef RENDERSTATE_GLOPBUILDER_H
#define RENDERSTATE_GLOPBUILDER_H
#include "Glop.h"
#include "OpenGLRenderer.h"
#include "Program.h"
#include "renderstate/Blend.h"
#include "utils/Macros.h"
class SkPaint;
class SkShader;
namespace android {
namespace uirenderer {
class Caches;
class Matrix4;
class RenderState;
class Texture;
class VertexBuffer;
namespace TextureFillFlags {
enum {
None = 0,
IsAlphaMaskTexture = 1 << 0,
ForceFilter = 1 << 1,
};
}
class GlopBuilder {
PREVENT_COPY_AND_ASSIGN(GlopBuilder);
public:
GlopBuilder(RenderState& renderState, Caches& caches, Glop* outGlop);
GlopBuilder& setMeshUnitQuad();
GlopBuilder& setMeshTexturedUnitQuad(const UvMapper* uvMapper);
GlopBuilder& setMeshTexturedUvQuad(const UvMapper* uvMapper, const Rect uvs);
GlopBuilder& setMeshVertexBuffer(const VertexBuffer& vertexBuffer, bool shadowInterp);
GlopBuilder& setMeshIndexedQuads(Vertex* vertexData, int quadCount);
GlopBuilder& setMeshTexturedMesh(TextureVertex* vertexData, int elementCount); // TODO: use indexed quads
GlopBuilder& setMeshColoredTexturedMesh(ColorTextureVertex* vertexData, int elementCount); // TODO: use indexed quads
GlopBuilder& setMeshTexturedIndexedQuads(TextureVertex* vertexData, int elementCount); // TODO: take quadCount
GlopBuilder& setMeshPatchQuads(const Patch& patch);
GlopBuilder& setFillPaint(const SkPaint& paint, float alphaScale);
GlopBuilder& setFillTexturePaint(Texture& texture, const int textureFillFlags,
const SkPaint* paint, float alphaScale);
GlopBuilder& setFillPathTexturePaint(PathTexture& texture,
const SkPaint& paint, float alphaScale);
GlopBuilder& setFillShadowTexturePaint(ShadowTexture& texture, int shadowColor,
const SkPaint& paint, float alphaScale);
GlopBuilder& setFillBlack();
GlopBuilder& setFillClear();
GlopBuilder& setFillLayer(Texture& texture, const SkColorFilter* colorFilter,
float alpha, SkXfermode::Mode mode, Blend::ModeOrderSwap modeUsage);
GlopBuilder& setFillTextureLayer(Layer& layer, float alpha);
GlopBuilder& setTransform(const Snapshot& snapshot, const int transformFlags) {
setTransform(snapshot.getOrthoMatrix(), *snapshot.transform, transformFlags);
return *this;
}
GlopBuilder& setModelViewMapUnitToRect(const Rect destination);
GlopBuilder& setModelViewMapUnitToRectSnap(const Rect destination);
GlopBuilder& setModelViewMapUnitToRectOptionalSnap(bool snap, const Rect& destination) {
if (snap) {
return setModelViewMapUnitToRectSnap(destination);
} else {
return setModelViewMapUnitToRect(destination);
}
}
GlopBuilder& setModelViewOffsetRect(float offsetX, float offsetY, const Rect source);
GlopBuilder& setModelViewOffsetRectSnap(float offsetX, float offsetY, const Rect source);
GlopBuilder& setModelViewOffsetRectOptionalSnap(bool snap,
float offsetX, float offsetY, const Rect& source) {
if (snap) {
return setModelViewOffsetRectSnap(offsetX, offsetY, source);
} else {
return setModelViewOffsetRect(offsetX, offsetY, source);
}
}
GlopBuilder& setRoundRectClipState(const RoundRectClipState* roundRectClipState);
void build();
private:
void setFill(int color, float alphaScale,
SkXfermode::Mode mode, Blend::ModeOrderSwap modeUsage,
const SkShader* shader, const SkColorFilter* colorFilter);
void setTransform(const Matrix4& ortho, const Matrix4& canvas,
const int transformFlags);
enum StageFlags {
kInitialStage = 0,
kMeshStage = 1 << 0,
kTransformStage = 1 << 1,
kModelViewStage = 1 << 2,
kFillStage = 1 << 3,
kRoundRectClipStage = 1 << 4,
kAllStages = kMeshStage | kFillStage | kTransformStage | kModelViewStage | kRoundRectClipStage,
} mStageFlags;
ProgramDescription mDescription;
RenderState& mRenderState;
Caches& mCaches;
const SkShader* mShader;
Glop* mOutGlop;
};
} /* namespace uirenderer */
} /* namespace android */
#endif // RENDERSTATE_GLOPBUILDER_H