void GrGpuGL::flushViewMatrix(DrawType type) { const GrGLRenderTarget* rt = static_cast<const GrGLRenderTarget*>(this->getDrawState().getRenderTarget()); SkISize viewportSize; const GrGLIRect& viewport = rt->getViewport(); viewportSize.set(viewport.fWidth, viewport.fHeight); const GrMatrix& vm = this->getDrawState().getViewMatrix(); if (kStencilPath_DrawType == type) { if (fHWPathMatrixState.fViewMatrix != vm || fHWPathMatrixState.fRTSize != viewportSize) { // rescale the coords from skia's "device" coords to GL's normalized coords, // and perform a y-flip. GrMatrix m; m.setScale(GrIntToScalar(2) / rt->width(), GrIntToScalar(-2) / rt->height()); m.postTranslate(-GR_Scalar1, GR_Scalar1); m.preConcat(vm); // GL wants a column-major 4x4. GrGLfloat mv[] = { // col 0 GrScalarToFloat(m[GrMatrix::kMScaleX]), GrScalarToFloat(m[GrMatrix::kMSkewY]), 0, GrScalarToFloat(m[GrMatrix::kMPersp0]), // col 1 GrScalarToFloat(m[GrMatrix::kMSkewX]), GrScalarToFloat(m[GrMatrix::kMScaleY]), 0, GrScalarToFloat(m[GrMatrix::kMPersp1]), // col 2 0, 0, 0, 0, // col3 GrScalarToFloat(m[GrMatrix::kMTransX]), GrScalarToFloat(m[GrMatrix::kMTransY]), 0.0f, GrScalarToFloat(m[GrMatrix::kMPersp2]) }; GL_CALL(MatrixMode(GR_GL_PROJECTION)); GL_CALL(LoadMatrixf(mv)); fHWPathMatrixState.fViewMatrix = vm; fHWPathMatrixState.fRTSize = viewportSize; } } else if (!fCurrentProgram->fViewMatrix.cheapEqualTo(vm) || fCurrentProgram->fViewportSize != viewportSize) { GrMatrix m; m.setAll( GrIntToScalar(2) / viewportSize.fWidth, 0, -GR_Scalar1, 0,-GrIntToScalar(2) / viewportSize.fHeight, GR_Scalar1, 0, 0, GrMatrix::I()[8]); m.setConcat(m, vm); // ES doesn't allow you to pass true to the transpose param, // so do our own transpose GrGLfloat mt[] = { GrScalarToFloat(m[GrMatrix::kMScaleX]), GrScalarToFloat(m[GrMatrix::kMSkewY]), GrScalarToFloat(m[GrMatrix::kMPersp0]), GrScalarToFloat(m[GrMatrix::kMSkewX]), GrScalarToFloat(m[GrMatrix::kMScaleY]), GrScalarToFloat(m[GrMatrix::kMPersp1]), GrScalarToFloat(m[GrMatrix::kMTransX]), GrScalarToFloat(m[GrMatrix::kMTransY]), GrScalarToFloat(m[GrMatrix::kMPersp2]) }; fCurrentProgram->fUniformManager.setMatrix3f(fCurrentProgram->fUniforms.fViewMatrixUni, mt); fCurrentProgram->fViewMatrix = vm; fCurrentProgram->fViewportSize = viewportSize; } }