void GrGpuGLShaders::flushTextureMatrix(int stage) { GrAssert(NULL != fCurrDrawState.fTextures[stage]); GrGLTexture* texture = (GrGLTexture*) fCurrDrawState.fTextures[stage]; GrMatrix m = getSamplerMatrix(stage); GrSamplerState::SampleMode mode = fCurrDrawState.fSamplerStates[0].getSampleMode(); AdjustTextureMatrix(texture, mode, &m); // ES doesn't allow you to pass true to the transpose param, // so do our own transpose GrScalar mt[] = { m[GrMatrix::kScaleX], m[GrMatrix::kSkewY], m[GrMatrix::kPersp0], m[GrMatrix::kSkewX], m[GrMatrix::kScaleY], m[GrMatrix::kPersp1], m[GrMatrix::kTransX], m[GrMatrix::kTransY], m[GrMatrix::kPersp2] }; #if ATTRIBUTE_MATRIX GR_GL(VertexAttrib4fv(TEXMAT_ATTR_LOCATION(0)+0, mt+0)); GR_GL(VertexAttrib4fv(TEXMAT_ATTR_LOCATION(0)+1, mt+3)); GR_GL(VertexAttrib4fv(TEXMAT_ATTR_LOCATION(0)+2, mt+6)); #else GR_GL(UniformMatrix3fv(fProgramData->fUniLocations.fStages[stage].fTextureMatrixUni, 1, false, mt)); #endif }
void GrGpuGL::flushTextureMatrix(int s) { const GrDrawState& drawState = this->getDrawState(); // FIXME: Still assuming only a single texture per effect const GrEffect* effect = drawState.getStage(s).getEffect(); if (0 == effect->numTextures()) { return; } const GrGLTexture* texture = static_cast<const GrGLTexture*>(effect->texture(0)); if (NULL != texture) { bool originChange = fCurrentProgram->fTextureOrigin[s] != texture->origin(); UniformHandle matrixUni = fCurrentProgram->fUniforms.fStages[s].fTextureMatrixUni; const GrMatrix& hwMatrix = fCurrentProgram->fTextureMatrices[s]; GrMatrix samplerMatrix; drawState.getStage(s).getTotalMatrix(&samplerMatrix); if (kInvalidUniformHandle != matrixUni && (originChange || !hwMatrix.cheapEqualTo(samplerMatrix))) { GrMatrix m = samplerMatrix; AdjustTextureMatrix(texture, &m); // 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(matrixUni, mt); fCurrentProgram->fTextureMatrices[s] = samplerMatrix; } fCurrentProgram->fTextureOrigin[s] = texture->origin(); } }
void GrGpuGLShaders::flushTextureMatrix(int s) { const GrGLint& uni = fProgramData->fUniLocations.fStages[s].fTextureMatrixUni; GrGLTexture* texture = (GrGLTexture*) fCurrDrawState.fTextures[s]; if (NULL != texture) { if (GrGLProgram::kUnusedUniform != uni && (((1 << s) & fDirtyFlags.fTextureChangedMask) || getHWSamplerMatrix(s) != getSamplerMatrix(s))) { GrAssert(NULL != fCurrDrawState.fTextures[s]); GrGLTexture* texture = (GrGLTexture*) fCurrDrawState.fTextures[s]; GrMatrix m = getSamplerMatrix(s); GrSamplerState::SampleMode mode = fCurrDrawState.fSamplerStates[s].getSampleMode(); AdjustTextureMatrix(texture, mode, &m); // 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]) }; if (GrGLProgram::kSetAsAttribute == fProgramData->fUniLocations.fStages[s].fTextureMatrixUni) { int baseIdx = GrGLProgram::TextureMatrixAttributeIdx(s); GL_CALL(VertexAttrib4fv(baseIdx + 0, mt+0)); GL_CALL(VertexAttrib4fv(baseIdx + 1, mt+3)); GL_CALL(VertexAttrib4fv(baseIdx + 2, mt+6)); } else { GL_CALL(UniformMatrix3fv(uni, 1, false, mt)); } recordHWSamplerMatrix(s, getSamplerMatrix(s)); } } }
void GrGpuGLShaders::flushTextureMatrix(int s) { const GrGLint& uni = fProgramData->fUniLocations.fStages[s].fTextureMatrixUni; const GrDrawState& drawState = this->getDrawState(); const GrGLTexture* texture = static_cast<const GrGLTexture*>(drawState.getTexture(s)); if (NULL != texture) { const GrMatrix& hwMatrix = fProgramData->fTextureMatrices[s]; const GrMatrix& samplerMatrix = drawState.getSampler(s).getMatrix(); if (GrGLProgram::kUnusedUniform != uni && (((1 << s) & fDirtyFlags.fTextureChangedMask) || !hwMatrix.cheapEqualTo(samplerMatrix))) { GrMatrix m = samplerMatrix; GrSamplerState::SampleMode mode = drawState.getSampler(s).getSampleMode(); AdjustTextureMatrix(texture, mode, &m); // 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]) }; GL_CALL(UniformMatrix3fv(uni, 1, false, mt)); fProgramData->fTextureMatrices[s] = samplerMatrix; } } }
bool GrGpuGLFixed::flushGraphicsState(GrPrimitiveType type) { bool usingTextures[kNumStages]; for (int s = 0; s < kNumStages; ++s) { usingTextures[s] = VertexUsesStage(s, fGeometrySrc.fVertexLayout); if (usingTextures[s] && fCurrDrawState.fSamplerStates[s].isGradient()) { unimpl("Fixed pipe doesn't support radial/sweep gradients"); return false; } } if (GR_GL_SUPPORT_ES1) { if (BlendCoefReferencesConstant(fCurrDrawState.fSrcBlend) || BlendCoefReferencesConstant(fCurrDrawState.fDstBlend)) { unimpl("ES1 doesn't support blend constant"); return false; } } if (!flushGLStateCommon(type)) { return false; } if (fDirtyFlags.fRenderTargetChanged) { flushProjectionMatrix(); } for (int s = 0; s < kNumStages; ++s) { bool wasUsingTexture = VertexUsesStage(s, fHWGeometryState.fVertexLayout); if (usingTextures[s] != wasUsingTexture) { setTextureUnit(s); if (usingTextures[s]) { GR_GL(Enable(GR_GL_TEXTURE_2D)); } else { GR_GL(Disable(GR_GL_TEXTURE_2D)); } } } uint32_t vertColor = (fGeometrySrc.fVertexLayout & kColor_VertexLayoutBit); uint32_t prevVertColor = (fHWGeometryState.fVertexLayout & kColor_VertexLayoutBit); if (vertColor != prevVertColor) { if (vertColor) { GR_GL(ShadeModel(GR_GL_SMOOTH)); // invalidate the immediate mode color fHWDrawState.fColor = GrColor_ILLEGAL; } else { GR_GL(ShadeModel(GR_GL_FLAT)); } } if (!vertColor && fHWDrawState.fColor != fCurrDrawState.fColor) { GR_GL(Color4ub(GrColorUnpackR(fCurrDrawState.fColor), GrColorUnpackG(fCurrDrawState.fColor), GrColorUnpackB(fCurrDrawState.fColor), GrColorUnpackA(fCurrDrawState.fColor))); fHWDrawState.fColor = fCurrDrawState.fColor; } // set texture environment, decide whether we are modulating by RGB or A. for (int s = 0; s < kNumStages; ++s) { if (usingTextures[s]) { GrGLTexture* texture = (GrGLTexture*)fCurrDrawState.fTextures[s]; if (NULL != texture) { TextureEnvRGBOperands nextRGBOperand0 = (GrPixelConfigIsAlphaOnly(texture->config())) ? kAlpha_TextureEnvRGBOperand : kColor_TextureEnvRGBOperand; if (fHWRGBOperand0[s] != nextRGBOperand0) { setTextureUnit(s); GR_GL(TexEnvi(GR_GL_TEXTURE_ENV, GR_GL_OPERAND0_RGB, (nextRGBOperand0==kAlpha_TextureEnvRGBOperand) ? GR_GL_SRC_ALPHA : GR_GL_SRC_COLOR)); fHWRGBOperand0[s] = nextRGBOperand0; } if (((1 << s) & fDirtyFlags.fTextureChangedMask) || (fHWDrawState.fSamplerStates[s].getMatrix() != getSamplerMatrix(s))) { GrMatrix texMat = getSamplerMatrix(s); AdjustTextureMatrix(texture, GrSamplerState::kNormal_SampleMode, &texMat); GrGpuMatrix glm; glm.set(texMat); setTextureUnit(s); GR_GL(MatrixMode(GR_GL_TEXTURE)); GR_GL(LoadMatrixf(glm.fMat)); recordHWSamplerMatrix(s, getSamplerMatrix(s)); } } else { GrAssert(!"Rendering with texture vert flag set but no bound texture"); return false; } } } if (fHWDrawState.fViewMatrix != fCurrDrawState.fViewMatrix) { GrGpuMatrix glm; glm.set(fCurrDrawState.fViewMatrix); GR_GL(MatrixMode(GR_GL_MODELVIEW)); GR_GL(LoadMatrixf(glm.fMat)); fHWDrawState.fViewMatrix = fCurrDrawState.fViewMatrix; } resetDirtyFlags(); return true; }