1 /*
2  * Copyright 2014 Google Inc.
3  *
4  * Use of this source code is governed by a BSD-style license that can be
5  * found in the LICENSE file.
6  */
7 
8 #include "GrCoordTransform.h"
9 #include "GrContext.h"
10 #include "GrDrawTargetCaps.h"
11 #include "GrGpu.h"
12 
reset(GrCoordSet sourceCoords,const SkMatrix & m,const GrTexture * texture,GrTextureParams::FilterMode filter)13 void GrCoordTransform::reset(GrCoordSet sourceCoords, const SkMatrix& m, const GrTexture* texture,
14                              GrTextureParams::FilterMode filter) {
15     SkASSERT(texture);
16     SkASSERT(!fInProcessor);
17 
18     fSourceCoords = sourceCoords;
19     fMatrix = m;
20     fReverseY = kBottomLeft_GrSurfaceOrigin == texture->origin();
21 
22     // Always start at kDefault. Then if precisions differ we see if the precision needs to be
23     // increased. Our rule is that we want at least 4 subpixel values in the representation for
24     // coords between 0 to 1 when bi- or tri-lerping and 1 value when nearest filtering. Note that
25     // this still might not be enough when drawing with repeat or mirror-repeat modes but that case
26     // can be arbitrarily bad.
27     int subPixelThresh = filter > GrTextureParams::kNone_FilterMode ? 4 : 1;
28     fPrecision = kDefault_GrSLPrecision;
29     if (texture->getContext()) {
30         const GrShaderCaps* caps = texture->getContext()->getGpu()->caps()->shaderCaps();
31         if (caps->floatPrecisionVaries()) {
32             int maxD = SkTMax(texture->width(), texture->height());
33             const GrShaderCaps::PrecisionInfo* info;
34             info = &caps->getFloatShaderPrecisionInfo(kFragment_GrShaderType, fPrecision);
35             do {
36                 SkASSERT(info->supported());
37                 // Make sure there is at least 2 bits of subpixel precision in the range of
38                 // texture coords from 0.5 to 1.0.
39                 if ((2 << info->fBits) / maxD > subPixelThresh) {
40                     break;
41                 }
42                 if (kHigh_GrSLPrecision == fPrecision) {
43                     break;
44                 }
45                 GrSLPrecision nextP = static_cast<GrSLPrecision>(fPrecision + 1);
46                 info = &caps->getFloatShaderPrecisionInfo(kFragment_GrShaderType, nextP);
47                 if (!info->supported()) {
48                     break;
49                 }
50                 fPrecision = nextP;
51             } while (true);
52         }
53     }
54 }
55 
reset(GrCoordSet sourceCoords,const SkMatrix & m,GrSLPrecision precision)56 void GrCoordTransform::reset(GrCoordSet sourceCoords,
57                              const SkMatrix& m,
58                              GrSLPrecision precision) {
59     SkASSERT(!fInProcessor);
60     fSourceCoords = sourceCoords;
61     fMatrix = m;
62     fReverseY = false;
63     fPrecision = precision;
64 }
65