void GrContext::drawOval(const GrPaint& paint,
const GrRect& rect,
SkScalar strokeWidth) {
- DrawCategory category = (DEFER_PATHS) ? kBuffered_DrawCategory :
- kUnbuffered_DrawCategory;
- GrDrawTarget* target = this->prepareToDraw(paint, category);
- GrDrawState::AutoStageDisable atr(fDrawState);
- GrDrawState* drawState = target->drawState();
- GrMatrix vm = drawState->getViewMatrix();
-
- if (!isSimilarityTransformation(vm) ||
+ GrAssert(strokeWidth <= 0);
+ if (!isSimilarityTransformation(this->getMatrix()) ||
!paint.fAntiAlias ||
rect.height() != rect.width()) {
SkPath path;
path.addOval(rect);
GrPathFill fill = (strokeWidth == 0) ?
- kHairLine_GrPathFill : kWinding_GrPathFill;
+ kHairLine_GrPathFill : kWinding_GrPathFill;
this->internalDrawPath(paint, path, fill, NULL);
return;
}
+ DrawCategory category = (DEFER_PATHS) ? kBuffered_DrawCategory :
+ kUnbuffered_DrawCategory;
+ GrDrawTarget* target = this->prepareToDraw(paint, category);
+ GrDrawState* drawState = target->drawState();
+ GrDrawState::AutoStageDisable atr(fDrawState);
+ const GrMatrix vm = drawState->getViewMatrix();
+
const GrRenderTarget* rt = drawState->getRenderTarget();
if (NULL == rt) {
return;
void GrGLProgram::initSamplerUniforms() {
GL_CALL(UseProgram(fProgramID));
- // init sampler unis and set bogus values for state tracking
for (int s = 0; s < GrDrawState::kNumStages; ++s) {
- if (GrGLUniformManager::kInvalidUniformHandle != fUniforms.fStages[s].fSamplerUni) {
- fUniformManager.setSampler(fUniforms.fStages[s].fSamplerUni, s);
+ int count = fUniforms.fStages[s].fSamplerUniforms.count();
+ // FIXME: We're still always reserving one texture per stage. After GrTextureParams are
+ // expressed by the custom stage rather than the GrSamplerState we can move texture binding
+ // into GrGLProgram and it should be easier to fix this.
+ GrAssert(count <= 1);
+ for (int t = 0; t < count; ++t) {
+ UniformHandle uh = fUniforms.fStages[s].fSamplerUniforms[t];
+ if (GrGLUniformManager::kInvalidUniformHandle != uh) {
+ fUniformManager.setSampler(uh, s);
+ }
}
}
}
}
const char* samplerName;
- uniforms.fSamplerUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
- kSampler2D_GrSLType, "Sampler", &samplerName);
+ uniforms.fSamplerUniforms.push_back(builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
+ kSampler2D_GrSLType,
+ "Sampler",
+ &samplerName));
const char *varyingVSName, *varyingFSName;
builder->addVarying(GrSLFloatVectorType(builder->fVaryingDims),
struct StageUniforms {
UniformHandle fTextureMatrixUni;
- UniformHandle fSamplerUni;
+ SkTArray<UniformHandle, true> fSamplerUniforms;
StageUniforms() {
fTextureMatrixUni = GrGLUniformManager::kInvalidUniformHandle;
- fSamplerUni = GrGLUniformManager::kInvalidUniformHandle;
}
};
kProgramStageKeyBits = GrProgramStageFactory::kProgramStageKeyBits,
};
- // TODO: redundant with GrGLProgram.cpp
- enum {
- kUnusedUniform = -1,
- kUseUniform = 2000
- };
-
GrGLProgramStage(const GrProgramStageFactory&);
virtual ~GrGLProgramStage();
const Uniform& uni = fUniforms[handle_to_index(u)];
GrAssert(uni.fType == kSampler2D_GrSLType);
GrAssert(GrGLShaderVar::kNonArray == uni.fArrayCount);
- GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
+ // FIXME: We still insert a single sampler uniform for every stage. If the shader does not
+ // reference the sampler then the compiler may have optimized it out. Uncomment this assert
+ // once stages insert their own samplers.
+ // GrAssert(kUnusedUniform != uni.fFSLocation || kUnusedUniform != uni.fVSLocation);
if (kUnusedUniform != uni.fFSLocation) {
GR_GL_CALL(fContext.interface(), Uniform1i(uni.fFSLocation, texUnit));
}
void GrGpuGL::flushBoundTextureAndParams(int stage) {
GrDrawState* drawState = this->drawState();
- // FIXME: Assuming one texture maximum per custom stage
+ // FIXME: Assuming at most one texture per custom stage
const GrCustomStage* customStage = drawState->sampler(stage)->getCustomStage();
GrGLTexture* nextTexture = static_cast<GrGLTexture*>(customStage->texture(0));
- // Currently we always use the texture params from the GrSamplerState. Soon custom stages
- // will provide their own params.
- const GrTextureParams& texParams = drawState->getSampler(stage).getTextureParams();
- this->flushBoundTextureAndParams(stage, texParams, nextTexture);
+ if (NULL != nextTexture) {
+ // Currently we always use the texture params from the GrSamplerState. Soon custom stages
+ // will provide their own params.
+ const GrTextureParams& texParams = drawState->getSampler(stage).getTextureParams();
+ this->flushBoundTextureAndParams(stage, texParams, nextTexture);
+ }
}
void GrGpuGL::flushBoundTextureAndParams(int stage,