'<(skia_src_path)/gpu/glsl/GrGLSLProcessorTypes.h',
'<(skia_src_path)/gpu/glsl/GrGLSLProgramBuilder.cpp',
'<(skia_src_path)/gpu/glsl/GrGLSLProgramBuilder.h',
+ '<(skia_src_path)/gpu/glsl/GrGLSLProgramDataManager.cpp',
'<(skia_src_path)/gpu/glsl/GrGLSLProgramDataManager.h',
'<(skia_src_path)/gpu/glsl/GrGLSLShaderBuilder.cpp',
'<(skia_src_path)/gpu/glsl/GrGLSLShaderBuilder.h',
}
}
-void GrGLProgramDataManager::setSkMatrix(UniformHandle u, const SkMatrix& matrix) const {
- float mt[] = {
- matrix.get(SkMatrix::kMScaleX),
- matrix.get(SkMatrix::kMSkewY),
- matrix.get(SkMatrix::kMPersp0),
- matrix.get(SkMatrix::kMSkewX),
- matrix.get(SkMatrix::kMScaleY),
- matrix.get(SkMatrix::kMPersp1),
- matrix.get(SkMatrix::kMTransX),
- matrix.get(SkMatrix::kMTransY),
- matrix.get(SkMatrix::kMPersp2),
- };
- this->setMatrix3f(u, mt);
-}
-
void GrGLProgramDataManager::setPathFragmentInputTransform(VaryingHandle u,
int components,
const SkMatrix& matrix) const {
void setMatrix3fv(UniformHandle, int arrayCount, const float matrices[]) const override;
void setMatrix4fv(UniformHandle, int arrayCount, const float matrices[]) const override;
- // convenience method for uploading a SkMatrix to a 3x3 matrix uniform
- void setSkMatrix(UniformHandle, const SkMatrix&) const override;
-
// for nvpr only
void setPathFragmentInputTransform(VaryingHandle u, int components,
const SkMatrix& matrix) const override;
--- /dev/null
+
+/*
+ * Copyright 2016 Google Inc.
+ *
+ * Use of this source code is governed by a BSD-style license that can be
+ * found in the LICENSE file.
+ */
+
+#include "glsl/GrGLSLProgramDataManager.h"
+
+#include "SkMatrix.h"
+
+void GrGLSLProgramDataManager::setSkMatrix(UniformHandle u, const SkMatrix& matrix) const {
+ float mt[] = {
+ matrix.get(SkMatrix::kMScaleX),
+ matrix.get(SkMatrix::kMSkewY),
+ matrix.get(SkMatrix::kMPersp0),
+ matrix.get(SkMatrix::kMSkewX),
+ matrix.get(SkMatrix::kMScaleY),
+ matrix.get(SkMatrix::kMPersp1),
+ matrix.get(SkMatrix::kMTransX),
+ matrix.get(SkMatrix::kMTransY),
+ matrix.get(SkMatrix::kMPersp2),
+ };
+ this->setMatrix3f(u, mt);
+}
+
virtual void setMatrix4fv(UniformHandle, int arrayCount, const float matrices[]) const = 0;
// convenience method for uploading a SkMatrix to a 3x3 matrix uniform
- virtual void setSkMatrix(UniformHandle, const SkMatrix&) const = 0;
+ void setSkMatrix(UniformHandle, const SkMatrix&) const;
// for nvpr only
typedef ShaderResourceHandle VaryingHandle;