#ifndef GrCoordTransform_DEFINED
#define GrCoordTransform_DEFINED
-#include "GrEffect.h"
+#include "GrProcessor.h"
#include "SkMatrix.h"
#include "GrTexture.h"
#include "GrTypes.h"
/**
- * Coordinates available to GrEffect subclasses for requesting transformations. Transformed
+ * Coordinates available to GrProcessor subclasses for requesting transformations. Transformed
* coordinates are made available in the the portion of fragment shader emitted by the effect.
*/
enum GrCoordSet {
* The user-space coordinates that map to the fragment being rendered. These coords account for
* any change of coordinate system done on the CPU by GrContext before rendering, and also are
* correct for draws that take explicit local coords rather than inferring them from the
- * primitive's positions (e.g. drawVertices). These are usually the coords a GrEffect wants.
+ * primitive's positions (e.g. drawVertices). These are usually the coords a GrProcessor wants.
*/
kLocal_GrCoordSet,
/**
* The actual vertex position. Note that GrContext may not draw using the original view matrix
* specified by the caller, as it may have transformed vertices into another space. These are
- * usually not the coordinates a GrEffect wants.
+ * usually not the coordinates a GrProcessor wants.
*/
kPosition_GrCoordSet
};
/**
* A class representing a linear transformation from one of the built-in coordinate sets (local or
- * position). GrEffects just define these transformations, and the framework does the rest of the
+ * position). GrProcessors just define these transformations, and the framework does the rest of the
* work to make the transformed coordinates available in their fragment shader.
*/
class GrCoordTransform : SkNoncopyable {
void reset(GrCoordSet sourceCoords, const GrTexture* texture) {
SkASSERT(!fInEffect);
- SkASSERT(NULL != texture);
- this->reset(sourceCoords, GrEffect::MakeDivByTextureWHMatrix(texture), texture);
+ SkASSERT(texture);
+ this->reset(sourceCoords, MakeDivByTextureWHMatrix(texture), texture);
}
void reset(GrCoordSet sourceCoords, const SkMatrix& m, const GrTexture* texture = NULL) {
SkASSERT(!fInEffect);
fSourceCoords = sourceCoords;
fMatrix = m;
- fReverseY = NULL != texture && kBottomLeft_GrSurfaceOrigin == texture->origin();
+ fReverseY = texture && kBottomLeft_GrSurfaceOrigin == texture->origin();
}
GrCoordTransform& operator= (const GrCoordTransform& other) {
const SkMatrix& getMatrix() const { return fMatrix; }
bool reverseY() const { return fReverseY; }
+ /** Useful for effects that want to insert a texture matrix that is implied by the texture
+ dimensions */
+ static inline SkMatrix MakeDivByTextureWHMatrix(const GrTexture* texture) {
+ SkASSERT(texture);
+ SkMatrix mat;
+ mat.setIDiv(texture->width(), texture->height());
+ return mat;
+ }
+
private:
GrCoordSet fSourceCoords;
SkMatrix fMatrix;