Remove dirty flags from GrGpuGL state flush
Review URL: http://codereview.appspot.com/6255073/
git-svn-id: http://skia.googlecode.com/svn/trunk@4122 2bbb7eff-a529-9590-31e7-b0007b416f81
diff --git a/src/gpu/gl/GrGpuGL_program.cpp b/src/gpu/gl/GrGpuGL_program.cpp
index b8fcb1b..c349407 100644
--- a/src/gpu/gl/GrGpuGL_program.cpp
+++ b/src/gpu/gl/GrGpuGL_program.cpp
@@ -366,53 +366,61 @@
}
}
-void GrGpuGL::flushTextureDomain(int s) {
- const GrGLint& uni = fProgramData->fUniLocations.fStages[s].fTexDomUni;
- const GrDrawState& drawState = this->getDrawState();
- if (GrGLProgram::kUnusedUniform != uni) {
- const GrRect &texDom = drawState.getSampler(s).getTextureDomain();
+///////////////////////////////////////////////////////////////////////////////
- if (((1 << s) & fDirtyFlags.fTextureChangedMask) ||
- fProgramData->fTextureDomain[s] != texDom) {
+// helpers for texture matrices
- fProgramData->fTextureDomain[s] = texDom;
-
- float values[4] = {
- GrScalarToFloat(texDom.left()),
- GrScalarToFloat(texDom.top()),
- GrScalarToFloat(texDom.right()),
- GrScalarToFloat(texDom.bottom())
- };
-
- const GrGLTexture* texture =
- static_cast<const GrGLTexture*>(drawState.getTexture(s));
- GrGLTexture::Orientation orientation = texture->orientation();
-
- // vertical flip if necessary
- if (GrGLTexture::kBottomUp_Orientation == orientation) {
- values[1] = 1.0f - values[1];
- values[3] = 1.0f - values[3];
- // The top and bottom were just flipped, so correct the ordering
- // of elements so that values = (l, t, r, b).
- SkTSwap(values[1], values[3]);
- }
-
- GL_CALL(Uniform4fv(uni, 1, values));
- }
+void GrGpuGL::AdjustTextureMatrix(const GrGLTexture* texture,
+ GrSamplerState::SampleMode mode,
+ GrMatrix* matrix) {
+ GrAssert(NULL != texture);
+ GrAssert(NULL != matrix);
+ GrGLTexture::Orientation orientation = texture->orientation();
+ if (GrGLTexture::kBottomUp_Orientation == orientation) {
+ GrMatrix invY;
+ invY.setAll(GR_Scalar1, 0, 0,
+ 0, -GR_Scalar1, GR_Scalar1,
+ 0, 0, GrMatrix::I()[8]);
+ matrix->postConcat(invY);
+ } else {
+ GrAssert(GrGLTexture::kTopDown_Orientation == orientation);
}
}
-void GrGpuGL::flushTextureMatrix(int s) {
- const GrGLint& uni = fProgramData->fUniLocations.fStages[s].fTextureMatrixUni;
+bool GrGpuGL::TextureMatrixIsIdentity(const GrGLTexture* texture,
+ const GrSamplerState& sampler) {
+ GrAssert(NULL != texture);
+ if (!sampler.getMatrix().isIdentity()) {
+ return false;
+ }
+ GrGLTexture::Orientation orientation = texture->orientation();
+ if (GrGLTexture::kBottomUp_Orientation == orientation) {
+ return false;
+ } else {
+ GrAssert(GrGLTexture::kTopDown_Orientation == orientation);
+ }
+ return true;
+}
+
+///////////////////////////////////////////////////////////////////////////////
+
+void GrGpuGL::flushTextureMatrixAndDomain(int s) {
const GrDrawState& drawState = this->getDrawState();
const GrGLTexture* texture =
static_cast<const GrGLTexture*>(drawState.getTexture(s));
if (NULL != texture) {
+
+ bool orientationChange = fProgramData->fTextureOrientation[s] !=
+ texture->orientation();
+
+ const GrGLint& matrixUni =
+ fProgramData->fUniLocations.fStages[s].fTextureMatrixUni;
+
const GrMatrix& hwMatrix = fProgramData->fTextureMatrices[s];
const GrMatrix& samplerMatrix = drawState.getSampler(s).getMatrix();
- if (GrGLProgram::kUnusedUniform != uni &&
- (((1 << s) & fDirtyFlags.fTextureChangedMask) ||
- !hwMatrix.cheapEqualTo(samplerMatrix))) {
+
+ if (GrGLProgram::kUnusedUniform != matrixUni &&
+ (orientationChange || !hwMatrix.cheapEqualTo(samplerMatrix))) {
GrMatrix m = samplerMatrix;
GrSamplerState::SampleMode mode =
@@ -433,9 +441,36 @@
GrScalarToFloat(m[GrMatrix::kMPersp2])
};
- GL_CALL(UniformMatrix3fv(uni, 1, false, mt));
+ GL_CALL(UniformMatrix3fv(matrixUni, 1, false, mt));
fProgramData->fTextureMatrices[s] = samplerMatrix;
}
+
+ const GrGLint& domUni =
+ fProgramData->fUniLocations.fStages[s].fTexDomUni;
+ const GrRect &texDom = drawState.getSampler(s).getTextureDomain();
+ if (GrGLProgram::kUnusedUniform != domUni &&
+ (orientationChange ||fProgramData->fTextureDomain[s] != texDom)) {
+
+ fProgramData->fTextureDomain[s] = texDom;
+
+ float values[4] = {
+ GrScalarToFloat(texDom.left()),
+ GrScalarToFloat(texDom.top()),
+ GrScalarToFloat(texDom.right()),
+ GrScalarToFloat(texDom.bottom())
+ };
+
+ // vertical flip if necessary
+ if (GrGLTexture::kBottomUp_Orientation == texture->orientation()) {
+ values[1] = 1.0f - values[1];
+ values[3] = 1.0f - values[3];
+ // The top and bottom were just flipped, so correct the ordering
+ // of elements so that values = (l, t, r, b).
+ SkTSwap(values[1], values[3]);
+ }
+ GL_CALL(Uniform4fv(domUni, 1, values));
+ }
+ fProgramData->fTextureOrientation[s] = texture->orientation();
}
}
@@ -619,11 +654,6 @@
const GrDrawState& drawState = this->getDrawState();
- if (fDirtyFlags.fRenderTargetChanged) {
- // we assume all shader matrices may be wrong after viewport changes
- fProgramCache->invalidateViewMatrices();
- }
-
GrBlendCoeff srcCoeff;
GrBlendCoeff dstCoeff;
BlendOptFlags blendOpts = this->getBlendOpts(false, &srcCoeff, &dstCoeff);
@@ -666,14 +696,12 @@
for (int s = 0; s < GrDrawState::kNumStages; ++s) {
if (this->isStageEnabled(s)) {
- this->flushTextureMatrix(s);
+ this->flushTextureMatrixAndDomain(s);
this->flushRadial2(s);
this->flushTexelSize(s);
- this->flushTextureDomain(s);
-
if (NULL != fProgramData->fCustomStage[s]) {
const GrSamplerState& sampler =
this->getDrawState().getSampler(s);
@@ -687,7 +715,6 @@
}
}
this->flushColorMatrix();
- resetDirtyFlags();
return true;
}