本文整理汇总了C++中GrDrawState::disableStage方法的典型用法代码示例。如果您正苦于以下问题:C++ GrDrawState::disableStage方法的具体用法?C++ GrDrawState::disableStage怎么用?C++ GrDrawState::disableStage使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类GrDrawState
的用法示例。
在下文中一共展示了GrDrawState::disableStage方法的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: mergeMask
void GrClipMaskManager::mergeMask(GrTexture* dstMask,
GrTexture* srcMask,
SkRegion::Op op,
const GrIRect& dstBound,
const GrIRect& srcBound) {
GrDrawState* drawState = fGpu->drawState();
SkMatrix oldMatrix = drawState->getViewMatrix();
drawState->viewMatrix()->reset();
drawState->setRenderTarget(dstMask->asRenderTarget());
setup_boolean_blendcoeffs(drawState, op);
SkMatrix sampleM;
sampleM.setIDiv(srcMask->width(), srcMask->height());
drawState->setEffect(0,
GrTextureDomainEffect::Create(srcMask,
sampleM,
GrTextureDomainEffect::MakeTexelDomain(srcMask, srcBound),
GrTextureDomainEffect::kDecal_WrapMode,
false))->unref();
fGpu->drawSimpleRect(SkRect::MakeFromIRect(dstBound), NULL);
drawState->disableStage(0);
drawState->setViewMatrix(oldMatrix);
}
示例2: DrawToTargetWithPathMask
void GrSWMaskHelper::DrawToTargetWithPathMask(GrTexture* texture,
GrDrawTarget* target,
const GrIRect& rect) {
GrDrawState* drawState = target->drawState();
GrDrawState::AutoDeviceCoordDraw adcd(drawState);
if (!adcd.succeeded()) {
return;
}
enum {
// the SW path renderer shares this stage with glyph
// rendering (kGlyphMaskStage in GrBatchedTextContext)
kPathMaskStage = GrPaint::kTotalStages,
};
GrAssert(!drawState->isStageEnabled(kPathMaskStage));
drawState->stage(kPathMaskStage)->reset();
drawState->createTextureEffect(kPathMaskStage, texture);
SkScalar w = SkIntToScalar(rect.width());
SkScalar h = SkIntToScalar(rect.height());
GrRect maskRect = GrRect::MakeWH(w / texture->width(),
h / texture->height());
const GrRect* srcRects[GrDrawState::kNumStages] = { NULL };
srcRects[kPathMaskStage] = &maskRect;
GrRect dstRect = GrRect::MakeLTRB(
SK_Scalar1 * rect.fLeft,
SK_Scalar1 * rect.fTop,
SK_Scalar1 * rect.fRight,
SK_Scalar1 * rect.fBottom);
target->drawRect(dstRect, NULL, srcRects, NULL);
drawState->disableStage(kPathMaskStage);
}
示例3: DrawToTargetWithPathMask
void GrSWMaskHelper::DrawToTargetWithPathMask(GrTexture* texture,
GrDrawTarget* target,
const GrIRect& rect) {
GrDrawState* drawState = target->drawState();
GrDrawState::AutoDeviceCoordDraw adcd(drawState);
if (!adcd.succeeded()) {
return;
}
enum {
// the SW path renderer shares this stage with glyph
// rendering (kGlyphMaskStage in GrTextContext)
// && edge rendering (kEdgeEffectStage in GrContext)
kPathMaskStage = GrPaint::kTotalStages,
};
GrRect dstRect = GrRect::MakeLTRB(
SK_Scalar1 * rect.fLeft,
SK_Scalar1 * rect.fTop,
SK_Scalar1 * rect.fRight,
SK_Scalar1 * rect.fBottom);
// We want to use device coords to compute the texture coordinates. We set our matrix to be
// equal to the view matrix followed by a translation so that the top-left of the device bounds
// maps to 0,0, and then a scaling matrix to normalized coords. We apply this matrix to the
// vertex positions rather than local coords.
SkMatrix maskMatrix;
maskMatrix.setIDiv(texture->width(), texture->height());
maskMatrix.preTranslate(SkIntToScalar(-rect.fLeft), SkIntToScalar(-rect.fTop));
maskMatrix.preConcat(drawState->getViewMatrix());
GrAssert(!drawState->isStageEnabled(kPathMaskStage));
drawState->setEffect(kPathMaskStage,
GrSimpleTextureEffect::Create(texture,
maskMatrix,
false,
GrEffect::kPosition_CoordsType))->unref();
target->drawSimpleRect(dstRect);
drawState->disableStage(kPathMaskStage);
}
示例4: drawTexture
void GrClipMaskManager::drawTexture(GrTexture* target,
GrTexture* texture) {
GrDrawState* drawState = fGpu->drawState();
GrAssert(NULL != drawState);
// no AA here since it is encoded in the texture
drawState->setRenderTarget(target->asRenderTarget());
GrMatrix sampleM;
sampleM.setIDiv(texture->width(), texture->height());
drawState->sampler(0)->reset(sampleM);
drawState->createTextureEffect(0, texture);
GrRect rect = GrRect::MakeWH(SkIntToScalar(target->width()),
SkIntToScalar(target->height()));
fGpu->drawSimpleRect(rect, NULL);
drawState->disableStage(0);
}