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Side by Side Diff: src/gpu/gl/builders/GrGLVertexShaderBuilder.cpp

Issue 1101663007: Make non-AA hairline stroke rects snap to pixels centers so they close. (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: Created 5 years, 8 months ago
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1 /* 1 /*
2 * Copyright 2014 Google Inc. 2 * Copyright 2014 Google Inc.
3 * 3 *
4 * Use of this source code is governed by a BSD-style license that can be 4 * Use of this source code is governed by a BSD-style license that can be
5 * found in the LICENSE file. 5 * found in the LICENSE file.
6 */ 6 */
7 7
8 #include "GrGLVertexShaderBuilder.h" 8 #include "GrGLVertexShaderBuilder.h"
9 #include "GrGLProgramBuilder.h" 9 #include "GrGLProgramBuilder.h"
10 #include "../GrGLGpu.h" 10 #include "../GrGLGpu.h"
(...skipping 24 matching lines...) Expand all
35 35
36 void GrGLVertexBuilder::transformToNormalizedDeviceSpace(const GrShaderVar& posV ar) { 36 void GrGLVertexBuilder::transformToNormalizedDeviceSpace(const GrShaderVar& posV ar) {
37 SkASSERT(!fRtAdjustName); 37 SkASSERT(!fRtAdjustName);
38 38
39 // setup RT Uniform 39 // setup RT Uniform
40 fProgramBuilder->fUniformHandles.fRTAdjustmentUni = 40 fProgramBuilder->fUniformHandles.fRTAdjustmentUni =
41 fProgramBuilder->addUniform(GrGLProgramBuilder::kVertex_Visibility, 41 fProgramBuilder->addUniform(GrGLProgramBuilder::kVertex_Visibility,
42 kVec4f_GrSLType, kDefault_GrSLPrecision, 42 kVec4f_GrSLType, kDefault_GrSLPrecision,
43 fProgramBuilder->rtAdjustment(), 43 fProgramBuilder->rtAdjustment(),
44 &fRtAdjustName); 44 &fRtAdjustName);
45 45 if (this->getProgramBuilder()->desc().header().fSnapVerticesToPixelCenters) {
46 // Transform from Skia's device coords to GL's normalized device coords. Not e that 46 if (kVec3f_GrSLType == posVar.getType()) {
47 // because we want to "nudge" the device space positions we are converting t o 47 const char* p = posVar.c_str();
48 // non-homogeneous NDC. 48 this->codeAppendf("{vec2 _posTmp = vec2(%s.x/%s.z, %s.y/%s.z);", p, p, p, p);
49 if (kVec3f_GrSLType == posVar.getType()) { 49 } else {
50 SkASSERT(kVec2f_GrSLType == posVar.getType());
51 this->codeAppendf("{vec2 _posTmp = %s;", posVar.c_str());
52 }
53 this->codeAppendf("_posTmp = floor(_posTmp) + vec2(0.5, 0.5);"
54 "gl_Position = vec4(_posTmp.x * %s.x + %s.y, _posTmp.y * %s.z + %s.w, 0, 1);}",
55 fRtAdjustName, fRtAdjustName, fRtAdjustName, fRtAdjust Name);
56 } else if (kVec3f_GrSLType == posVar.getType()) {
50 this->codeAppendf("gl_Position = vec4(dot(%s.xz, %s.xy)/%s.z, dot(%s.yz, %s.zw)/%s.z, 0, 1);", 57 this->codeAppendf("gl_Position = vec4(dot(%s.xz, %s.xy)/%s.z, dot(%s.yz, %s.zw)/%s.z, 0, 1);",
51 posVar.c_str(), fRtAdjustName, posVar.c_str(), 58 posVar.c_str(), fRtAdjustName, posVar.c_str(),
52 posVar.c_str(), fRtAdjustName, posVar.c_str()); 59 posVar.c_str(), fRtAdjustName, posVar.c_str());
53 } else { 60 } else {
54 SkASSERT(kVec2f_GrSLType == posVar.getType()); 61 SkASSERT(kVec2f_GrSLType == posVar.getType());
55 this->codeAppendf("gl_Position = vec4(%s.x * %s.x + %s.y, %s.y * %s.z + %s.w, 0, 1);", 62 this->codeAppendf("gl_Position = vec4(%s.x * %s.x + %s.y, %s.y * %s.z + %s.w, 0, 1);",
56 posVar.c_str(), fRtAdjustName, fRtAdjustName, 63 posVar.c_str(), fRtAdjustName, fRtAdjustName,
57 posVar.c_str(), fRtAdjustName, fRtAdjustName); 64 posVar.c_str(), fRtAdjustName, fRtAdjustName);
58 } 65 }
59 66 // We could have the GrGeometryProcessor do this, but its just easier to hav e it performed
60 // We could have the GrGeometryProcessor do this, but its just easier to hav e it performed here. 67 // here. If we ever need to set variable pointsize, then we can reinvestigat e
61 // If we ever need to set variable pointsize, then we can reinvestigate
62 this->codeAppend("gl_PointSize = 1.0;"); 68 this->codeAppend("gl_PointSize = 1.0;");
63 } 69 }
64 70
65 void GrGLVertexBuilder::bindVertexAttributes(GrGLuint programID) { 71 void GrGLVertexBuilder::bindVertexAttributes(GrGLuint programID) {
66 const GrPrimitiveProcessor& primProc = fProgramBuilder->primitiveProcessor() ; 72 const GrPrimitiveProcessor& primProc = fProgramBuilder->primitiveProcessor() ;
67 73
68 int vaCount = primProc.numAttribs(); 74 int vaCount = primProc.numAttribs();
69 for (int i = 0; i < vaCount; i++) { 75 for (int i = 0; i < vaCount; i++) {
70 GL_CALL(BindAttribLocation(programID, i, primProc.getAttrib(i).fName)); 76 GL_CALL(BindAttribLocation(programID, i, primProc.getAttrib(i).fName));
71 } 77 }
(...skipping 14 matching lines...) Expand all
86 for (int i = 0; i < fInputs.count(); ++i) { 92 for (int i = 0; i < fInputs.count(); ++i) {
87 const GrGLShaderVar& attr = fInputs[i]; 93 const GrGLShaderVar& attr = fInputs[i];
88 // if attribute already added, don't add it again 94 // if attribute already added, don't add it again
89 if (attr.getName().equals(var.getName())) { 95 if (attr.getName().equals(var.getName())) {
90 return false; 96 return false;
91 } 97 }
92 } 98 }
93 fInputs.push_back(var); 99 fInputs.push_back(var);
94 return true; 100 return true;
95 } 101 }
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