| OLD | NEW |
| 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 Loading... |
| 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 } |
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| 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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