Index: src/gpu/gl/builders/GrGLVertexShaderBuilder.cpp |
diff --git a/src/gpu/gl/builders/GrGLVertexShaderBuilder.cpp b/src/gpu/gl/builders/GrGLVertexShaderBuilder.cpp |
index 00e96a56182812b6236e44f4ef96f11bdd733331..20e9f0861ae9bae7077fe0eb0a3140554ddf46e8 100644 |
--- a/src/gpu/gl/builders/GrGLVertexShaderBuilder.cpp |
+++ b/src/gpu/gl/builders/GrGLVertexShaderBuilder.cpp |
@@ -42,11 +42,18 @@ void GrGLVertexBuilder::transformToNormalizedDeviceSpace(const GrShaderVar& posV |
kVec4f_GrSLType, kDefault_GrSLPrecision, |
fProgramBuilder->rtAdjustment(), |
&fRtAdjustName); |
- |
- // Transform from Skia's device coords to GL's normalized device coords. Note that |
- // because we want to "nudge" the device space positions we are converting to |
- // non-homogeneous NDC. |
- if (kVec3f_GrSLType == posVar.getType()) { |
+ if (this->getProgramBuilder()->desc().header().fSnapVerticesToPixelCenters) { |
+ if (kVec3f_GrSLType == posVar.getType()) { |
+ const char* p = posVar.c_str(); |
+ this->codeAppendf("{vec2 _posTmp = vec2(%s.x/%s.z, %s.y/%s.z);", p, p, p, p); |
+ } else { |
+ SkASSERT(kVec2f_GrSLType == posVar.getType()); |
+ this->codeAppendf("{vec2 _posTmp = %s;", posVar.c_str()); |
+ } |
+ this->codeAppendf("_posTmp = floor(_posTmp) + vec2(0.5, 0.5);" |
+ "gl_Position = vec4(_posTmp.x * %s.x + %s.y, _posTmp.y * %s.z + %s.w, 0, 1);}", |
+ fRtAdjustName, fRtAdjustName, fRtAdjustName, fRtAdjustName); |
+ } else if (kVec3f_GrSLType == posVar.getType()) { |
this->codeAppendf("gl_Position = vec4(dot(%s.xz, %s.xy)/%s.z, dot(%s.yz, %s.zw)/%s.z, 0, 1);", |
posVar.c_str(), fRtAdjustName, posVar.c_str(), |
posVar.c_str(), fRtAdjustName, posVar.c_str()); |
@@ -56,9 +63,8 @@ void GrGLVertexBuilder::transformToNormalizedDeviceSpace(const GrShaderVar& posV |
posVar.c_str(), fRtAdjustName, fRtAdjustName, |
posVar.c_str(), fRtAdjustName, fRtAdjustName); |
} |
- |
- // We could have the GrGeometryProcessor do this, but its just easier to have it performed here. |
- // If we ever need to set variable pointsize, then we can reinvestigate |
+ // We could have the GrGeometryProcessor do this, but its just easier to have it performed |
+ // here. If we ever need to set variable pointsize, then we can reinvestigate |
this->codeAppend("gl_PointSize = 1.0;"); |
} |