| 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 "../GrGLGLSL.h" | 10 #include "../GrGLGLSL.h" |
| (...skipping 40 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
| 51 &fRtAdjustName); | 51 &fRtAdjustName); |
| 52 if (this->getProgramBuilder()->desc().header().fSnapVerticesToPixelCenters)
{ | 52 if (this->getProgramBuilder()->desc().header().fSnapVerticesToPixelCenters)
{ |
| 53 if (kVec3f_GrSLType == posVar.getType()) { | 53 if (kVec3f_GrSLType == posVar.getType()) { |
| 54 const char* p = posVar.c_str(); | 54 const char* p = posVar.c_str(); |
| 55 this->codeAppendf("{vec2 _posTmp = vec2(%s.x/%s.z, %s.y/%s.z);", p,
p, p, p); | 55 this->codeAppendf("{vec2 _posTmp = vec2(%s.x/%s.z, %s.y/%s.z);", p,
p, p, p); |
| 56 } else { | 56 } else { |
| 57 SkASSERT(kVec2f_GrSLType == posVar.getType()); | 57 SkASSERT(kVec2f_GrSLType == posVar.getType()); |
| 58 this->codeAppendf("{vec2 _posTmp = %s;", posVar.c_str()); | 58 this->codeAppendf("{vec2 _posTmp = %s;", posVar.c_str()); |
| 59 } | 59 } |
| 60 this->codeAppendf("_posTmp = floor(_posTmp) + vec2(0.5, 0.5);" | 60 this->codeAppendf("_posTmp = floor(_posTmp) + vec2(0.5, 0.5);" |
| 61 "gl_Position = vec4(_posTmp.x * %s.x + %s.y, _posTmp.y
* %s.z + %s.w, 0, 1);}", | 61 "gl_Position = vec4(_posTmp.x * %s.x + %s.y," |
| 62 "_posTmp.y * %s.z + %s.w, 0, 1);}", |
| 62 fRtAdjustName, fRtAdjustName, fRtAdjustName, fRtAdjust
Name); | 63 fRtAdjustName, fRtAdjustName, fRtAdjustName, fRtAdjust
Name); |
| 63 } else if (kVec3f_GrSLType == posVar.getType()) { | 64 } else if (kVec3f_GrSLType == posVar.getType()) { |
| 64 this->codeAppendf("gl_Position = vec4(dot(%s.xz, %s.xy)/%s.z, dot(%s.yz,
%s.zw)/%s.z, 0, 1);", | 65 this->codeAppendf("gl_Position = vec4(dot(%s.xz, %s.xy), dot(%s.yz, %s.z
w), 0, %s.z);", |
| 65 posVar.c_str(), fRtAdjustName, posVar.c_str(), | 66 posVar.c_str(), fRtAdjustName, |
| 66 posVar.c_str(), fRtAdjustName, posVar.c_str()); | 67 posVar.c_str(), fRtAdjustName, |
| 68 posVar.c_str()); |
| 67 } else { | 69 } else { |
| 68 SkASSERT(kVec2f_GrSLType == posVar.getType()); | 70 SkASSERT(kVec2f_GrSLType == posVar.getType()); |
| 69 this->codeAppendf("gl_Position = vec4(%s.x * %s.x + %s.y, %s.y * %s.z +
%s.w, 0, 1);", | 71 this->codeAppendf("gl_Position = vec4(%s.x * %s.x + %s.y, %s.y * %s.z +
%s.w, 0, 1);", |
| 70 posVar.c_str(), fRtAdjustName, fRtAdjustName, | 72 posVar.c_str(), fRtAdjustName, fRtAdjustName, |
| 71 posVar.c_str(), fRtAdjustName, fRtAdjustName); | 73 posVar.c_str(), fRtAdjustName, fRtAdjustName); |
| 72 } | 74 } |
| 73 // We could have the GrGeometryProcessor do this, but its just easier to hav
e it performed | 75 // We could have the GrGeometryProcessor do this, but its just easier to hav
e it performed |
| 74 // here. If we ever need to set variable pointsize, then we can reinvestigat
e | 76 // here. If we ever need to set variable pointsize, then we can reinvestigat
e |
| 75 this->codeAppend("gl_PointSize = 1.0;"); | 77 this->codeAppend("gl_PointSize = 1.0;"); |
| 76 } | 78 } |
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| 100 for (int i = 0; i < fInputs.count(); ++i) { | 102 for (int i = 0; i < fInputs.count(); ++i) { |
| 101 const GrGLShaderVar& attr = fInputs[i]; | 103 const GrGLShaderVar& attr = fInputs[i]; |
| 102 // if attribute already added, don't add it again | 104 // if attribute already added, don't add it again |
| 103 if (attr.getName().equals(var.getName())) { | 105 if (attr.getName().equals(var.getName())) { |
| 104 return false; | 106 return false; |
| 105 } | 107 } |
| 106 } | 108 } |
| 107 fInputs.push_back(var); | 109 fInputs.push_back(var); |
| 108 return true; | 110 return true; |
| 109 } | 111 } |
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