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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 "glsl/GrGLSLProgramBuilder.h" |
| 10 #include "../GrGLGLSL.h" | |
| 11 #include "../GrGLGpu.h" | |
| 12 | 10 |
| 13 #define GL_CALL(X) GR_GL_CALL(fProgramBuilder->gpu()->glInterface(), X) | 11 GrGLVertexBuilder::GrGLVertexBuilder(GrGLSLProgramBuilder* program) |
| 14 #define GL_CALL_RET(R, X) GR_GL_CALL_RET(fProgramBuilder->gpu()->glInterface(),
R, X) | |
| 15 | |
| 16 GrGLVertexBuilder::GrGLVertexBuilder(GrGLProgramBuilder* program) | |
| 17 : INHERITED(program) | 12 : INHERITED(program) |
| 18 , fRtAdjustName(nullptr) { | 13 , fRtAdjustName(nullptr) { |
| 19 } | 14 } |
| 20 | 15 |
| 21 void GrGLVertexBuilder::addVarying(const char* name, GrSLPrecision precision, Gr
GLVarying* v) { | 16 void GrGLVertexBuilder::addVarying(const char* name, GrSLPrecision precision, Gr
GLSLVarying* v) { |
| 22 fOutputs.push_back(); | 17 fOutputs.push_back(); |
| 23 fOutputs.back().setType(v->fType); | 18 fOutputs.back().setType(v->fType); |
| 24 fOutputs.back().setTypeModifier(GrGLSLShaderVar::kVaryingOut_TypeModifier); | 19 fOutputs.back().setTypeModifier(GrGLSLShaderVar::kVaryingOut_TypeModifier); |
| 25 fOutputs.back().setPrecision(precision); | 20 fOutputs.back().setPrecision(precision); |
| 26 fProgramBuilder->nameVariable(fOutputs.back().accessName(), 'v', name); | 21 fProgramBuilder->nameVariable(fOutputs.back().accessName(), 'v', name); |
| 27 v->fVsOut = fOutputs.back().getName().c_str(); | 22 v->fVsOut = fOutputs.back().getName().c_str(); |
| 28 } | 23 } |
| 29 | 24 |
| 30 void GrGLVertexBuilder::emitAttributes(const GrGeometryProcessor& gp) { | 25 void GrGLVertexBuilder::emitAttributes(const GrGeometryProcessor& gp) { |
| 31 int vaCount = gp.numAttribs(); | 26 int vaCount = gp.numAttribs(); |
| 32 for (int i = 0; i < vaCount; i++) { | 27 for (int i = 0; i < vaCount; i++) { |
| 33 this->addAttribute(&gp.getAttrib(i)); | 28 this->addAttribute(&gp.getAttrib(i)); |
| 34 } | 29 } |
| 35 return; | 30 return; |
| 36 } | 31 } |
| 37 | 32 |
| 38 void GrGLVertexBuilder::transformToNormalizedDeviceSpace(const GrShaderVar& posV
ar) { | 33 void GrGLVertexBuilder::transformToNormalizedDeviceSpace(const GrShaderVar& posV
ar) { |
| 39 SkASSERT(!fRtAdjustName); | 34 SkASSERT(!fRtAdjustName); |
| 40 | 35 |
| 41 GrSLPrecision precision = kDefault_GrSLPrecision; | 36 GrSLPrecision precision = kDefault_GrSLPrecision; |
| 42 if (fProgramBuilder->glslCaps()->forceHighPrecisionNDSTransform()) { | 37 if (fProgramBuilder->glslCaps()->forceHighPrecisionNDSTransform()) { |
| 43 precision = kHigh_GrSLPrecision; | 38 precision = kHigh_GrSLPrecision; |
| 44 } | 39 } |
| 45 | 40 |
| 46 // setup RT Uniform | 41 // setup RT Uniform |
| 47 fProgramBuilder->fUniformHandles.fRTAdjustmentUni = | 42 fProgramBuilder->fUniformHandles.fRTAdjustmentUni = |
| 48 fProgramBuilder->addUniform(GrGLProgramBuilder::kVertex_Visibility, | 43 fProgramBuilder->addUniform(GrGLSLProgramBuilder::kVertex_Visibility
, |
| 49 kVec4f_GrSLType, precision, | 44 kVec4f_GrSLType, precision, |
| 50 fProgramBuilder->rtAdjustment(), | 45 fProgramBuilder->rtAdjustment(), |
| 51 &fRtAdjustName); | 46 &fRtAdjustName); |
| 52 if (this->getProgramBuilder()->desc().header().fSnapVerticesToPixelCenters)
{ | 47 if (this->getProgramBuilder()->desc().header().fSnapVerticesToPixelCenters)
{ |
| 53 if (kVec3f_GrSLType == posVar.getType()) { | 48 if (kVec3f_GrSLType == posVar.getType()) { |
| 54 const char* p = posVar.c_str(); | 49 const char* p = posVar.c_str(); |
| 55 this->codeAppendf("{vec2 _posTmp = vec2(%s.x/%s.z, %s.y/%s.z);", p,
p, p, p); | 50 this->codeAppendf("{vec2 _posTmp = vec2(%s.x/%s.z, %s.y/%s.z);", p,
p, p, p); |
| 56 } else { | 51 } else { |
| 57 SkASSERT(kVec2f_GrSLType == posVar.getType()); | 52 SkASSERT(kVec2f_GrSLType == posVar.getType()); |
| 58 this->codeAppendf("{vec2 _posTmp = %s;", posVar.c_str()); | 53 this->codeAppendf("{vec2 _posTmp = %s;", posVar.c_str()); |
| (...skipping 11 matching lines...) Expand all Loading... |
| 70 SkASSERT(kVec2f_GrSLType == posVar.getType()); | 65 SkASSERT(kVec2f_GrSLType == posVar.getType()); |
| 71 this->codeAppendf("gl_Position = vec4(%s.x * %s.x + %s.y, %s.y * %s.z +
%s.w, 0, 1);", | 66 this->codeAppendf("gl_Position = vec4(%s.x * %s.x + %s.y, %s.y * %s.z +
%s.w, 0, 1);", |
| 72 posVar.c_str(), fRtAdjustName, fRtAdjustName, | 67 posVar.c_str(), fRtAdjustName, fRtAdjustName, |
| 73 posVar.c_str(), fRtAdjustName, fRtAdjustName); | 68 posVar.c_str(), fRtAdjustName, fRtAdjustName); |
| 74 } | 69 } |
| 75 // We could have the GrGeometryProcessor do this, but its just easier to hav
e it performed | 70 // We could have the GrGeometryProcessor do this, but its just easier to hav
e it performed |
| 76 // here. If we ever need to set variable pointsize, then we can reinvestigat
e | 71 // here. If we ever need to set variable pointsize, then we can reinvestigat
e |
| 77 this->codeAppend("gl_PointSize = 1.0;"); | 72 this->codeAppend("gl_PointSize = 1.0;"); |
| 78 } | 73 } |
| 79 | 74 |
| 80 void GrGLVertexBuilder::bindVertexAttributes(GrGLuint programID) { | |
| 81 const GrPrimitiveProcessor& primProc = fProgramBuilder->primitiveProcessor()
; | |
| 82 | |
| 83 int vaCount = primProc.numAttribs(); | |
| 84 for (int i = 0; i < vaCount; i++) { | |
| 85 GL_CALL(BindAttribLocation(programID, i, primProc.getAttrib(i).fName)); | |
| 86 } | |
| 87 return; | |
| 88 } | |
| 89 | |
| 90 bool GrGLVertexBuilder::addAttribute(const GrShaderVar& var) { | 75 bool GrGLVertexBuilder::addAttribute(const GrShaderVar& var) { |
| 91 SkASSERT(GrShaderVar::kAttribute_TypeModifier == var.getTypeModifier()); | 76 SkASSERT(GrShaderVar::kAttribute_TypeModifier == var.getTypeModifier()); |
| 92 for (int i = 0; i < fInputs.count(); ++i) { | 77 for (int i = 0; i < fInputs.count(); ++i) { |
| 93 const GrGLSLShaderVar& attr = fInputs[i]; | 78 const GrGLSLShaderVar& attr = fInputs[i]; |
| 94 // if attribute already added, don't add it again | 79 // if attribute already added, don't add it again |
| 95 if (attr.getName().equals(var.getName())) { | 80 if (attr.getName().equals(var.getName())) { |
| 96 return false; | 81 return false; |
| 97 } | 82 } |
| 98 } | 83 } |
| 99 fInputs.push_back(var); | 84 fInputs.push_back(var); |
| 100 return true; | 85 return true; |
| 101 } | 86 } |
| 87 |
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