| 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 21 matching lines...) Expand all Loading... |
| 32 for (int i = 0; i < vaCount; i++) { | 32 for (int i = 0; i < vaCount; i++) { |
| 33 this->addAttribute(&gp.getAttrib(i)); | 33 this->addAttribute(&gp.getAttrib(i)); |
| 34 } | 34 } |
| 35 return; | 35 return; |
| 36 } | 36 } |
| 37 | 37 |
| 38 void GrGLVertexBuilder::transformToNormalizedDeviceSpace(const GrShaderVar& posV
ar) { | 38 void GrGLVertexBuilder::transformToNormalizedDeviceSpace(const GrShaderVar& posV
ar) { |
| 39 SkASSERT(!fRtAdjustName); | 39 SkASSERT(!fRtAdjustName); |
| 40 | 40 |
| 41 GrSLPrecision precision = kDefault_GrSLPrecision; | 41 GrSLPrecision precision = kDefault_GrSLPrecision; |
| 42 if (fProgramBuilder->ctxInfo().vendor() == kARM_GrGLVendor) { | 42 if (fProgramBuilder->glslCaps()->forceHighPrecisionNDSTransform()) { |
| 43 precision = kHigh_GrSLPrecision; | 43 precision = kHigh_GrSLPrecision; |
| 44 } | 44 } |
| 45 | 45 |
| 46 // setup RT Uniform | 46 // setup RT Uniform |
| 47 fProgramBuilder->fUniformHandles.fRTAdjustmentUni = | 47 fProgramBuilder->fUniformHandles.fRTAdjustmentUni = |
| 48 fProgramBuilder->addUniform(GrGLProgramBuilder::kVertex_Visibility, | 48 fProgramBuilder->addUniform(GrGLProgramBuilder::kVertex_Visibility, |
| 49 kVec4f_GrSLType, precision, | 49 kVec4f_GrSLType, precision, |
| 50 fProgramBuilder->rtAdjustment(), | 50 fProgramBuilder->rtAdjustment(), |
| 51 &fRtAdjustName); | 51 &fRtAdjustName); |
| 52 if (this->getProgramBuilder()->desc().header().fSnapVerticesToPixelCenters)
{ | 52 if (this->getProgramBuilder()->desc().header().fSnapVerticesToPixelCenters)
{ |
| (...skipping 29 matching lines...) Expand all Loading... |
| 82 | 82 |
| 83 int vaCount = primProc.numAttribs(); | 83 int vaCount = primProc.numAttribs(); |
| 84 for (int i = 0; i < vaCount; i++) { | 84 for (int i = 0; i < vaCount; i++) { |
| 85 GL_CALL(BindAttribLocation(programID, i, primProc.getAttrib(i).fName)); | 85 GL_CALL(BindAttribLocation(programID, i, primProc.getAttrib(i).fName)); |
| 86 } | 86 } |
| 87 return; | 87 return; |
| 88 } | 88 } |
| 89 | 89 |
| 90 bool | 90 bool |
| 91 GrGLVertexBuilder::compileAndAttachShaders(GrGLuint programId, SkTDArray<GrGLuin
t>* shaderIds) { | 91 GrGLVertexBuilder::compileAndAttachShaders(GrGLuint programId, SkTDArray<GrGLuin
t>* shaderIds) { |
| 92 this->versionDecl() = GrGLGetGLSLVersionDecl(fProgramBuilder->ctxInfo()); | 92 this->versionDecl() = fProgramBuilder->glslCaps()->versionDeclString(); |
| 93 this->compileAndAppendLayoutQualifiers(); | 93 this->compileAndAppendLayoutQualifiers(); |
| 94 fProgramBuilder->appendUniformDecls(GrGLProgramBuilder::kVertex_Visibility,
&this->uniforms()); | 94 fProgramBuilder->appendUniformDecls(GrGLProgramBuilder::kVertex_Visibility,
&this->uniforms()); |
| 95 this->appendDecls(fInputs, &this->inputs()); | 95 this->appendDecls(fInputs, &this->inputs()); |
| 96 this->appendDecls(fOutputs, &this->outputs()); | 96 this->appendDecls(fOutputs, &this->outputs()); |
| 97 return this->finalize(programId, GR_GL_VERTEX_SHADER, shaderIds); | 97 return this->finalize(programId, GR_GL_VERTEX_SHADER, shaderIds); |
| 98 } | 98 } |
| 99 | 99 |
| 100 bool GrGLVertexBuilder::addAttribute(const GrShaderVar& var) { | 100 bool GrGLVertexBuilder::addAttribute(const GrShaderVar& var) { |
| 101 SkASSERT(GrShaderVar::kAttribute_TypeModifier == var.getTypeModifier()); | 101 SkASSERT(GrShaderVar::kAttribute_TypeModifier == var.getTypeModifier()); |
| 102 for (int i = 0; i < fInputs.count(); ++i) { | 102 for (int i = 0; i < fInputs.count(); ++i) { |
| 103 const GrGLSLShaderVar& attr = fInputs[i]; | 103 const GrGLSLShaderVar& attr = fInputs[i]; |
| 104 // if attribute already added, don't add it again | 104 // if attribute already added, don't add it again |
| 105 if (attr.getName().equals(var.getName())) { | 105 if (attr.getName().equals(var.getName())) { |
| 106 return false; | 106 return false; |
| 107 } | 107 } |
| 108 } | 108 } |
| 109 fInputs.push_back(var); | 109 fInputs.push_back(var); |
| 110 return true; | 110 return true; |
| 111 } | 111 } |
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