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| 1 /* | |
| 2 * Copyright 2014 Google Inc. | |
| 3 * | |
| 4 * Use of this source code is governed by a BSD-style license that can be | |
| 5 * found in the LICENSE file. | |
| 6 */ | |
| 7 | |
| 8 #include "GrGLVertexShaderBuilder.h" | |
| 9 #include "glsl/GrGLSLProgramBuilder.h" | |
| 10 | |
| 11 GrGLVertexBuilder::GrGLVertexBuilder(GrGLSLProgramBuilder* program) | |
| 12 : INHERITED(program) | |
| 13 , fRtAdjustName(nullptr) { | |
| 14 } | |
| 15 | |
| 16 void GrGLVertexBuilder::addVarying(const char* name, GrSLPrecision precision, Gr
GLSLVarying* v) { | |
| 17 fOutputs.push_back(); | |
| 18 fOutputs.back().setType(v->fType); | |
| 19 fOutputs.back().setTypeModifier(GrGLSLShaderVar::kVaryingOut_TypeModifier); | |
| 20 fOutputs.back().setPrecision(precision); | |
| 21 fProgramBuilder->nameVariable(fOutputs.back().accessName(), 'v', name); | |
| 22 v->fVsOut = fOutputs.back().getName().c_str(); | |
| 23 } | |
| 24 | |
| 25 void GrGLVertexBuilder::emitAttributes(const GrGeometryProcessor& gp) { | |
| 26 int vaCount = gp.numAttribs(); | |
| 27 for (int i = 0; i < vaCount; i++) { | |
| 28 this->addAttribute(&gp.getAttrib(i)); | |
| 29 } | |
| 30 return; | |
| 31 } | |
| 32 | |
| 33 void GrGLVertexBuilder::transformToNormalizedDeviceSpace(const GrShaderVar& posV
ar) { | |
| 34 SkASSERT(!fRtAdjustName); | |
| 35 | |
| 36 GrSLPrecision precision = kDefault_GrSLPrecision; | |
| 37 if (fProgramBuilder->glslCaps()->forceHighPrecisionNDSTransform()) { | |
| 38 precision = kHigh_GrSLPrecision; | |
| 39 } | |
| 40 | |
| 41 // setup RT Uniform | |
| 42 fProgramBuilder->fUniformHandles.fRTAdjustmentUni = | |
| 43 fProgramBuilder->addUniform(GrGLSLProgramBuilder::kVertex_Visibility
, | |
| 44 kVec4f_GrSLType, precision, | |
| 45 fProgramBuilder->rtAdjustment(), | |
| 46 &fRtAdjustName); | |
| 47 if (this->getProgramBuilder()->desc().header().fSnapVerticesToPixelCenters)
{ | |
| 48 if (kVec3f_GrSLType == posVar.getType()) { | |
| 49 const char* p = posVar.c_str(); | |
| 50 this->codeAppendf("{vec2 _posTmp = vec2(%s.x/%s.z, %s.y/%s.z);", p,
p, p, p); | |
| 51 } else { | |
| 52 SkASSERT(kVec2f_GrSLType == posVar.getType()); | |
| 53 this->codeAppendf("{vec2 _posTmp = %s;", posVar.c_str()); | |
| 54 } | |
| 55 this->codeAppendf("_posTmp = floor(_posTmp) + vec2(0.5, 0.5);" | |
| 56 "gl_Position = vec4(_posTmp.x * %s.x + %s.y," | |
| 57 "_posTmp.y * %s.z + %s.w, 0, 1);}", | |
| 58 fRtAdjustName, fRtAdjustName, fRtAdjustName, fRtAdjust
Name); | |
| 59 } else if (kVec3f_GrSLType == posVar.getType()) { | |
| 60 this->codeAppendf("gl_Position = vec4(dot(%s.xz, %s.xy), dot(%s.yz, %s.z
w), 0, %s.z);", | |
| 61 posVar.c_str(), fRtAdjustName, | |
| 62 posVar.c_str(), fRtAdjustName, | |
| 63 posVar.c_str()); | |
| 64 } else { | |
| 65 SkASSERT(kVec2f_GrSLType == posVar.getType()); | |
| 66 this->codeAppendf("gl_Position = vec4(%s.x * %s.x + %s.y, %s.y * %s.z +
%s.w, 0, 1);", | |
| 67 posVar.c_str(), fRtAdjustName, fRtAdjustName, | |
| 68 posVar.c_str(), fRtAdjustName, fRtAdjustName); | |
| 69 } | |
| 70 // We could have the GrGeometryProcessor do this, but its just easier to hav
e it performed | |
| 71 // here. If we ever need to set variable pointsize, then we can reinvestigat
e | |
| 72 this->codeAppend("gl_PointSize = 1.0;"); | |
| 73 } | |
| 74 | |
| 75 bool GrGLVertexBuilder::addAttribute(const GrShaderVar& var) { | |
| 76 SkASSERT(GrShaderVar::kAttribute_TypeModifier == var.getTypeModifier()); | |
| 77 for (int i = 0; i < fInputs.count(); ++i) { | |
| 78 const GrGLSLShaderVar& attr = fInputs[i]; | |
| 79 // if attribute already added, don't add it again | |
| 80 if (attr.getName().equals(var.getName())) { | |
| 81 return false; | |
| 82 } | |
| 83 } | |
| 84 fInputs.push_back(var); | |
| 85 return true; | |
| 86 } | |
| 87 | |
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