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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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