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Side by Side Diff: src/gpu/gl/builders/GrGLVertexShaderBuilder.cpp

Issue 1438003003: Move all ShaderBuilder files to GLSL (Closed) Base URL: https://skia.googlesource.com/skia.git@glslProgBuild
Patch Set: nits Created 5 years, 1 month ago
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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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