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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 "GrGLSLVertexShaderBuilder.h" |
9 #include "glsl/GrGLSLProgramBuilder.h" | 9 #include "glsl/GrGLSLProgramBuilder.h" |
10 | 10 |
11 GrGLVertexBuilder::GrGLVertexBuilder(GrGLSLProgramBuilder* program) | 11 GrGLSLVertexBuilder::GrGLSLVertexBuilder(GrGLSLProgramBuilder* program) |
12 : INHERITED(program) | 12 : INHERITED(program) |
13 , fRtAdjustName(nullptr) { | 13 , fRtAdjustName(nullptr) { |
14 } | 14 } |
15 | 15 |
16 void GrGLVertexBuilder::addVarying(const char* name, GrSLPrecision precision, Gr
GLSLVarying* v) { | 16 void GrGLSLVertexBuilder::addVarying(const char* name, GrSLPrecision precision,
GrGLSLVarying* v) { |
17 fOutputs.push_back(); | 17 fOutputs.push_back(); |
18 fOutputs.back().setType(v->fType); | 18 fOutputs.back().setType(v->fType); |
19 fOutputs.back().setTypeModifier(GrGLSLShaderVar::kVaryingOut_TypeModifier); | 19 fOutputs.back().setTypeModifier(GrGLSLShaderVar::kVaryingOut_TypeModifier); |
20 fOutputs.back().setPrecision(precision); | 20 fOutputs.back().setPrecision(precision); |
21 fProgramBuilder->nameVariable(fOutputs.back().accessName(), 'v', name); | 21 fProgramBuilder->nameVariable(fOutputs.back().accessName(), 'v', name); |
22 v->fVsOut = fOutputs.back().getName().c_str(); | 22 v->fVsOut = fOutputs.back().getName().c_str(); |
23 } | 23 } |
24 | 24 |
25 void GrGLVertexBuilder::emitAttributes(const GrGeometryProcessor& gp) { | 25 void GrGLSLVertexBuilder::emitAttributes(const GrGeometryProcessor& gp) { |
26 int vaCount = gp.numAttribs(); | 26 int vaCount = gp.numAttribs(); |
27 for (int i = 0; i < vaCount; i++) { | 27 for (int i = 0; i < vaCount; i++) { |
28 this->addAttribute(&gp.getAttrib(i)); | 28 this->addAttribute(&gp.getAttrib(i)); |
29 } | 29 } |
30 return; | 30 return; |
31 } | 31 } |
32 | 32 |
33 void GrGLVertexBuilder::transformToNormalizedDeviceSpace(const GrShaderVar& posV
ar) { | 33 void GrGLSLVertexBuilder::transformToNormalizedDeviceSpace(const GrShaderVar& po
sVar) { |
34 SkASSERT(!fRtAdjustName); | 34 SkASSERT(!fRtAdjustName); |
35 | 35 |
36 GrSLPrecision precision = kDefault_GrSLPrecision; | 36 GrSLPrecision precision = kDefault_GrSLPrecision; |
37 if (fProgramBuilder->glslCaps()->forceHighPrecisionNDSTransform()) { | 37 if (fProgramBuilder->glslCaps()->forceHighPrecisionNDSTransform()) { |
38 precision = kHigh_GrSLPrecision; | 38 precision = kHigh_GrSLPrecision; |
39 } | 39 } |
40 | 40 |
41 // setup RT Uniform | 41 // setup RT Uniform |
42 fProgramBuilder->fUniformHandles.fRTAdjustmentUni = | 42 fProgramBuilder->fUniformHandles.fRTAdjustmentUni = |
43 fProgramBuilder->addUniform(GrGLSLProgramBuilder::kVertex_Visibility
, | 43 fProgramBuilder->addUniform(GrGLSLProgramBuilder::kVertex_Visibility
, |
(...skipping 21 matching lines...) Expand all Loading... |
65 SkASSERT(kVec2f_GrSLType == posVar.getType()); | 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);", | 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, | 67 posVar.c_str(), fRtAdjustName, fRtAdjustName, |
68 posVar.c_str(), fRtAdjustName, fRtAdjustName); | 68 posVar.c_str(), fRtAdjustName, fRtAdjustName); |
69 } | 69 } |
70 // 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 |
71 // 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 |
72 this->codeAppend("gl_PointSize = 1.0;"); | 72 this->codeAppend("gl_PointSize = 1.0;"); |
73 } | 73 } |
74 | 74 |
75 bool GrGLVertexBuilder::addAttribute(const GrShaderVar& var) { | 75 bool GrGLSLVertexBuilder::addAttribute(const GrShaderVar& var) { |
76 SkASSERT(GrShaderVar::kAttribute_TypeModifier == var.getTypeModifier()); | 76 SkASSERT(GrShaderVar::kAttribute_TypeModifier == var.getTypeModifier()); |
77 for (int i = 0; i < fInputs.count(); ++i) { | 77 for (int i = 0; i < fInputs.count(); ++i) { |
78 const GrGLSLShaderVar& attr = fInputs[i]; | 78 const GrGLSLShaderVar& attr = fInputs[i]; |
79 // if attribute already added, don't add it again | 79 // if attribute already added, don't add it again |
80 if (attr.getName().equals(var.getName())) { | 80 if (attr.getName().equals(var.getName())) { |
81 return false; | 81 return false; |
82 } | 82 } |
83 } | 83 } |
84 fInputs.push_back(var); | 84 fInputs.push_back(var); |
85 return true; | 85 return true; |
86 } | 86 } |
87 | 87 |
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