| Index: src/gpu/gl/builders/GrGLVertexShaderBuilder.cpp
|
| diff --git a/src/gpu/gl/builders/GrGLVertexShaderBuilder.cpp b/src/gpu/gl/builders/GrGLVertexShaderBuilder.cpp
|
| deleted file mode 100644
|
| index c4054e292bfdc2706b4f24c87cf20545007ac0b6..0000000000000000000000000000000000000000
|
| --- a/src/gpu/gl/builders/GrGLVertexShaderBuilder.cpp
|
| +++ /dev/null
|
| @@ -1,87 +0,0 @@
|
| -/*
|
| - * Copyright 2014 Google Inc.
|
| - *
|
| - * Use of this source code is governed by a BSD-style license that can be
|
| - * found in the LICENSE file.
|
| - */
|
| -
|
| -#include "GrGLVertexShaderBuilder.h"
|
| -#include "glsl/GrGLSLProgramBuilder.h"
|
| -
|
| -GrGLVertexBuilder::GrGLVertexBuilder(GrGLSLProgramBuilder* program)
|
| - : INHERITED(program)
|
| - , fRtAdjustName(nullptr) {
|
| -}
|
| -
|
| -void GrGLVertexBuilder::addVarying(const char* name, GrSLPrecision precision, GrGLSLVarying* v) {
|
| - fOutputs.push_back();
|
| - fOutputs.back().setType(v->fType);
|
| - fOutputs.back().setTypeModifier(GrGLSLShaderVar::kVaryingOut_TypeModifier);
|
| - fOutputs.back().setPrecision(precision);
|
| - fProgramBuilder->nameVariable(fOutputs.back().accessName(), 'v', name);
|
| - v->fVsOut = fOutputs.back().getName().c_str();
|
| -}
|
| -
|
| -void GrGLVertexBuilder::emitAttributes(const GrGeometryProcessor& gp) {
|
| - int vaCount = gp.numAttribs();
|
| - for (int i = 0; i < vaCount; i++) {
|
| - this->addAttribute(&gp.getAttrib(i));
|
| - }
|
| - return;
|
| -}
|
| -
|
| -void GrGLVertexBuilder::transformToNormalizedDeviceSpace(const GrShaderVar& posVar) {
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| - SkASSERT(!fRtAdjustName);
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| -
|
| - GrSLPrecision precision = kDefault_GrSLPrecision;
|
| - if (fProgramBuilder->glslCaps()->forceHighPrecisionNDSTransform()) {
|
| - precision = kHigh_GrSLPrecision;
|
| - }
|
| -
|
| - // setup RT Uniform
|
| - fProgramBuilder->fUniformHandles.fRTAdjustmentUni =
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| - fProgramBuilder->addUniform(GrGLSLProgramBuilder::kVertex_Visibility,
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| - kVec4f_GrSLType, precision,
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| - fProgramBuilder->rtAdjustment(),
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| - &fRtAdjustName);
|
| - if (this->getProgramBuilder()->desc().header().fSnapVerticesToPixelCenters) {
|
| - if (kVec3f_GrSLType == posVar.getType()) {
|
| - const char* p = posVar.c_str();
|
| - this->codeAppendf("{vec2 _posTmp = vec2(%s.x/%s.z, %s.y/%s.z);", p, p, p, p);
|
| - } else {
|
| - SkASSERT(kVec2f_GrSLType == posVar.getType());
|
| - this->codeAppendf("{vec2 _posTmp = %s;", posVar.c_str());
|
| - }
|
| - this->codeAppendf("_posTmp = floor(_posTmp) + vec2(0.5, 0.5);"
|
| - "gl_Position = vec4(_posTmp.x * %s.x + %s.y,"
|
| - "_posTmp.y * %s.z + %s.w, 0, 1);}",
|
| - fRtAdjustName, fRtAdjustName, fRtAdjustName, fRtAdjustName);
|
| - } else if (kVec3f_GrSLType == posVar.getType()) {
|
| - this->codeAppendf("gl_Position = vec4(dot(%s.xz, %s.xy), dot(%s.yz, %s.zw), 0, %s.z);",
|
| - posVar.c_str(), fRtAdjustName,
|
| - posVar.c_str(), fRtAdjustName,
|
| - posVar.c_str());
|
| - } else {
|
| - SkASSERT(kVec2f_GrSLType == posVar.getType());
|
| - this->codeAppendf("gl_Position = vec4(%s.x * %s.x + %s.y, %s.y * %s.z + %s.w, 0, 1);",
|
| - posVar.c_str(), fRtAdjustName, fRtAdjustName,
|
| - posVar.c_str(), fRtAdjustName, fRtAdjustName);
|
| - }
|
| - // We could have the GrGeometryProcessor do this, but its just easier to have it performed
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| - // here. If we ever need to set variable pointsize, then we can reinvestigate
|
| - this->codeAppend("gl_PointSize = 1.0;");
|
| -}
|
| -
|
| -bool GrGLVertexBuilder::addAttribute(const GrShaderVar& var) {
|
| - SkASSERT(GrShaderVar::kAttribute_TypeModifier == var.getTypeModifier());
|
| - for (int i = 0; i < fInputs.count(); ++i) {
|
| - const GrGLSLShaderVar& attr = fInputs[i];
|
| - // if attribute already added, don't add it again
|
| - if (attr.getName().equals(var.getName())) {
|
| - return false;
|
| - }
|
| - }
|
| - fInputs.push_back(var);
|
| - return true;
|
| -}
|
| -
|
|
|