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) { |
- SkASSERT(!fRtAdjustName); |
- |
- GrSLPrecision precision = kDefault_GrSLPrecision; |
- if (fProgramBuilder->glslCaps()->forceHighPrecisionNDSTransform()) { |
- precision = kHigh_GrSLPrecision; |
- } |
- |
- // setup RT Uniform |
- fProgramBuilder->fUniformHandles.fRTAdjustmentUni = |
- fProgramBuilder->addUniform(GrGLSLProgramBuilder::kVertex_Visibility, |
- kVec4f_GrSLType, precision, |
- fProgramBuilder->rtAdjustment(), |
- &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 |
- // 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; |
-} |
- |