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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 "GrGLSLVertexShaderBuilder.h" | 8 #include "GrGLSLVertexShaderBuilder.h" |
9 #include "glsl/GrGLSLProgramBuilder.h" | 9 #include "glsl/GrGLSLProgramBuilder.h" |
| 10 #include "glsl/GrGLSLVarying.h" |
10 | 11 |
11 GrGLSLVertexBuilder::GrGLSLVertexBuilder(GrGLSLProgramBuilder* program) | 12 GrGLSLVertexBuilder::GrGLSLVertexBuilder(GrGLSLProgramBuilder* program) |
12 : INHERITED(program) | 13 : INHERITED(program) |
13 , fRtAdjustName(nullptr) { | 14 , fRtAdjustName(nullptr) { |
14 } | 15 } |
15 | 16 |
16 void GrGLSLVertexBuilder::addVarying(const char* name, GrSLPrecision precision,
GrGLSLVarying* 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 GrGLSLVertexBuilder::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 GrGLSLVertexBuilder::transformToNormalizedDeviceSpace(const GrShaderVar& po
sVar) { | 17 void GrGLSLVertexBuilder::transformToNormalizedDeviceSpace(const GrShaderVar& po
sVar) { |
34 SkASSERT(!fRtAdjustName); | 18 SkASSERT(!fRtAdjustName); |
35 | 19 |
36 GrSLPrecision precision = kDefault_GrSLPrecision; | 20 GrSLPrecision precision = kDefault_GrSLPrecision; |
37 if (fProgramBuilder->glslCaps()->forceHighPrecisionNDSTransform()) { | 21 if (fProgramBuilder->glslCaps()->forceHighPrecisionNDSTransform()) { |
38 precision = kHigh_GrSLPrecision; | 22 precision = kHigh_GrSLPrecision; |
39 } | 23 } |
40 | 24 |
41 // setup RT Uniform | 25 // setup RT Uniform |
42 fProgramBuilder->fUniformHandles.fRTAdjustmentUni = | 26 fProgramBuilder->fUniformHandles.fRTAdjustmentUni = |
(...skipping 22 matching lines...) Expand all Loading... |
65 SkASSERT(kVec2f_GrSLType == posVar.getType()); | 49 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);", | 50 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, | 51 posVar.c_str(), fRtAdjustName, fRtAdjustName, |
68 posVar.c_str(), fRtAdjustName, fRtAdjustName); | 52 posVar.c_str(), fRtAdjustName, fRtAdjustName); |
69 } | 53 } |
70 // We could have the GrGeometryProcessor do this, but its just easier to hav
e it performed | 54 // 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 | 55 // here. If we ever need to set variable pointsize, then we can reinvestigat
e |
72 this->codeAppend("gl_PointSize = 1.0;"); | 56 this->codeAppend("gl_PointSize = 1.0;"); |
73 } | 57 } |
74 | 58 |
75 bool GrGLSLVertexBuilder::addAttribute(const GrShaderVar& var) { | 59 void GrGLSLVertexBuilder::onFinalize() { |
76 SkASSERT(GrShaderVar::kAttribute_TypeModifier == var.getTypeModifier()); | 60 fProgramBuilder->varyingHandler()->getVertexDecls(&this->inputs(), &this->ou
tputs()); |
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 } | 61 } |
87 | 62 |
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