Chromium Code Reviews| Index: src/gpu/glsl/GrGLSLVarying.cpp |
| diff --git a/src/gpu/glsl/GrGLSLVarying.cpp b/src/gpu/glsl/GrGLSLVarying.cpp |
| new file mode 100644 |
| index 0000000000000000000000000000000000000000..31a88edf1f882192cb0702c1c1c3965c0dca21ab |
| --- /dev/null |
| +++ b/src/gpu/glsl/GrGLSLVarying.cpp |
| @@ -0,0 +1,132 @@ |
| +/* |
| + * Copyright 2015 Google Inc. |
| + * |
| + * Use of this source code is governed by a BSD-style license that can be |
| + * found in the LICENSE file. |
| + */ |
| + |
| +#include "glsl/GrGLSLVarying.h" |
| + |
| +#include "glsl/GrGLSLProgramBuilder.h" |
| + |
| +void GrGLSLVaryingHandler::addPassThroughAttribute(const GrGeometryProcessor::Attribute* input, |
| + const char* output) { |
| + GrSLType type = GrVertexAttribTypeToSLType(input->fType); |
| + GrGLSLVertToFrag v(type); |
| + this->addVarying(input->fName, &v); |
| + fProgramBuilder->fVS.codeAppendf("%s = %s;", v.vsOut(), input->fName); |
| + |
| + if (fProgramBuilder->primitiveProcessor().willUseGeoShader()) { |
| + fProgramBuilder->fGS.codeAppendf("%s = %s[0];", v.gsOut(), v.gsIn()); |
| + } |
| + |
| + fProgramBuilder->fFS.codeAppendf("%s = %s;", output, v.fsIn()); |
| +} |
| + |
| +void GrGLSLVaryingHandler::addVarying(const char* name, |
| + GrGLSLVarying* varying, |
| + GrSLPrecision precision) { |
| + SkASSERT(varying); |
| + if (varying->vsVarying()) { |
| + this->addVertexVarying(name, precision, varying); |
| + } |
| + if (fProgramBuilder->primitiveProcessor().willUseGeoShader()) { |
| + this->addGeomVarying(name, precision, varying); |
| + } |
| + if (varying->fsVarying()) { |
| + this->addFragVarying(precision, varying); |
| + } |
| +} |
| + |
| +void GrGLSLVaryingHandler::addVertexVarying(const char* name, |
| + GrSLPrecision precision, |
| + GrGLSLVarying* v) { |
| + fVertexOutputs.push_back(); |
| + fVertexOutputs.back().setType(v->fType); |
| + fVertexOutputs.back().setTypeModifier(GrGLSLShaderVar::kVaryingOut_TypeModifier); |
| + fVertexOutputs.back().setPrecision(precision); |
| + fProgramBuilder->nameVariable(fVertexOutputs.back().accessName(), 'v', name); |
| + v->fVsOut = fVertexOutputs.back().getName().c_str(); |
| +} |
| +void GrGLSLVaryingHandler::addGeomVarying(const char* name, |
| + GrSLPrecision precision, |
| + GrGLSLVarying* v) { |
| + // if we have a GS take each varying in as an array |
| + // and output as non-array. |
| + if (v->vsVarying()) { |
| + fGeomInputs.push_back(); |
| + fGeomInputs.back().setType(v->fType); |
| + fGeomInputs.back().setTypeModifier(GrGLSLShaderVar::kVaryingIn_TypeModifier); |
| + fGeomInputs.back().setPrecision(precision); |
| + fGeomInputs.back().setUnsizedArray(); |
| + *fGeomInputs.back().accessName() = v->fVsOut; |
| + v->fGsIn = v->fVsOut; |
| + } |
| + |
| + if (v->fsVarying()) { |
| + fGeomOutputs.push_back(); |
| + fGeomOutputs.back().setType(v->fType); |
| + fGeomOutputs.back().setTypeModifier(GrGLSLShaderVar::kVaryingOut_TypeModifier); |
| + fGeomOutputs.back().setPrecision(precision); |
| + fProgramBuilder->nameVariable(fGeomOutputs.back().accessName(), 'g', name); |
| + v->fGsOut = fGeomOutputs.back().getName().c_str(); |
| + } |
| +} |
| + |
| +void GrGLSLVaryingHandler::addFragVarying(GrSLPrecision precision, GrGLSLVarying* v) { |
| + v->fFsIn = v->fGsOut ? v->fGsOut : v->fVsOut; |
| + fFragInputs.push_back().set(v->fType, |
| + GrGLSLShaderVar::kVaryingIn_TypeModifier, |
| + v->fFsIn, |
| + precision); |
| +} |
| + |
| +void GrGLSLVaryingHandler::emitAttributes(const GrGeometryProcessor& gp) { |
| + int vaCount = gp.numAttribs(); |
| + for (int i = 0; i < vaCount; i++) { |
| + const GrGeometryProcessor::Attribute& attr = gp.getAttrib(i); |
| + this->addAttribute(GrShaderVar(attr.fName, |
| + GrVertexAttribTypeToSLType(attr.fType), |
| + GrShaderVar::kAttribute_TypeModifier, |
| + GrShaderVar::kNonArray, |
| + attr.fPrecision)); |
| + } |
| +} |
| + |
| +void GrGLSLVaryingHandler::addAttribute(const GrShaderVar& var) { |
| + SkASSERT(GrShaderVar::kAttribute_TypeModifier == var.getTypeModifier()); |
| + for (int j = 0; j < fVertexInputs.count(); ++j) { |
| + const GrGLSLShaderVar& attr = fVertexInputs[j]; |
| + // if attribute already added, don't add it again |
| + if (attr.getName().equals(var.getName())) { |
| + return; |
| + } |
| + } |
| + fVertexInputs.push_back(var); |
| +} |
| + |
| +void GrGLSLVaryingHandler::appendDecls(const VarArray& vars, SkString* out) const { |
| + for (int i = 0; i < vars.count(); ++i) { |
| + vars[i].appendDecl(fProgramBuilder->glslCaps(), out); |
| + out->append(";\n"); |
|
joshualitt
2015/11/20 17:51:58
remove \n
|
| + } |
| +} |
| + |
| +void GrGLSLVaryingHandler::getVertexDecls(SkString* inputDecls, SkString* outputDecls) const { |
| + this->appendDecls(fVertexInputs, inputDecls); |
| + this->appendDecls(fVertexOutputs, outputDecls); |
| +} |
| + |
| +void GrGLSLVaryingHandler::getGeomDecls(SkString* inputDecls, SkString* outputDecls) const { |
| + this->appendDecls(fGeomInputs, inputDecls); |
| + this->appendDecls(fGeomOutputs, outputDecls); |
| +} |
| + |
| +void GrGLSLVaryingHandler::getFragDecls(SkString* inputDecls, SkString* outputDecls) const { |
| + // We should not have any outputs in the fragment shader when using version 1.10 |
| + SkASSERT(k110_GrGLSLGeneration != fProgramBuilder->glslCaps()->generation() || |
| + fFragOutputs.empty()); |
| + this->appendDecls(fFragInputs, inputDecls); |
| + this->appendDecls(fFragOutputs, outputDecls); |
| +} |
| + |