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Side by Side Diff: src/gpu/glsl/GrGLSLVertexShaderBuilder.cpp

Issue 1490283004: Create GLSLUniformHandler class for gpu backend (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: Created 5 years ago
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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/GrGLSLUniformHandler.h"
10 #include "glsl/GrGLSLVarying.h" 11 #include "glsl/GrGLSLVarying.h"
11 12
12 GrGLSLVertexBuilder::GrGLSLVertexBuilder(GrGLSLProgramBuilder* program) 13 GrGLSLVertexBuilder::GrGLSLVertexBuilder(GrGLSLProgramBuilder* program)
13 : INHERITED(program) 14 : INHERITED(program)
14 , fRtAdjustName(nullptr) { 15 , fRtAdjustName(nullptr) {
15 } 16 }
16 17
17 void GrGLSLVertexBuilder::transformToNormalizedDeviceSpace(const GrShaderVar& po sVar) { 18 void GrGLSLVertexBuilder::transformToNormalizedDeviceSpace(GrGLSLUniformHandler* uniformHandler,
19 const GrShaderVar& po sVar) {
18 SkASSERT(!fRtAdjustName); 20 SkASSERT(!fRtAdjustName);
19 21
20 GrSLPrecision precision = kDefault_GrSLPrecision; 22 GrSLPrecision precision = kDefault_GrSLPrecision;
21 if (fProgramBuilder->glslCaps()->forceHighPrecisionNDSTransform()) { 23 if (fProgramBuilder->glslCaps()->forceHighPrecisionNDSTransform()) {
22 precision = kHigh_GrSLPrecision; 24 precision = kHigh_GrSLPrecision;
23 } 25 }
24 26
25 // setup RT Uniform 27 // setup RT Uniform
26 fProgramBuilder->fUniformHandles.fRTAdjustmentUni = 28 uniformHandler->addRTAdjustmentUniform(precision,
27 fProgramBuilder->addUniform(GrGLSLProgramBuilder::kVertex_Visibility , 29 fProgramBuilder->rtAdjustment(),
28 kVec4f_GrSLType, precision, 30 &fRtAdjustName);
29 fProgramBuilder->rtAdjustment(),
30 &fRtAdjustName);
31 if (this->getProgramBuilder()->desc().header().fSnapVerticesToPixelCenters) { 31 if (this->getProgramBuilder()->desc().header().fSnapVerticesToPixelCenters) {
32 if (kVec3f_GrSLType == posVar.getType()) { 32 if (kVec3f_GrSLType == posVar.getType()) {
33 const char* p = posVar.c_str(); 33 const char* p = posVar.c_str();
34 this->codeAppendf("{vec2 _posTmp = vec2(%s.x/%s.z, %s.y/%s.z);", p, p, p, p); 34 this->codeAppendf("{vec2 _posTmp = vec2(%s.x/%s.z, %s.y/%s.z);", p, p, p, p);
35 } else { 35 } else {
36 SkASSERT(kVec2f_GrSLType == posVar.getType()); 36 SkASSERT(kVec2f_GrSLType == posVar.getType());
37 this->codeAppendf("{vec2 _posTmp = %s;", posVar.c_str()); 37 this->codeAppendf("{vec2 _posTmp = %s;", posVar.c_str());
38 } 38 }
39 this->codeAppendf("_posTmp = floor(_posTmp) + vec2(0.5, 0.5);" 39 this->codeAppendf("_posTmp = floor(_posTmp) + vec2(0.5, 0.5);"
40 "gl_Position = vec4(_posTmp.x * %s.x + %s.y," 40 "gl_Position = vec4(_posTmp.x * %s.x + %s.y,"
(...skipping 12 matching lines...) Expand all
53 } 53 }
54 // 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
55 // 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
56 this->codeAppend("gl_PointSize = 1.0;"); 56 this->codeAppend("gl_PointSize = 1.0;");
57 } 57 }
58 58
59 void GrGLSLVertexBuilder::onFinalize() { 59 void GrGLSLVertexBuilder::onFinalize() {
60 fProgramBuilder->varyingHandler()->getVertexDecls(&this->inputs(), &this->ou tputs()); 60 fProgramBuilder->varyingHandler()->getVertexDecls(&this->inputs(), &this->ou tputs());
61 } 61 }
62 62
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