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1 /* | 1 /* |
2 * Copyright 2015 Google Inc. | 2 * Copyright 2015 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 "glsl/GrGLSLVarying.h" | 8 #include "glsl/GrGLSLVarying.h" |
9 | 9 |
10 #include "glsl/GrGLSLProgramBuilder.h" | 10 #include "glsl/GrGLSLProgramBuilder.h" |
11 | 11 |
12 void GrGLSLVaryingHandler::addPassThroughAttribute(const GrGeometryProcessor::At tribute* input, | 12 void GrGLSLVaryingHandler::addPassThroughAttribute(const GrGeometryProcessor::At tribute* input, |
13 const char* output) { | 13 const char* output, GrSLPreci sion precision) { |
14 GrSLType type = GrVertexAttribTypeToSLType(input->fType); | 14 GrSLType type = GrVertexAttribTypeToSLType(input->fType); |
15 GrGLSLVertToFrag v(type); | 15 GrGLSLVertToFrag v(type); |
16 this->addVarying(input->fName, &v); | 16 this->addVarying(input->fName, &v, precision); |
17 this->writePassThroughAttribute(input, output, v); | |
18 } | |
19 | |
20 void GrGLSLVaryingHandler::addFlatPassThroughAttribute(const GrGeometryProcessor ::Attribute* input, | |
21 const char* output, | |
22 GrSLPrecision precision) { | |
23 GrSLType type = GrVertexAttribTypeToSLType(input->fType); | |
24 GrGLSLVertToFrag v(type); | |
25 this->addFlatVarying(input->fName, &v, precision); | |
26 this->writePassThroughAttribute(input, output, v); | |
27 } | |
28 | |
29 void GrGLSLVaryingHandler::writePassThroughAttribute(const GrGeometryProcessor:: Attribute* input, | |
30 const char* output, const G rGLSLVarying& v) { | |
17 fProgramBuilder->fVS.codeAppendf("%s = %s;", v.vsOut(), input->fName); | 31 fProgramBuilder->fVS.codeAppendf("%s = %s;", v.vsOut(), input->fName); |
18 | 32 |
19 if (fProgramBuilder->primitiveProcessor().willUseGeoShader()) { | 33 if (fProgramBuilder->primitiveProcessor().willUseGeoShader()) { |
20 fProgramBuilder->fGS.codeAppendf("%s = %s[0];", v.gsOut(), v.gsIn()); | 34 fProgramBuilder->fGS.codeAppendf("%s = %s[0];", v.gsOut(), v.gsIn()); |
21 } | 35 } |
22 | 36 |
23 fProgramBuilder->fFS.codeAppendf("%s = %s;", output, v.fsIn()); | 37 fProgramBuilder->fFS.codeAppendf("%s = %s;", output, v.fsIn()); |
24 } | 38 } |
25 | 39 |
26 void GrGLSLVaryingHandler::addVarying(const char* name, | 40 void GrGLSLVaryingHandler::internalAddVarying(const char* name, |
27 GrGLSLVarying* varying, | 41 GrGLSLVarying* varying, |
28 GrSLPrecision precision) { | 42 GrSLPrecision precision, |
43 bool flat) { | |
44 bool willUseGeoShader = fProgramBuilder->primitiveProcessor().willUseGeoShad er(); | |
29 SkASSERT(varying); | 45 SkASSERT(varying); |
46 SkASSERT(varying->vsVarying() || willUseGeoShader); | |
egdaniel
2016/02/12 03:55:07
if we add this assert, shouldn't we also have SkAS
Chris Dalton
2016/02/12 16:25:28
My idea behind that assert was that it made sure t
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47 | |
48 VaryingInfo& v = fVaryings.push_back(); | |
egdaniel
2016/02/12 03:55:07
I don't necessarily dislike this VaryingInfo thing
Chris Dalton
2016/02/12 16:25:28
Yeah, you get a compile error if you use both (whi
egdaniel
2016/02/12 16:33:58
Just throwing in an idea off your comment. Would i
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49 v.fType = varying->fType; | |
50 v.fPrecision = precision; | |
51 v.fIsFlat = flat; | |
52 v.fVisibility = kNone_GrShaderFlags; | |
30 if (varying->vsVarying()) { | 53 if (varying->vsVarying()) { |
31 this->addVertexVarying(name, precision, varying); | 54 v.fVisibility |= kVertex_GrShaderFlag; |
55 fProgramBuilder->nameVariable(&v.fVsOut, 'v', name); | |
56 varying->fVsOut = v.fVsOut.c_str(); | |
32 } | 57 } |
33 if (fProgramBuilder->primitiveProcessor().willUseGeoShader()) { | 58 if (willUseGeoShader) { |
34 this->addGeomVarying(name, precision, varying); | 59 v.fVisibility |= kGeometry_GrShaderFlag; |
60 fProgramBuilder->nameVariable(&v.fGsOut, 'g', name); | |
61 varying->fGsIn = v.fVsOut.c_str(); | |
62 varying->fGsOut = v.fGsOut.c_str(); | |
35 } | 63 } |
36 if (varying->fsVarying()) { | 64 if (varying->fsVarying()) { |
37 this->addFragVarying(precision, varying); | 65 v.fVisibility |= kFragment_GrShaderFlag; |
66 varying->fFsIn = (willUseGeoShader ? v.fGsOut : v.fVsOut).c_str(); | |
38 } | 67 } |
39 } | 68 } |
40 | 69 |
41 void GrGLSLVaryingHandler::addVertexVarying(const char* name, | |
42 GrSLPrecision precision, | |
43 GrGLSLVarying* v) { | |
44 fVertexOutputs.push_back(); | |
45 fVertexOutputs.back().setType(v->fType); | |
46 fVertexOutputs.back().setTypeModifier(GrGLSLShaderVar::kVaryingOut_TypeModif ier); | |
47 fVertexOutputs.back().setPrecision(precision); | |
48 fProgramBuilder->nameVariable(fVertexOutputs.back().accessName(), 'v', name) ; | |
49 v->fVsOut = fVertexOutputs.back().getName().c_str(); | |
50 } | |
51 void GrGLSLVaryingHandler::addGeomVarying(const char* name, | |
52 GrSLPrecision precision, | |
53 GrGLSLVarying* v) { | |
54 // if we have a GS take each varying in as an array | |
55 // and output as non-array. | |
56 if (v->vsVarying()) { | |
57 fGeomInputs.push_back(); | |
58 fGeomInputs.back().setType(v->fType); | |
59 fGeomInputs.back().setTypeModifier(GrGLSLShaderVar::kVaryingIn_TypeModif ier); | |
60 fGeomInputs.back().setPrecision(precision); | |
61 fGeomInputs.back().setUnsizedArray(); | |
62 *fGeomInputs.back().accessName() = v->fVsOut; | |
63 v->fGsIn = v->fVsOut; | |
64 } | |
65 | |
66 if (v->fsVarying()) { | |
67 fGeomOutputs.push_back(); | |
68 fGeomOutputs.back().setType(v->fType); | |
69 fGeomOutputs.back().setTypeModifier(GrGLSLShaderVar::kVaryingOut_TypeMod ifier); | |
70 fGeomOutputs.back().setPrecision(precision); | |
71 fProgramBuilder->nameVariable(fGeomOutputs.back().accessName(), 'g', nam e); | |
72 v->fGsOut = fGeomOutputs.back().getName().c_str(); | |
73 } | |
74 } | |
75 | |
76 void GrGLSLVaryingHandler::addFragVarying(GrSLPrecision precision, GrGLSLVarying * v) { | |
77 v->fFsIn = v->fGsOut ? v->fGsOut : v->fVsOut; | |
78 fFragInputs.push_back().set(v->fType, | |
79 GrGLSLShaderVar::kVaryingIn_TypeModifier, | |
80 v->fFsIn, | |
81 precision); | |
82 } | |
83 | |
84 void GrGLSLVaryingHandler::emitAttributes(const GrGeometryProcessor& gp) { | 70 void GrGLSLVaryingHandler::emitAttributes(const GrGeometryProcessor& gp) { |
85 int vaCount = gp.numAttribs(); | 71 int vaCount = gp.numAttribs(); |
86 for (int i = 0; i < vaCount; i++) { | 72 for (int i = 0; i < vaCount; i++) { |
87 const GrGeometryProcessor::Attribute& attr = gp.getAttrib(i); | 73 const GrGeometryProcessor::Attribute& attr = gp.getAttrib(i); |
88 this->addAttribute(GrShaderVar(attr.fName, | 74 this->addAttribute(GrShaderVar(attr.fName, |
89 GrVertexAttribTypeToSLType(attr.fType), | 75 GrVertexAttribTypeToSLType(attr.fType), |
90 GrShaderVar::kAttribute_TypeModifier, | 76 GrShaderVar::kAttribute_TypeModifier, |
91 GrShaderVar::kNonArray, | 77 GrShaderVar::kNonArray, |
92 attr.fPrecision)); | 78 attr.fPrecision)); |
93 } | 79 } |
94 } | 80 } |
95 | 81 |
96 void GrGLSLVaryingHandler::addAttribute(const GrShaderVar& var) { | 82 void GrGLSLVaryingHandler::addAttribute(const GrShaderVar& var) { |
97 SkASSERT(GrShaderVar::kAttribute_TypeModifier == var.getTypeModifier()); | 83 SkASSERT(GrShaderVar::kAttribute_TypeModifier == var.getTypeModifier()); |
98 for (int j = 0; j < fVertexInputs.count(); ++j) { | 84 for (int j = 0; j < fVertexInputs.count(); ++j) { |
99 const GrGLSLShaderVar& attr = fVertexInputs[j]; | 85 const GrGLSLShaderVar& attr = fVertexInputs[j]; |
100 // if attribute already added, don't add it again | 86 // if attribute already added, don't add it again |
101 if (attr.getName().equals(var.getName())) { | 87 if (attr.getName().equals(var.getName())) { |
102 return; | 88 return; |
103 } | 89 } |
104 } | 90 } |
105 fVertexInputs.push_back(var); | 91 fVertexInputs.push_back(var); |
106 } | 92 } |
107 | 93 |
94 void GrGLSLVaryingHandler::setNoPerspective() { | |
95 const GrGLSLCaps& caps = *fProgramBuilder->glslCaps(); | |
96 if (!caps.noperspectiveInterpolationSupport()) { | |
97 return; | |
98 } | |
99 if (const char* extension = caps.noperspectiveInterpolationExtensionString() ) { | |
100 int bit = 1 << GrGLSLFragmentShaderBuilder::kNoPerspectiveInterpolation_ GLSLPrivateFeature; | |
101 fProgramBuilder->fVS.addFeature(bit, extension); | |
102 if (fProgramBuilder->primitiveProcessor().willUseGeoShader()) { | |
103 fProgramBuilder->fGS.addFeature(bit, extension); | |
104 } | |
105 fProgramBuilder->fFS.addFeature(bit, extension); | |
106 } | |
107 fDefaultInterpolationModifier = "noperspective"; | |
108 } | |
109 | |
108 void GrGLSLVaryingHandler::finalize() { | 110 void GrGLSLVaryingHandler::finalize() { |
111 for (int i = 0; i < fVaryings.count(); ++i) { | |
112 const VaryingInfo& v = this->fVaryings[i]; | |
113 const char* modifier = v.fIsFlat ? "flat" : fDefaultInterpolationModifie r; | |
114 if (v.fVisibility & kVertex_GrShaderFlag) { | |
115 fVertexOutputs.push_back().set(v.fType, GrShaderVar::kVaryingOut_Typ eModifier, v.fVsOut, | |
116 v.fPrecision, nullptr, modifier); | |
117 if (v.fVisibility & kGeometry_GrShaderFlag) { | |
118 fGeomInputs.push_back().set(v.fType, GrShaderVar::kVaryingIn_Typ eModifier, v.fVsOut, | |
119 GrShaderVar::kUnsizedArray, v.fPreci sion, nullptr, | |
120 modifier); | |
121 } | |
122 } | |
123 if (v.fVisibility & kFragment_GrShaderFlag) { | |
124 const char* fsIn = v.fVsOut.c_str(); | |
125 if (v.fVisibility & kGeometry_GrShaderFlag) { | |
126 fGeomOutputs.push_back().set(v.fType, GrGLSLShaderVar::kVaryingO ut_TypeModifier, | |
127 v.fGsOut, v.fPrecision, nullptr, mo difier); | |
128 fsIn = v.fGsOut.c_str(); | |
129 } | |
130 fFragInputs.push_back().set(v.fType, GrShaderVar::kVaryingIn_TypeMod ifier, fsIn, | |
131 v.fPrecision, nullptr, modifier); | |
132 } | |
133 } | |
109 this->onFinalize(); | 134 this->onFinalize(); |
110 } | 135 } |
111 | 136 |
112 void GrGLSLVaryingHandler::appendDecls(const VarArray& vars, SkString* out) cons t { | 137 void GrGLSLVaryingHandler::appendDecls(const VarArray& vars, SkString* out) cons t { |
113 for (int i = 0; i < vars.count(); ++i) { | 138 for (int i = 0; i < vars.count(); ++i) { |
114 vars[i].appendDecl(fProgramBuilder->glslCaps(), out); | 139 vars[i].appendDecl(fProgramBuilder->glslCaps(), out); |
115 out->append(";"); | 140 out->append(";"); |
116 } | 141 } |
117 } | 142 } |
118 | 143 |
119 void GrGLSLVaryingHandler::getVertexDecls(SkString* inputDecls, SkString* output Decls) const { | 144 void GrGLSLVaryingHandler::getVertexDecls(SkString* inputDecls, SkString* output Decls) const { |
120 this->appendDecls(fVertexInputs, inputDecls); | 145 this->appendDecls(fVertexInputs, inputDecls); |
121 this->appendDecls(fVertexOutputs, outputDecls); | 146 this->appendDecls(fVertexOutputs, outputDecls); |
122 } | 147 } |
123 | 148 |
124 void GrGLSLVaryingHandler::getGeomDecls(SkString* inputDecls, SkString* outputDe cls) const { | 149 void GrGLSLVaryingHandler::getGeomDecls(SkString* inputDecls, SkString* outputDe cls) const { |
125 this->appendDecls(fGeomInputs, inputDecls); | 150 this->appendDecls(fGeomInputs, inputDecls); |
126 this->appendDecls(fGeomOutputs, outputDecls); | 151 this->appendDecls(fGeomOutputs, outputDecls); |
127 } | 152 } |
128 | 153 |
129 void GrGLSLVaryingHandler::getFragDecls(SkString* inputDecls, SkString* outputDe cls) const { | 154 void GrGLSLVaryingHandler::getFragDecls(SkString* inputDecls, SkString* outputDe cls) const { |
130 // We should not have any outputs in the fragment shader when using version 1.10 | 155 // We should not have any outputs in the fragment shader when using version 1.10 |
131 SkASSERT(k110_GrGLSLGeneration != fProgramBuilder->glslCaps()->generation() || | 156 SkASSERT(k110_GrGLSLGeneration != fProgramBuilder->glslCaps()->generation() || |
132 fFragOutputs.empty()); | 157 fFragOutputs.empty()); |
133 this->appendDecls(fFragInputs, inputDecls); | 158 this->appendDecls(fFragInputs, inputDecls); |
134 this->appendDecls(fFragOutputs, outputDecls); | 159 this->appendDecls(fFragOutputs, outputDecls); |
135 } | 160 } |
136 | 161 |
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