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

Issue 1673093002: Use noperspective interpolation for 2D draws (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: formatting Created 4 years, 10 months ago
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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::setNoPerspective() {
13 const GrGLSLCaps& caps = *fProgramBuilder->glslCaps();
14 if (!caps.noperspectiveInterpolationSupport()) {
15 return;
16 }
17 if (fNoPerspective) {
18 return; // This method has already been called previously.
19 }
20 if (const char* extension = caps.noperspectiveInterpolationExtensionString() ) {
21 int bit = 1 << GrGLSLFragmentShaderBuilder::kNoPerspectiveInterpolation_ GLSLPrivateFeature;
22 fProgramBuilder->fVS.addFeature(bit, extension);
23 fProgramBuilder->fGS.addFeature(bit, extension);
24 fProgramBuilder->fFS.addFeature(bit, extension);
25 }
26 for (int i = 0; i < fVaryingShaderVars.count(); ++i) {
27 if (!fVaryingShaderVars[i].fIsFlat) {
28 fVaryingShaderVars[i].addModifier("noperspective");
egdaniel 2016/02/10 14:23:44 I recently added a finalize method to GrGLSLVaryin
Chris Dalton 2016/02/10 15:29:30 Ok that sounds great. onFinalize does sound like a
29 }
30 }
31 fNoPerspective = true;
32 }
33
12 void GrGLSLVaryingHandler::addPassThroughAttribute(const GrGeometryProcessor::At tribute* input, 34 void GrGLSLVaryingHandler::addPassThroughAttribute(const GrGeometryProcessor::At tribute* input,
13 const char* output) { 35 const char* output, GrSLPreci sion precision) {
14 GrSLType type = GrVertexAttribTypeToSLType(input->fType); 36 GrSLType type = GrVertexAttribTypeToSLType(input->fType);
15 GrGLSLVertToFrag v(type); 37 GrGLSLVertToFrag v(type);
16 this->addVarying(input->fName, &v); 38 this->addVarying(input->fName, &v, precision);
39 this->writePassThroughAttribute(input, output, v);
40 }
41
42 void GrGLSLVaryingHandler::addFlatPassThroughAttribute(const GrGeometryProcessor ::Attribute* input,
43 const char* output,
44 GrSLPrecision precision) {
45 GrSLType type = GrVertexAttribTypeToSLType(input->fType);
46 GrGLSLVertToFrag v(type);
47 this->addFlatVarying(input->fName, &v, precision);
48 this->writePassThroughAttribute(input, output, v);
49 }
50
51 void GrGLSLVaryingHandler::writePassThroughAttribute(const GrGeometryProcessor:: Attribute* input,
52 const char* output, const G rGLSLVarying& v) {
17 fProgramBuilder->fVS.codeAppendf("%s = %s;", v.vsOut(), input->fName); 53 fProgramBuilder->fVS.codeAppendf("%s = %s;", v.vsOut(), input->fName);
18 54
19 if (fProgramBuilder->primitiveProcessor().willUseGeoShader()) { 55 if (fProgramBuilder->primitiveProcessor().willUseGeoShader()) {
20 fProgramBuilder->fGS.codeAppendf("%s = %s[0];", v.gsOut(), v.gsIn()); 56 fProgramBuilder->fGS.codeAppendf("%s = %s[0];", v.gsOut(), v.gsIn());
21 } 57 }
22 58
23 fProgramBuilder->fFS.codeAppendf("%s = %s;", output, v.fsIn()); 59 fProgramBuilder->fFS.codeAppendf("%s = %s;", output, v.fsIn());
24 } 60 }
25 61
26 void GrGLSLVaryingHandler::addVarying(const char* name, 62 void GrGLSLVaryingHandler::internalAddVarying(const char* name,
27 GrGLSLVarying* varying, 63 GrGLSLVarying* varying,
28 GrSLPrecision precision) { 64 GrSLPrecision precision,
65 bool flat) {
29 SkASSERT(varying); 66 SkASSERT(varying);
67 VaryingShaderVars& v = fVaryingShaderVars.push_back();
68
30 if (varying->vsVarying()) { 69 if (varying->vsVarying()) {
31 this->addVertexVarying(name, precision, varying); 70 v.fVertexOutput.setType(varying->fType);
32 } 71 v.fVertexOutput.setTypeModifier(GrGLSLShaderVar::kVaryingOut_TypeModifie r);
33 if (fProgramBuilder->primitiveProcessor().willUseGeoShader()) { 72 v.fVertexOutput.setPrecision(precision);
34 this->addGeomVarying(name, precision, varying); 73 fProgramBuilder->nameVariable(v.fVertexOutput.accessName(), 'v', name);
35 } 74 varying->fVsOut = v.fVertexOutput.getName().c_str();
36 if (varying->fsVarying()) {
37 this->addFragVarying(precision, varying);
38 }
39 }
40 75
41 void GrGLSLVaryingHandler::addVertexVarying(const char* name, 76 if (fProgramBuilder->primitiveProcessor().willUseGeoShader()) {
42 GrSLPrecision precision, 77 v.fGeomInput.setType(varying->fType);
43 GrGLSLVarying* v) { 78 v.fGeomInput.setTypeModifier(GrGLSLShaderVar::kVaryingIn_TypeModifie r);
44 fVertexOutputs.push_back(); 79 v.fGeomInput.setPrecision(precision);
45 fVertexOutputs.back().setType(v->fType); 80 v.fGeomInput.setUnsizedArray();
46 fVertexOutputs.back().setTypeModifier(GrGLSLShaderVar::kVaryingOut_TypeModif ier); 81 *v.fGeomInput.accessName() = varying->fVsOut;
47 fVertexOutputs.back().setPrecision(precision); 82 varying->fGsIn = varying->fVsOut;
48 fProgramBuilder->nameVariable(fVertexOutputs.back().accessName(), 'v', name) ; 83 }
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 } 84 }
65 85
66 if (v->fsVarying()) { 86 if (varying->fsVarying()) {
67 fGeomOutputs.push_back(); 87 if (fProgramBuilder->primitiveProcessor().willUseGeoShader()) {
68 fGeomOutputs.back().setType(v->fType); 88 v.fGeomOutput.setType(varying->fType);
69 fGeomOutputs.back().setTypeModifier(GrGLSLShaderVar::kVaryingOut_TypeMod ifier); 89 v.fGeomOutput.setTypeModifier(GrGLSLShaderVar::kVaryingOut_TypeModif ier);
70 fGeomOutputs.back().setPrecision(precision); 90 v.fGeomOutput.setPrecision(precision);
71 fProgramBuilder->nameVariable(fGeomOutputs.back().accessName(), 'g', nam e); 91 fProgramBuilder->nameVariable(v.fGeomOutput.accessName(), 'g', name) ;
72 v->fGsOut = fGeomOutputs.back().getName().c_str(); 92 varying->fFsIn = varying->fGsOut = v.fGeomOutput.getName().c_str();
93 } else {
94 varying->fFsIn = varying->fVsOut;
95 }
96
97 v.fFragInput.set(varying->fType,
98 GrGLSLShaderVar::kVaryingIn_TypeModifier,
99 varying->fFsIn,
100 precision);
73 } 101 }
74 }
75 102
76 void GrGLSLVaryingHandler::addFragVarying(GrSLPrecision precision, GrGLSLVarying * v) { 103 v.fIsFlat = flat;
77 v->fFsIn = v->fGsOut ? v->fGsOut : v->fVsOut; 104 if (v.fIsFlat) {
78 fFragInputs.push_back().set(v->fType, 105 v.addModifier("flat");
79 GrGLSLShaderVar::kVaryingIn_TypeModifier, 106 } else if (fNoPerspective) {
80 v->fFsIn, 107 v.addModifier("noperspective");
81 precision); 108 }
82 } 109 }
83 110
84 void GrGLSLVaryingHandler::emitAttributes(const GrGeometryProcessor& gp) { 111 void GrGLSLVaryingHandler::emitAttributes(const GrGeometryProcessor& gp) {
85 int vaCount = gp.numAttribs(); 112 int vaCount = gp.numAttribs();
86 for (int i = 0; i < vaCount; i++) { 113 for (int i = 0; i < vaCount; i++) {
87 const GrGeometryProcessor::Attribute& attr = gp.getAttrib(i); 114 const GrGeometryProcessor::Attribute& attr = gp.getAttrib(i);
88 this->addAttribute(GrShaderVar(attr.fName, 115 this->addAttribute(GrShaderVar(attr.fName,
89 GrVertexAttribTypeToSLType(attr.fType), 116 GrVertexAttribTypeToSLType(attr.fType),
90 GrShaderVar::kAttribute_TypeModifier, 117 GrShaderVar::kAttribute_TypeModifier,
91 GrShaderVar::kNonArray, 118 GrShaderVar::kNonArray,
92 attr.fPrecision)); 119 attr.fPrecision));
93 } 120 }
94 } 121 }
95 122
96 void GrGLSLVaryingHandler::addAttribute(const GrShaderVar& var) { 123 void GrGLSLVaryingHandler::addAttribute(const GrShaderVar& var) {
97 SkASSERT(GrShaderVar::kAttribute_TypeModifier == var.getTypeModifier()); 124 SkASSERT(GrShaderVar::kAttribute_TypeModifier == var.getTypeModifier());
98 for (int j = 0; j < fVertexInputs.count(); ++j) { 125 for (int j = 0; j < fVertexInputs.count(); ++j) {
99 const GrGLSLShaderVar& attr = fVertexInputs[j]; 126 const GrGLSLShaderVar& attr = fVertexInputs[j];
100 // if attribute already added, don't add it again 127 // if attribute already added, don't add it again
101 if (attr.getName().equals(var.getName())) { 128 if (attr.getName().equals(var.getName())) {
102 return; 129 return;
103 } 130 }
104 } 131 }
105 fVertexInputs.push_back(var); 132 fVertexInputs.push_back(var);
106 } 133 }
107 134
108 void GrGLSLVaryingHandler::appendDecls(const VarArray& vars, SkString* out) cons t { 135 void GrGLSLVaryingHandler::appendDecls(const ShaderVarList& vars, SkString* out) const {
109 for (int i = 0; i < vars.count(); ++i) { 136 for (int i = 0; i < vars.count(); ++i) {
110 vars[i].appendDecl(fProgramBuilder->glslCaps(), out); 137 vars[i].appendDecl(fProgramBuilder->glslCaps(), out);
111 out->append(";"); 138 out->append(";");
112 } 139 }
113 } 140 }
114 141
115 void GrGLSLVaryingHandler::getVertexDecls(SkString* inputDecls, SkString* output Decls) const { 142 void GrGLSLVaryingHandler::getVertexDecls(SkString* inputDecls, SkString* output Decls) const {
116 this->appendDecls(fVertexInputs, inputDecls); 143 this->appendDecls(fVertexInputs, inputDecls);
117 this->appendDecls(fVertexOutputs, outputDecls); 144 for (int i = 0; i < fVaryingShaderVars.count(); ++i) {
145 fVaryingShaderVars[i].fVertexOutput.appendDecl(fProgramBuilder->glslCaps (), outputDecls);
146 outputDecls->append(";");
147 }
118 } 148 }
119 149
120 void GrGLSLVaryingHandler::getGeomDecls(SkString* inputDecls, SkString* outputDe cls) const { 150 void GrGLSLVaryingHandler::getGeomDecls(SkString* inputDecls, SkString* outputDe cls) const {
121 this->appendDecls(fGeomInputs, inputDecls); 151 for (int i = 0; i < fVaryingShaderVars.count(); ++i) {
122 this->appendDecls(fGeomOutputs, outputDecls); 152 fVaryingShaderVars[i].fGeomInput.appendDecl(fProgramBuilder->glslCaps(), outputDecls);
153 outputDecls->append(";");
154 fVaryingShaderVars[i].fGeomOutput.appendDecl(fProgramBuilder->glslCaps() , outputDecls);
155 outputDecls->append(";");
156 }
123 } 157 }
124 158
125 void GrGLSLVaryingHandler::getFragDecls(SkString* inputDecls, SkString* outputDe cls) const { 159 void GrGLSLVaryingHandler::getFragDecls(SkString* inputDecls, SkString* outputDe cls) const {
126 // We should not have any outputs in the fragment shader when using version 1.10 160 // We should not have any outputs in the fragment shader when using version 1.10
127 SkASSERT(k110_GrGLSLGeneration != fProgramBuilder->glslCaps()->generation() || 161 SkASSERT(k110_GrGLSLGeneration != fProgramBuilder->glslCaps()->generation() ||
128 fFragOutputs.empty()); 162 fFragOutputs.empty());
129 this->appendDecls(fFragInputs, inputDecls); 163 for (int i = 0; i < fVaryingShaderVars.count(); ++i) {
164 fVaryingShaderVars[i].fFragInput.appendDecl(fProgramBuilder->glslCaps(), outputDecls);
165 outputDecls->append(";");
166 }
130 this->appendDecls(fFragOutputs, outputDecls); 167 this->appendDecls(fFragOutputs, outputDecls);
131 } 168 }
132 169
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