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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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