Index: src/gpu/glsl/GrGLSLVarying.cpp |
diff --git a/src/gpu/glsl/GrGLSLVarying.cpp b/src/gpu/glsl/GrGLSLVarying.cpp |
index 279dd5937e92a911b67891012a93cde96895b4f3..0e98c37013e479d5b2db94450db51a91d54219ff 100644 |
--- a/src/gpu/glsl/GrGLSLVarying.cpp |
+++ b/src/gpu/glsl/GrGLSLVarying.cpp |
@@ -9,11 +9,47 @@ |
#include "glsl/GrGLSLProgramBuilder.h" |
+void GrGLSLVaryingHandler::setNoPerspective() { |
+ const GrGLSLCaps& caps = *fProgramBuilder->glslCaps(); |
+ if (!caps.noperspectiveInterpolationSupport()) { |
+ return; |
+ } |
+ if (fNoPerspective) { |
+ return; // This method has already been called previously. |
+ } |
+ if (const char* extension = caps.noperspectiveInterpolationExtensionString()) { |
+ int bit = 1 << GrGLSLFragmentShaderBuilder::kNoPerspectiveInterpolation_GLSLPrivateFeature; |
+ fProgramBuilder->fVS.addFeature(bit, extension); |
+ fProgramBuilder->fGS.addFeature(bit, extension); |
+ fProgramBuilder->fFS.addFeature(bit, extension); |
+ } |
+ for (int i = 0; i < fVaryingShaderVars.count(); ++i) { |
+ if (!fVaryingShaderVars[i].fIsFlat) { |
+ 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
|
+ } |
+ } |
+ fNoPerspective = true; |
+} |
+ |
void GrGLSLVaryingHandler::addPassThroughAttribute(const GrGeometryProcessor::Attribute* input, |
- const char* output) { |
+ const char* output, GrSLPrecision precision) { |
GrSLType type = GrVertexAttribTypeToSLType(input->fType); |
GrGLSLVertToFrag v(type); |
- this->addVarying(input->fName, &v); |
+ this->addVarying(input->fName, &v, precision); |
+ this->writePassThroughAttribute(input, output, v); |
+} |
+ |
+void GrGLSLVaryingHandler::addFlatPassThroughAttribute(const GrGeometryProcessor::Attribute* input, |
+ const char* output, |
+ GrSLPrecision precision) { |
+ GrSLType type = GrVertexAttribTypeToSLType(input->fType); |
+ GrGLSLVertToFrag v(type); |
+ this->addFlatVarying(input->fName, &v, precision); |
+ this->writePassThroughAttribute(input, output, v); |
+} |
+ |
+void GrGLSLVaryingHandler::writePassThroughAttribute(const GrGeometryProcessor::Attribute* input, |
+ const char* output, const GrGLSLVarying& v) { |
fProgramBuilder->fVS.codeAppendf("%s = %s;", v.vsOut(), input->fName); |
if (fProgramBuilder->primitiveProcessor().willUseGeoShader()) { |
@@ -23,64 +59,55 @@ void GrGLSLVaryingHandler::addPassThroughAttribute(const GrGeometryProcessor::At |
fProgramBuilder->fFS.codeAppendf("%s = %s;", output, v.fsIn()); |
} |
-void GrGLSLVaryingHandler::addVarying(const char* name, |
- GrGLSLVarying* varying, |
- GrSLPrecision precision) { |
+void GrGLSLVaryingHandler::internalAddVarying(const char* name, |
+ GrGLSLVarying* varying, |
+ GrSLPrecision precision, |
+ bool flat) { |
SkASSERT(varying); |
+ VaryingShaderVars& v = fVaryingShaderVars.push_back(); |
+ |
if (varying->vsVarying()) { |
- this->addVertexVarying(name, precision, varying); |
- } |
- if (fProgramBuilder->primitiveProcessor().willUseGeoShader()) { |
- this->addGeomVarying(name, precision, varying); |
+ v.fVertexOutput.setType(varying->fType); |
+ v.fVertexOutput.setTypeModifier(GrGLSLShaderVar::kVaryingOut_TypeModifier); |
+ v.fVertexOutput.setPrecision(precision); |
+ fProgramBuilder->nameVariable(v.fVertexOutput.accessName(), 'v', name); |
+ varying->fVsOut = v.fVertexOutput.getName().c_str(); |
+ |
+ if (fProgramBuilder->primitiveProcessor().willUseGeoShader()) { |
+ v.fGeomInput.setType(varying->fType); |
+ v.fGeomInput.setTypeModifier(GrGLSLShaderVar::kVaryingIn_TypeModifier); |
+ v.fGeomInput.setPrecision(precision); |
+ v.fGeomInput.setUnsizedArray(); |
+ *v.fGeomInput.accessName() = varying->fVsOut; |
+ varying->fGsIn = varying->fVsOut; |
+ } |
} |
+ |
if (varying->fsVarying()) { |
- this->addFragVarying(precision, varying); |
- } |
-} |
+ if (fProgramBuilder->primitiveProcessor().willUseGeoShader()) { |
+ v.fGeomOutput.setType(varying->fType); |
+ v.fGeomOutput.setTypeModifier(GrGLSLShaderVar::kVaryingOut_TypeModifier); |
+ v.fGeomOutput.setPrecision(precision); |
+ fProgramBuilder->nameVariable(v.fGeomOutput.accessName(), 'g', name); |
+ varying->fFsIn = varying->fGsOut = v.fGeomOutput.getName().c_str(); |
+ } else { |
+ varying->fFsIn = varying->fVsOut; |
+ } |
-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; |
+ v.fFragInput.set(varying->fType, |
+ GrGLSLShaderVar::kVaryingIn_TypeModifier, |
+ varying->fFsIn, |
+ precision); |
} |
- 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(); |
+ v.fIsFlat = flat; |
+ if (v.fIsFlat) { |
+ v.addModifier("flat"); |
+ } else if (fNoPerspective) { |
+ v.addModifier("noperspective"); |
} |
} |
-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++) { |
@@ -105,7 +132,7 @@ void GrGLSLVaryingHandler::addAttribute(const GrShaderVar& var) { |
fVertexInputs.push_back(var); |
} |
-void GrGLSLVaryingHandler::appendDecls(const VarArray& vars, SkString* out) const { |
+void GrGLSLVaryingHandler::appendDecls(const ShaderVarList& vars, SkString* out) const { |
for (int i = 0; i < vars.count(); ++i) { |
vars[i].appendDecl(fProgramBuilder->glslCaps(), out); |
out->append(";"); |
@@ -114,19 +141,29 @@ void GrGLSLVaryingHandler::appendDecls(const VarArray& vars, SkString* out) cons |
void GrGLSLVaryingHandler::getVertexDecls(SkString* inputDecls, SkString* outputDecls) const { |
this->appendDecls(fVertexInputs, inputDecls); |
- this->appendDecls(fVertexOutputs, outputDecls); |
+ for (int i = 0; i < fVaryingShaderVars.count(); ++i) { |
+ fVaryingShaderVars[i].fVertexOutput.appendDecl(fProgramBuilder->glslCaps(), outputDecls); |
+ outputDecls->append(";"); |
+ } |
} |
void GrGLSLVaryingHandler::getGeomDecls(SkString* inputDecls, SkString* outputDecls) const { |
- this->appendDecls(fGeomInputs, inputDecls); |
- this->appendDecls(fGeomOutputs, outputDecls); |
+ for (int i = 0; i < fVaryingShaderVars.count(); ++i) { |
+ fVaryingShaderVars[i].fGeomInput.appendDecl(fProgramBuilder->glslCaps(), outputDecls); |
+ outputDecls->append(";"); |
+ fVaryingShaderVars[i].fGeomOutput.appendDecl(fProgramBuilder->glslCaps(), outputDecls); |
+ outputDecls->append(";"); |
+ } |
} |
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); |
+ for (int i = 0; i < fVaryingShaderVars.count(); ++i) { |
+ fVaryingShaderVars[i].fFragInput.appendDecl(fProgramBuilder->glslCaps(), outputDecls); |
+ outputDecls->append(";"); |
+ } |
this->appendDecls(fFragOutputs, outputDecls); |
} |