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Side by Side Diff: src/gpu/gl/builders/GrGLVertexShaderBuilder.cpp

Issue 671023002: Added varying struct (Closed) Base URL: https://skia.googlesource.com/skia.git@gp_emit_struct
Patch Set: cleanup Created 6 years, 2 months 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 "GrGLVertexShaderBuilder.h" 8 #include "GrGLVertexShaderBuilder.h"
9 #include "GrGLProgramBuilder.h" 9 #include "GrGLProgramBuilder.h"
10 #include "GrGLShaderStringBuilder.h" 10 #include "GrGLShaderStringBuilder.h"
11 #include "../GrGpuGL.h" 11 #include "../GrGpuGL.h"
12 12
13 #define GL_CALL(X) GR_GL_CALL(fProgramBuilder->gpu()->glInterface(), X) 13 #define GL_CALL(X) GR_GL_CALL(fProgramBuilder->gpu()->glInterface(), X)
14 #define GL_CALL_RET(R, X) GR_GL_CALL_RET(fProgramBuilder->gpu()->glInterface(), R, X) 14 #define GL_CALL_RET(R, X) GR_GL_CALL_RET(fProgramBuilder->gpu()->glInterface(), R, X)
15 15
16 static const char* color_attribute_name() { return "inColor"; } 16 static const char* color_attribute_name() { return "inColor"; }
17 static const char* coverage_attribute_name() { return "inCoverage"; } 17 static const char* coverage_attribute_name() { return "inCoverage"; }
18 18
19 GrGLVertexBuilder::GrGLVertexBuilder(GrGLProgramBuilder* program) 19 GrGLVertexBuilder::GrGLVertexBuilder(GrGLProgramBuilder* program)
20 : INHERITED(program) 20 : INHERITED(program)
21 , fPositionVar(NULL) 21 , fPositionVar(NULL)
22 , fLocalCoordsVar(NULL) 22 , fLocalCoordsVar(NULL)
23 , fEffectAttribOffset(0) { 23 , fEffectAttribOffset(0) {
24 } 24 }
25 25
26 SkString* GrGLVertexBuilder::addVarying(GrSLType type, const char* name, 26 void GrGLVertexBuilder::addVarying(const char* name, GrGLVarying* v) {
27 const char** vsOutName) {
28 fOutputs.push_back(); 27 fOutputs.push_back();
29 fOutputs.back().setType(type); 28 fOutputs.back().setType(v->fType);
30 fOutputs.back().setTypeModifier(GrGLShaderVar::kVaryingOut_TypeModifier); 29 fOutputs.back().setTypeModifier(GrGLShaderVar::kVaryingOut_TypeModifier);
31 fProgramBuilder->nameVariable(fOutputs.back().accessName(), 'v', name); 30 fProgramBuilder->nameVariable(fOutputs.back().accessName(), 'v', name);
32 31 v->fVsOut = fOutputs.back().getName().c_str();
33 if (vsOutName) {
34 *vsOutName = fOutputs.back().getName().c_str();
35 }
36 return fOutputs.back().accessName();
37 } 32 }
38 33
39 void GrGLVertexBuilder::setupLocalCoords() { 34 void GrGLVertexBuilder::setupLocalCoords() {
40 fPositionVar = &fInputs.push_back(); 35 fPositionVar = &fInputs.push_back();
41 fPositionVar->set(kVec2f_GrSLType, GrGLShaderVar::kAttribute_TypeModifier, " inPosition"); 36 fPositionVar->set(kVec2f_GrSLType, GrGLShaderVar::kAttribute_TypeModifier, " inPosition");
42 if (-1 != fProgramBuilder->header().fLocalCoordAttributeIndex) { 37 if (-1 != fProgramBuilder->header().fLocalCoordAttributeIndex) {
43 fLocalCoordsVar = &fInputs.push_back(); 38 fLocalCoordsVar = &fInputs.push_back();
44 fLocalCoordsVar->set(kVec2f_GrSLType, 39 fLocalCoordsVar->set(kVec2f_GrSLType,
45 GrGLShaderVar::kAttribute_TypeModifier, 40 GrGLShaderVar::kAttribute_TypeModifier,
46 "inLocalCoords"); 41 "inLocalCoords");
47 } else { 42 } else {
48 fLocalCoordsVar = fPositionVar; 43 fLocalCoordsVar = fPositionVar;
49 } 44 }
50 fEffectAttribOffset = fInputs.count(); 45 fEffectAttribOffset = fInputs.count();
51 } 46 }
52 47
53 void GrGLVertexBuilder::transformGLToSkiaCoords() { 48 void GrGLVertexBuilder::transformGLToSkiaCoords() {
54 const char* viewMName; 49 const char* viewMName;
55 fProgramBuilder->fUniformHandles.fViewMatrixUni = 50 fProgramBuilder->fUniformHandles.fViewMatrixUni =
56 fProgramBuilder->addUniform(GrGLProgramBuilder::kVertex_Visibility, 51 fProgramBuilder->addUniform(GrGLProgramBuilder::kVertex_Visibility,
57 kMat33f_GrSLType, 52 kMat33f_GrSLType,
58 "ViewM", 53 "ViewM",
59 &viewMName); 54 &viewMName);
60 55
61 // Transform the position into Skia's device coords. 56 // Transform the position into Skia's device coords.
62 this->codeAppendf("vec3 pos3 = %s * vec3(%s, 1);", viewMName, fPositionVar-> c_str()); 57 this->codeAppendf("vec3 pos3 = %s * vec3(%s, 1);", viewMName, fPositionVar-> c_str());
63 } 58 }
64 59
65 void GrGLVertexBuilder::setupBuiltinVertexAttribute(const char* inName, GrGLSLEx pr4* out) { 60 void GrGLVertexBuilder::setupBuiltinVertexAttribute(const char* inName, GrGLSLEx pr4* out) {
61 GrGLVertToFrag v(kVec4f_GrSLType);
62 fProgramBuilder->addVarying(inName, &v);
66 SkString name(inName); 63 SkString name(inName);
67 const char *vsName, *fsName;
68 fProgramBuilder->addVarying(kVec4f_GrSLType, name.c_str(), &vsName, &fsName) ;
69 name.prepend("in"); 64 name.prepend("in");
70 this->addAttribute(GrShaderVar(name.c_str(), 65 this->addAttribute(GrShaderVar(name.c_str(),
71 kVec4f_GrSLType, 66 kVec4f_GrSLType,
72 GrShaderVar::kAttribute_TypeModifier)); 67 GrShaderVar::kAttribute_TypeModifier));
73 this->codeAppendf("%s = %s;", vsName, name.c_str()); 68 this->codeAppendf("%s = %s;", v.vsOut(), name.c_str());
74 *out = fsName; 69 *out = v.fsIn();
75 fEffectAttribOffset++; 70 fEffectAttribOffset++;
76 } 71 }
77 72
78 void GrGLVertexBuilder::emitAttributes(const GrGeometryProcessor& gp) { 73 void GrGLVertexBuilder::emitAttributes(const GrGeometryProcessor& gp) {
79 const GrGeometryProcessor::VertexAttribArray& vars = gp.getVertexAttribs(); 74 const GrGeometryProcessor::VertexAttribArray& vars = gp.getVertexAttribs();
80 int numAttributes = vars.count(); 75 int numAttributes = vars.count();
81 for (int a = 0; a < numAttributes; ++a) { 76 for (int a = 0; a < numAttributes; ++a) {
82 this->addAttribute(vars[a]); 77 this->addAttribute(vars[a]);
83 } 78 }
84 } 79 }
(...skipping 84 matching lines...) Expand 10 before | Expand all | Expand 10 after
169 for (int i = 0; i < fInputs.count(); ++i) { 164 for (int i = 0; i < fInputs.count(); ++i) {
170 const GrGLShaderVar& attr = fInputs[i]; 165 const GrGLShaderVar& attr = fInputs[i];
171 // if attribute already added, don't add it again 166 // if attribute already added, don't add it again
172 if (attr.getName().equals(var.getName())) { 167 if (attr.getName().equals(var.getName())) {
173 return false; 168 return false;
174 } 169 }
175 } 170 }
176 fInputs.push_back(var); 171 fInputs.push_back(var);
177 return true; 172 return true;
178 } 173 }
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