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

Issue 678953002: Default geometry processor (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: feedback incorporated Created 6 years, 1 month 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 , fRtAdjustName(NULL)
23 , fEffectAttribOffset(0) { 24 , fEffectAttribOffset(0) {
24 } 25 }
25 26
26 void GrGLVertexBuilder::addVarying(const char* name, GrGLVarying* v) { 27 void GrGLVertexBuilder::addVarying(const char* name, GrGLVarying* v) {
27 fOutputs.push_back(); 28 fOutputs.push_back();
28 fOutputs.back().setType(v->fType); 29 fOutputs.back().setType(v->fType);
29 fOutputs.back().setTypeModifier(GrGLShaderVar::kVaryingOut_TypeModifier); 30 fOutputs.back().setTypeModifier(GrGLShaderVar::kVaryingOut_TypeModifier);
30 fProgramBuilder->nameVariable(fOutputs.back().accessName(), 'v', name); 31 fProgramBuilder->nameVariable(fOutputs.back().accessName(), 'v', name);
31 v->fVsOut = fOutputs.back().getName().c_str(); 32 v->fVsOut = fOutputs.back().getName().c_str();
32 } 33 }
33 34
35 void GrGLVertexBuilder::setupUniformViewMatrix() {
36 fProgramBuilder->fUniformHandles.fViewMatrixUni =
37 fProgramBuilder->addUniform(
38 GrGLProgramBuilder::kVertex_Visibility,
39 kMat33f_GrSLType,
40 fProgramBuilder->optState().getGeometryProcessor()->uViewM() );
41 }
42
34 void GrGLVertexBuilder::setupLocalCoords() { 43 void GrGLVertexBuilder::setupLocalCoords() {
35 fPositionVar = &fInputs.push_back(); 44 fPositionVar = &fInputs.push_back();
36 fPositionVar->set(kVec2f_GrSLType, GrGLShaderVar::kAttribute_TypeModifier, " inPosition"); 45 fPositionVar->set(kVec2f_GrSLType,
46 GrGLShaderVar::kAttribute_TypeModifier,
47 fProgramBuilder->fOptState.getGeometryProcessor()->inPosit ion());
37 if (-1 != fProgramBuilder->header().fLocalCoordAttributeIndex) { 48 if (-1 != fProgramBuilder->header().fLocalCoordAttributeIndex) {
38 fLocalCoordsVar = &fInputs.push_back(); 49 fLocalCoordsVar = &fInputs.push_back();
39 fLocalCoordsVar->set(kVec2f_GrSLType, 50 fLocalCoordsVar->set(kVec2f_GrSLType,
40 GrGLShaderVar::kAttribute_TypeModifier, 51 GrGLShaderVar::kAttribute_TypeModifier,
41 "inLocalCoords"); 52 "inLocalCoords");
42 } else { 53 } else {
43 fLocalCoordsVar = fPositionVar; 54 fLocalCoordsVar = fPositionVar;
44 } 55 }
45 fEffectAttribOffset = fInputs.count(); 56 fEffectAttribOffset = fInputs.count();
46 } 57 }
47 58
48 void GrGLVertexBuilder::transformGLToSkiaCoords() {
49 const char* viewMName;
50 fProgramBuilder->fUniformHandles.fViewMatrixUni =
51 fProgramBuilder->addUniform(GrGLProgramBuilder::kVertex_Visibility,
52 kMat33f_GrSLType,
53 "ViewM",
54 &viewMName);
55
56 // Transform the position into Skia's device coords.
57 this->codeAppendf("vec3 pos3 = %s * vec3(%s, 1);", viewMName, fPositionVar-> c_str());
58 }
59
60 void GrGLVertexBuilder::setupBuiltinVertexAttribute(const char* inName, GrGLSLEx pr1* out) { 59 void GrGLVertexBuilder::setupBuiltinVertexAttribute(const char* inName, GrGLSLEx pr1* out) {
61 GrGLVertToFrag v(kFloat_GrSLType); 60 GrGLVertToFrag v(kFloat_GrSLType);
62 fProgramBuilder->addVarying(inName, &v); 61 fProgramBuilder->addVarying(inName, &v);
63 SkString name(inName); 62 SkString name(inName);
64 name.prepend("in"); 63 name.prepend("in");
65 this->addAttribute(GrShaderVar(name.c_str(), 64 this->addAttribute(GrShaderVar(name.c_str(),
66 kFloat_GrSLType, 65 kFloat_GrSLType,
67 GrShaderVar::kAttribute_TypeModifier)); 66 GrShaderVar::kAttribute_TypeModifier));
68 this->codeAppendf("%s = %s;", v.vsOut(), name.c_str()); 67 this->codeAppendf("%s = %s;", v.vsOut(), name.c_str());
69 *out = v.fsIn(); 68 *out = v.fsIn();
(...skipping 14 matching lines...) Expand all
84 } 83 }
85 84
86 void GrGLVertexBuilder::emitAttributes(const GrGeometryProcessor& gp) { 85 void GrGLVertexBuilder::emitAttributes(const GrGeometryProcessor& gp) {
87 const GrGeometryProcessor::VertexAttribArray& vars = gp.getVertexAttribs(); 86 const GrGeometryProcessor::VertexAttribArray& vars = gp.getVertexAttribs();
88 int numAttributes = vars.count(); 87 int numAttributes = vars.count();
89 for (int a = 0; a < numAttributes; ++a) { 88 for (int a = 0; a < numAttributes; ++a) {
90 this->addAttribute(vars[a]); 89 this->addAttribute(vars[a]);
91 } 90 }
92 } 91 }
93 92
94 void GrGLVertexBuilder::transformSkiaToGLCoords() { 93 void GrGLVertexBuilder::transformPositionToDeviceSpace(const char* pos3) {
95 const char* rtAdjustName; 94 // setup RT Uniform
96 fProgramBuilder->fUniformHandles.fRTAdjustmentUni = 95 fProgramBuilder->fUniformHandles.fRTAdjustmentUni =
97 fProgramBuilder->addUniform(GrGLProgramBuilder::kVertex_Visibility, 96 fProgramBuilder->addUniform(GrGLProgramBuilder::kVertex_Visibility,
98 kVec4f_GrSLType, 97 kVec4f_GrSLType,
99 "rtAdjustment", 98 fProgramBuilder->rtAdjustment(),
100 &rtAdjustName); 99 &fRtAdjustName);
100 // Wire transforms
101 SkTArray<GrGLProgramBuilder::TransformVarying, true>& transVs = fProgramBuil der->fCoordVaryings;
102 int transformCount = transVs.count();
103 for (int i = 0; i < transformCount; i++) {
104 const char* coords = transVs[i].fSourceCoords.c_str();
105
106 // varying = matrix * coords (logically)
107 const GrGLVarying& v = transVs[i].fV;
108 if (kVec2f_GrSLType == v.fType) {
109 this->codeAppendf("%s = (%s * vec3(%s, 1)).xy;", v.fVsOut, transVs[i ].fUniName.c_str(),
110 coords);
111 } else {
112 this->codeAppendf("%s = %s * vec3(%s, 1);", v.fVsOut, transVs[i].fUn iName.c_str(),
113 coords);
114 }
115 }
101 116
102 // Transform from Skia's device coords to GL's normalized device coords. 117 // Transform from Skia's device coords to GL's normalized device coords.
103 this->codeAppendf("gl_Position = vec4(dot(pos3.xz, %s.xy), dot(pos3.yz, %s.z w), 0, pos3.z);", 118 this->codeAppendf("gl_Position = vec4(dot(%s.xz, %s.xy), dot(%s.yz, %s.zw), 0, %s.z);",
104 rtAdjustName, rtAdjustName); 119 pos3, fRtAdjustName, pos3, fRtAdjustName, pos3);
105 } 120 }
106 121
107 void GrGLVertexBuilder::bindVertexAttributes(GrGLuint programID) { 122 void GrGLVertexBuilder::bindVertexAttributes(GrGLuint programID) {
108 // Bind the attrib locations to same values for all shaders 123 // Bind the attrib locations to same values for all shaders
109 const GrProgramDesc::KeyHeader& header = fProgramBuilder->header(); 124 const GrProgramDesc::KeyHeader& header = fProgramBuilder->header();
110 SkASSERT(-1 != header.fPositionAttributeIndex); 125 SkASSERT(-1 != header.fPositionAttributeIndex);
111 GL_CALL(BindAttribLocation(programID, 126 GL_CALL(BindAttribLocation(programID,
112 header.fPositionAttributeIndex, 127 header.fPositionAttributeIndex,
113 fPositionVar->c_str())); 128 fPositionVar->c_str()));
114 if (-1 != header.fLocalCoordAttributeIndex) { 129 if (-1 != header.fLocalCoordAttributeIndex) {
(...skipping 62 matching lines...) Expand 10 before | Expand all | Expand 10 after
177 for (int i = 0; i < fInputs.count(); ++i) { 192 for (int i = 0; i < fInputs.count(); ++i) {
178 const GrGLShaderVar& attr = fInputs[i]; 193 const GrGLShaderVar& attr = fInputs[i];
179 // if attribute already added, don't add it again 194 // if attribute already added, don't add it again
180 if (attr.getName().equals(var.getName())) { 195 if (attr.getName().equals(var.getName())) {
181 return false; 196 return false;
182 } 197 }
183 } 198 }
184 fInputs.push_back(var); 199 fInputs.push_back(var);
185 return true; 200 return true;
186 } 201 }
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