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

Issue 691313003: Revert of Default geometry processor (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: 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)
24 , fEffectAttribOffset(0) { 23 , fEffectAttribOffset(0) {
25 } 24 }
26 25
27 void GrGLVertexBuilder::addVarying(const char* name, GrGLVarying* v) { 26 void GrGLVertexBuilder::addVarying(const char* name, GrGLVarying* v) {
28 fOutputs.push_back(); 27 fOutputs.push_back();
29 fOutputs.back().setType(v->fType); 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 v->fVsOut = fOutputs.back().getName().c_str(); 31 v->fVsOut = fOutputs.back().getName().c_str();
33 } 32 }
34 33
35 void GrGLVertexBuilder::setupUniformViewMatrix() { 34 void GrGLVertexBuilder::setupLocalCoords() {
36 fProgramBuilder->fUniformHandles.fViewMatrixUni =
37 fProgramBuilder->addUniform(GrGLProgramBuilder::kVertex_Visibility,
38 kMat33f_GrSLType,
39 this->uViewM());
40 }
41
42 void GrGLVertexBuilder::setupPositionAndLocalCoords() {
43 // Setup position
44 this->codeAppendf("vec3 %s;", this->glPosition());
45
46 // setup position and local coords attribute
47 fPositionVar = &fInputs.push_back(); 35 fPositionVar = &fInputs.push_back();
48 fPositionVar->set(kVec2f_GrSLType, 36 fPositionVar->set(kVec2f_GrSLType, GrGLShaderVar::kAttribute_TypeModifier, " inPosition");
49 GrGLShaderVar::kAttribute_TypeModifier,
50 this->inPosition());
51 if (-1 != fProgramBuilder->header().fLocalCoordAttributeIndex) { 37 if (-1 != fProgramBuilder->header().fLocalCoordAttributeIndex) {
52 fLocalCoordsVar = &fInputs.push_back(); 38 fLocalCoordsVar = &fInputs.push_back();
53 fLocalCoordsVar->set(kVec2f_GrSLType, 39 fLocalCoordsVar->set(kVec2f_GrSLType,
54 GrGLShaderVar::kAttribute_TypeModifier, 40 GrGLShaderVar::kAttribute_TypeModifier,
55 "inLocalCoords"); 41 "inLocalCoords");
56 } else { 42 } else {
57 fLocalCoordsVar = fPositionVar; 43 fLocalCoordsVar = fPositionVar;
58 } 44 }
59 fEffectAttribOffset = fInputs.count(); 45 fEffectAttribOffset = fInputs.count();
60 } 46 }
61 47
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
62 void GrGLVertexBuilder::setupBuiltinVertexAttribute(const char* inName, GrGLSLEx pr1* out) { 60 void GrGLVertexBuilder::setupBuiltinVertexAttribute(const char* inName, GrGLSLEx pr1* out) {
63 GrGLVertToFrag v(kFloat_GrSLType); 61 GrGLVertToFrag v(kFloat_GrSLType);
64 fProgramBuilder->addVarying(inName, &v); 62 fProgramBuilder->addVarying(inName, &v);
65 SkString name(inName); 63 SkString name(inName);
66 name.prepend("in"); 64 name.prepend("in");
67 this->addAttribute(GrShaderVar(name.c_str(), 65 this->addAttribute(GrShaderVar(name.c_str(),
68 kFloat_GrSLType, 66 kFloat_GrSLType,
69 GrShaderVar::kAttribute_TypeModifier)); 67 GrShaderVar::kAttribute_TypeModifier));
70 this->codeAppendf("%s = %s;", v.vsOut(), name.c_str()); 68 this->codeAppendf("%s = %s;", v.vsOut(), name.c_str());
71 *out = v.fsIn(); 69 *out = v.fsIn();
(...skipping 14 matching lines...) Expand all
86 } 84 }
87 85
88 void GrGLVertexBuilder::emitAttributes(const GrGeometryProcessor& gp) { 86 void GrGLVertexBuilder::emitAttributes(const GrGeometryProcessor& gp) {
89 const GrGeometryProcessor::VertexAttribArray& vars = gp.getVertexAttribs(); 87 const GrGeometryProcessor::VertexAttribArray& vars = gp.getVertexAttribs();
90 int numAttributes = vars.count(); 88 int numAttributes = vars.count();
91 for (int a = 0; a < numAttributes; ++a) { 89 for (int a = 0; a < numAttributes; ++a) {
92 this->addAttribute(vars[a]); 90 this->addAttribute(vars[a]);
93 } 91 }
94 } 92 }
95 93
96 void GrGLVertexBuilder::transformToNormalizedDeviceSpace() { 94 void GrGLVertexBuilder::transformSkiaToGLCoords() {
97 // setup RT Uniform 95 const char* rtAdjustName;
98 fProgramBuilder->fUniformHandles.fRTAdjustmentUni = 96 fProgramBuilder->fUniformHandles.fRTAdjustmentUni =
99 fProgramBuilder->addUniform(GrGLProgramBuilder::kVertex_Visibility, 97 fProgramBuilder->addUniform(GrGLProgramBuilder::kVertex_Visibility,
100 kVec4f_GrSLType, 98 kVec4f_GrSLType,
101 fProgramBuilder->rtAdjustment(), 99 "rtAdjustment",
102 &fRtAdjustName); 100 &rtAdjustName);
103 // Wire transforms
104 SkTArray<GrGLProgramBuilder::TransformVarying, true>& transVs = fProgramBuil der->fCoordVaryings;
105 int transformCount = transVs.count();
106 for (int i = 0; i < transformCount; i++) {
107 const char* coords = transVs[i].fSourceCoords.c_str();
108
109 // varying = matrix * coords (logically)
110 const GrGLVarying& v = transVs[i].fV;
111 if (kVec2f_GrSLType == v.fType) {
112 this->codeAppendf("%s = (%s * vec3(%s, 1)).xy;", v.fVsOut, transVs[i ].fUniName.c_str(),
113 coords);
114 } else {
115 this->codeAppendf("%s = %s * vec3(%s, 1);", v.fVsOut, transVs[i].fUn iName.c_str(),
116 coords);
117 }
118 }
119 101
120 // Transform from Skia's device coords to GL's normalized device coords. 102 // Transform from Skia's device coords to GL's normalized device coords.
121 this->codeAppendf("gl_Position = vec4(dot(%s.xz, %s.xy), dot(%s.yz, %s.zw), 0, %s.z);", 103 this->codeAppendf("gl_Position = vec4(dot(pos3.xz, %s.xy), dot(pos3.yz, %s.z w), 0, pos3.z);",
122 this->glPosition(), fRtAdjustName, this->glPosition(), fRt AdjustName, 104 rtAdjustName, rtAdjustName);
123 this->glPosition());
124 } 105 }
125 106
126 void GrGLVertexBuilder::bindVertexAttributes(GrGLuint programID) { 107 void GrGLVertexBuilder::bindVertexAttributes(GrGLuint programID) {
127 // Bind the attrib locations to same values for all shaders 108 // Bind the attrib locations to same values for all shaders
128 const GrProgramDesc::KeyHeader& header = fProgramBuilder->header(); 109 const GrProgramDesc::KeyHeader& header = fProgramBuilder->header();
129 SkASSERT(-1 != header.fPositionAttributeIndex); 110 SkASSERT(-1 != header.fPositionAttributeIndex);
130 GL_CALL(BindAttribLocation(programID, 111 GL_CALL(BindAttribLocation(programID,
131 header.fPositionAttributeIndex, 112 header.fPositionAttributeIndex,
132 fPositionVar->c_str())); 113 fPositionVar->c_str()));
133 if (-1 != header.fLocalCoordAttributeIndex) { 114 if (-1 != header.fLocalCoordAttributeIndex) {
(...skipping 62 matching lines...) Expand 10 before | Expand all | Expand 10 after
196 for (int i = 0; i < fInputs.count(); ++i) { 177 for (int i = 0; i < fInputs.count(); ++i) {
197 const GrGLShaderVar& attr = fInputs[i]; 178 const GrGLShaderVar& attr = fInputs[i];
198 // if attribute already added, don't add it again 179 // if attribute already added, don't add it again
199 if (attr.getName().equals(var.getName())) { 180 if (attr.getName().equals(var.getName())) {
200 return false; 181 return false;
201 } 182 }
202 } 183 }
203 fInputs.push_back(var); 184 fInputs.push_back(var);
204 return true; 185 return true;
205 } 186 }
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