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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"; } | |
17 static const char* coverage_attribute_name() { return "inCoverage"; } | |
18 | |
19 GrGLVertexBuilder::GrGLVertexBuilder(GrGLProgramBuilder* program) | 16 GrGLVertexBuilder::GrGLVertexBuilder(GrGLProgramBuilder* program) |
20 : INHERITED(program) | 17 : INHERITED(program) |
21 , fPositionVar(NULL) | 18 , fRtAdjustName(NULL) { |
22 , fLocalCoordsVar(NULL) | |
23 , fRtAdjustName(NULL) | |
24 , fEffectAttribOffset(0) { | |
25 } | 19 } |
26 | 20 |
27 void GrGLVertexBuilder::addVarying(const char* name, GrGLVarying* v) { | 21 void GrGLVertexBuilder::addVarying(const char* name, GrGLVarying* v) { |
28 fOutputs.push_back(); | 22 fOutputs.push_back(); |
29 fOutputs.back().setType(v->fType); | 23 fOutputs.back().setType(v->fType); |
30 fOutputs.back().setTypeModifier(GrGLShaderVar::kVaryingOut_TypeModifier); | 24 fOutputs.back().setTypeModifier(GrGLShaderVar::kVaryingOut_TypeModifier); |
31 fProgramBuilder->nameVariable(fOutputs.back().accessName(), 'v', name); | 25 fProgramBuilder->nameVariable(fOutputs.back().accessName(), 'v', name); |
32 v->fVsOut = fOutputs.back().getName().c_str(); | 26 v->fVsOut = fOutputs.back().getName().c_str(); |
33 } | 27 } |
34 | 28 |
35 void GrGLVertexBuilder::setupUniformViewMatrix() { | 29 void GrGLVertexBuilder::setupUniformViewMatrix() { |
36 fProgramBuilder->fUniformHandles.fViewMatrixUni = | 30 fProgramBuilder->fUniformHandles.fViewMatrixUni = |
37 fProgramBuilder->addUniform(GrGLProgramBuilder::kVertex_Visibility, | 31 fProgramBuilder->addUniform(GrGLProgramBuilder::kVertex_Visibility, |
38 kMat33f_GrSLType, | 32 kMat33f_GrSLType, |
39 this->uViewM()); | 33 this->uViewM()); |
40 } | 34 } |
41 | 35 |
42 void GrGLVertexBuilder::setupPositionAndLocalCoords() { | 36 void GrGLVertexBuilder::emitAttributes(const GrGeometryProcessor& gp) { |
43 // Setup position | 37 const GrGeometryProcessor::VertexAttribArray& v = gp.getAttribs(); |
44 this->codeAppendf("vec3 %s;", this->glPosition()); | 38 int vaCount = v.count(); |
45 | 39 for (int i = 0; i < vaCount; i++) { |
46 // setup position and local coords attribute | 40 this->addAttribute(&v[i]); |
47 fPositionVar = &fInputs.push_back(); | |
48 fPositionVar->set(kVec2f_GrSLType, | |
49 GrGLShaderVar::kAttribute_TypeModifier, | |
50 this->inPosition()); | |
51 if (-1 != fProgramBuilder->header().fLocalCoordAttributeIndex) { | |
52 fLocalCoordsVar = &fInputs.push_back(); | |
53 fLocalCoordsVar->set(kVec2f_GrSLType, | |
54 GrGLShaderVar::kAttribute_TypeModifier, | |
55 "inLocalCoords"); | |
56 } else { | |
57 fLocalCoordsVar = fPositionVar; | |
58 } | 41 } |
59 fEffectAttribOffset = fInputs.count(); | 42 return; |
60 } | |
61 | |
62 void GrGLVertexBuilder::setupBuiltinVertexAttribute(const char* inName, GrGLSLEx
pr1* out) { | |
63 GrGLVertToFrag v(kFloat_GrSLType); | |
64 fProgramBuilder->addVarying(inName, &v); | |
65 SkString name(inName); | |
66 name.prepend("in"); | |
67 this->addAttribute(GrShaderVar(name.c_str(), | |
68 kFloat_GrSLType, | |
69 GrShaderVar::kAttribute_TypeModifier)); | |
70 this->codeAppendf("%s = %s;", v.vsOut(), name.c_str()); | |
71 *out = v.fsIn(); | |
72 fEffectAttribOffset++; | |
73 } | |
74 | |
75 void GrGLVertexBuilder::setupBuiltinVertexAttribute(const char* inName, GrGLSLEx
pr4* out) { | |
76 GrGLVertToFrag v(kVec4f_GrSLType); | |
77 fProgramBuilder->addVarying(inName, &v); | |
78 SkString name(inName); | |
79 name.prepend("in"); | |
80 this->addAttribute(GrShaderVar(name.c_str(), | |
81 kVec4f_GrSLType, | |
82 GrShaderVar::kAttribute_TypeModifier)); | |
83 this->codeAppendf("%s = %s;", v.vsOut(), name.c_str()); | |
84 *out = v.fsIn(); | |
85 fEffectAttribOffset++; | |
86 } | |
87 | |
88 void GrGLVertexBuilder::emitAttributes(const GrGeometryProcessor& gp) { | |
89 const GrGeometryProcessor::VertexAttribArray& vars = gp.getVertexAttribs(); | |
90 int numAttributes = vars.count(); | |
91 for (int a = 0; a < numAttributes; ++a) { | |
92 this->addAttribute(vars[a]); | |
93 } | |
94 } | 43 } |
95 | 44 |
96 void GrGLVertexBuilder::transformToNormalizedDeviceSpace() { | 45 void GrGLVertexBuilder::transformToNormalizedDeviceSpace() { |
97 // setup RT Uniform | 46 // setup RT Uniform |
98 fProgramBuilder->fUniformHandles.fRTAdjustmentUni = | 47 fProgramBuilder->fUniformHandles.fRTAdjustmentUni = |
99 fProgramBuilder->addUniform(GrGLProgramBuilder::kVertex_Visibility, | 48 fProgramBuilder->addUniform(GrGLProgramBuilder::kVertex_Visibility, |
100 kVec4f_GrSLType, | 49 kVec4f_GrSLType, |
101 fProgramBuilder->rtAdjustment(), | 50 fProgramBuilder->rtAdjustment(), |
102 &fRtAdjustName); | 51 &fRtAdjustName); |
103 // Wire transforms | 52 // Wire transforms |
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117 } | 66 } |
118 } | 67 } |
119 | 68 |
120 // Transform from Skia's device coords to GL's normalized device coords. | 69 // 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);", | 70 this->codeAppendf("gl_Position = vec4(dot(%s.xz, %s.xy), dot(%s.yz, %s.zw),
0, %s.z);", |
122 this->glPosition(), fRtAdjustName, this->glPosition(), fRt
AdjustName, | 71 this->glPosition(), fRtAdjustName, this->glPosition(), fRt
AdjustName, |
123 this->glPosition()); | 72 this->glPosition()); |
124 } | 73 } |
125 | 74 |
126 void GrGLVertexBuilder::bindVertexAttributes(GrGLuint programID) { | 75 void GrGLVertexBuilder::bindVertexAttributes(GrGLuint programID) { |
127 // Bind the attrib locations to same values for all shaders | 76 const GrGeometryProcessor* gp = fProgramBuilder->fOptState.getGeometryProces
sor(); |
128 const GrProgramDesc::KeyHeader& header = fProgramBuilder->header(); | 77 |
129 SkASSERT(-1 != header.fPositionAttributeIndex); | 78 const GrGeometryProcessor::VertexAttribArray& v = gp->getAttribs(); |
130 GL_CALL(BindAttribLocation(programID, | 79 int vaCount = v.count(); |
131 header.fPositionAttributeIndex, | 80 for (int i = 0; i < vaCount; i++) { |
132 fPositionVar->c_str())); | 81 GL_CALL(BindAttribLocation(programID, i, v[i].fName)); |
133 if (-1 != header.fLocalCoordAttributeIndex) { | |
134 GL_CALL(BindAttribLocation(programID, | |
135 header.fLocalCoordAttributeIndex, | |
136 fLocalCoordsVar->c_str())); | |
137 } | 82 } |
138 if (-1 != header.fColorAttributeIndex) { | 83 return; |
139 GL_CALL(BindAttribLocation(programID, | |
140 header.fColorAttributeIndex, | |
141 color_attribute_name())); | |
142 } | |
143 if (-1 != header.fCoverageAttributeIndex) { | |
144 GL_CALL(BindAttribLocation(programID, | |
145 header.fCoverageAttributeIndex, | |
146 coverage_attribute_name())); | |
147 } | |
148 | |
149 const GrOptDrawState& optState = fProgramBuilder->optState(); | |
150 const GrVertexAttrib* vaPtr = optState.getVertexAttribs(); | |
151 const int vaCount = optState.getVertexAttribCount(); | |
152 | |
153 // We start binding attributes after builtins | |
154 int i = fEffectAttribOffset; | |
155 for (int index = 0; index < vaCount; index++) { | |
156 if (kGeometryProcessor_GrVertexAttribBinding != vaPtr[index].fBinding) { | |
157 continue; | |
158 } | |
159 SkASSERT(index != header.fPositionAttributeIndex && | |
160 index != header.fLocalCoordAttributeIndex && | |
161 index != header.fColorAttributeIndex && | |
162 index != header.fCoverageAttributeIndex); | |
163 // We should never find another effect attribute if we have bound everyt
hing | |
164 SkASSERT(i < fInputs.count()); | |
165 GL_CALL(BindAttribLocation(programID, index, fInputs[i].c_str())); | |
166 i++; | |
167 } | |
168 // Make sure we bound everything | |
169 SkASSERT(fInputs.count() == i); | |
170 } | 84 } |
171 | 85 |
172 bool GrGLVertexBuilder::compileAndAttachShaders(GrGLuint programId, | 86 bool GrGLVertexBuilder::compileAndAttachShaders(GrGLuint programId, |
173 SkTDArray<GrGLuint>* shaderIds) const { | 87 SkTDArray<GrGLuint>* shaderIds) const { |
174 GrGpuGL* gpu = fProgramBuilder->gpu(); | 88 GrGpuGL* gpu = fProgramBuilder->gpu(); |
175 const GrGLContext& glCtx = gpu->glContext(); | 89 const GrGLContext& glCtx = gpu->glContext(); |
176 const GrGLContextInfo& ctxInfo = gpu->ctxInfo(); | 90 const GrGLContextInfo& ctxInfo = gpu->ctxInfo(); |
177 SkString vertShaderSrc(GrGetGLSLVersionDecl(ctxInfo)); | 91 SkString vertShaderSrc(GrGetGLSLVersionDecl(ctxInfo)); |
178 fProgramBuilder->appendUniformDecls(GrGLProgramBuilder::kVertex_Visibility,
&vertShaderSrc); | 92 fProgramBuilder->appendUniformDecls(GrGLProgramBuilder::kVertex_Visibility,
&vertShaderSrc); |
179 this->appendDecls(fInputs, &vertShaderSrc); | 93 this->appendDecls(fInputs, &vertShaderSrc); |
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196 for (int i = 0; i < fInputs.count(); ++i) { | 110 for (int i = 0; i < fInputs.count(); ++i) { |
197 const GrGLShaderVar& attr = fInputs[i]; | 111 const GrGLShaderVar& attr = fInputs[i]; |
198 // if attribute already added, don't add it again | 112 // if attribute already added, don't add it again |
199 if (attr.getName().equals(var.getName())) { | 113 if (attr.getName().equals(var.getName())) { |
200 return false; | 114 return false; |
201 } | 115 } |
202 } | 116 } |
203 fInputs.push_back(var); | 117 fInputs.push_back(var); |
204 return true; | 118 return true; |
205 } | 119 } |
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