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

Issue 761563002: First step to moving vertex attributes to the geometryProcessor (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: adding test to ignore Created 6 years 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"; }
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
(...skipping 13 matching lines...) Expand all
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);
(...skipping 16 matching lines...) Expand all
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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