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

Issue 788733003: Make addUniform take a precision (Closed) Base URL: https://skia.googlesource.com/skia.git@move_prec
Patch Set: rebase 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"
(...skipping 11 matching lines...) Expand all
22 fOutputs.push_back(); 22 fOutputs.push_back();
23 fOutputs.back().setType(v->fType); 23 fOutputs.back().setType(v->fType);
24 fOutputs.back().setTypeModifier(GrGLShaderVar::kVaryingOut_TypeModifier); 24 fOutputs.back().setTypeModifier(GrGLShaderVar::kVaryingOut_TypeModifier);
25 fProgramBuilder->nameVariable(fOutputs.back().accessName(), 'v', name); 25 fProgramBuilder->nameVariable(fOutputs.back().accessName(), 'v', name);
26 v->fVsOut = fOutputs.back().getName().c_str(); 26 v->fVsOut = fOutputs.back().getName().c_str();
27 } 27 }
28 28
29 void GrGLVertexBuilder::setupUniformViewMatrix() { 29 void GrGLVertexBuilder::setupUniformViewMatrix() {
30 fProgramBuilder->fUniformHandles.fViewMatrixUni = 30 fProgramBuilder->fUniformHandles.fViewMatrixUni =
31 fProgramBuilder->addUniform(GrGLProgramBuilder::kVertex_Visibility, 31 fProgramBuilder->addUniform(GrGLProgramBuilder::kVertex_Visibility,
32 kMat33f_GrSLType, 32 kMat33f_GrSLType, kDefault_GrSLPrecision ,
33 this->uViewM()); 33 this->uViewM());
34 } 34 }
35 35
36 void GrGLVertexBuilder::emitAttributes(const GrGeometryProcessor& gp) { 36 void GrGLVertexBuilder::emitAttributes(const GrGeometryProcessor& gp) {
37 const GrGeometryProcessor::VertexAttribArray& v = gp.getAttribs(); 37 const GrGeometryProcessor::VertexAttribArray& v = gp.getAttribs();
38 int vaCount = v.count(); 38 int vaCount = v.count();
39 for (int i = 0; i < vaCount; i++) { 39 for (int i = 0; i < vaCount; i++) {
40 this->addAttribute(&v[i]); 40 this->addAttribute(&v[i]);
41 } 41 }
42 return; 42 return;
43 } 43 }
44 44
45 void GrGLVertexBuilder::transformToNormalizedDeviceSpace() { 45 void GrGLVertexBuilder::transformToNormalizedDeviceSpace() {
46 // setup RT Uniform 46 // setup RT Uniform
47 fProgramBuilder->fUniformHandles.fRTAdjustmentUni = 47 fProgramBuilder->fUniformHandles.fRTAdjustmentUni =
48 fProgramBuilder->addUniform(GrGLProgramBuilder::kVertex_Visibility, 48 fProgramBuilder->addUniform(GrGLProgramBuilder::kVertex_Visibility,
49 kVec4f_GrSLType, 49 kVec4f_GrSLType, kDefault_GrSLPrecision,
50 fProgramBuilder->rtAdjustment(), 50 fProgramBuilder->rtAdjustment(),
51 &fRtAdjustName); 51 &fRtAdjustName);
52 // Wire transforms 52 // Wire transforms
53 SkTArray<GrGLProgramBuilder::TransformVarying, true>& transVs = fProgramBuil der->fCoordVaryings; 53 SkTArray<GrGLProgramBuilder::TransformVarying, true>& transVs = fProgramBuil der->fCoordVaryings;
54 int transformCount = transVs.count(); 54 int transformCount = transVs.count();
55 for (int i = 0; i < transformCount; i++) { 55 for (int i = 0; i < transformCount; i++) {
56 const char* coords = transVs[i].fSourceCoords.c_str(); 56 const char* coords = transVs[i].fSourceCoords.c_str();
57 57
58 // varying = matrix * coords (logically) 58 // varying = matrix * coords (logically)
59 const GrGLVarying& v = transVs[i].fV; 59 const GrGLVarying& v = transVs[i].fV;
(...skipping 50 matching lines...) Expand 10 before | Expand all | Expand 10 after
110 for (int i = 0; i < fInputs.count(); ++i) { 110 for (int i = 0; i < fInputs.count(); ++i) {
111 const GrGLShaderVar& attr = fInputs[i]; 111 const GrGLShaderVar& attr = fInputs[i];
112 // if attribute already added, don't add it again 112 // if attribute already added, don't add it again
113 if (attr.getName().equals(var.getName())) { 113 if (attr.getName().equals(var.getName())) {
114 return false; 114 return false;
115 } 115 }
116 } 116 }
117 fInputs.push_back(var); 117 fInputs.push_back(var);
118 return true; 118 return true;
119 } 119 }
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