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

Issue 812063002: Change to create device coord coordset (Closed) Base URL: https://skia.googlesource.com/skia.git@vm-off-context
Patch Set: ignoring bleed 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 35 matching lines...) Expand 10 before | Expand all | Expand 10 after
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, kDefault_GrSLPrecision, 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 GrCoordSet coordSet = transVs[i].fCoordSet;
57 const char* coords;
58 switch (coordSet) {
59 default:
60 SkFAIL("Case missing");
61 case kPosition_GrCoordSet:
62 coords = this->positionCoords();
63 break;
64 case kLocal_GrCoordSet:
65 coords = this->localCoords();
66 break;
67 case kDevice_GrCoordSet:
68 coords = this->glPosition();
69 break;
70 }
57 71
58 // varying = matrix * coords (logically) 72 // varying = matrix * coords (logically)
59 const GrGLVarying& v = transVs[i].fV; 73 const GrGLVarying& v = transVs[i].fV;
60 if (kVec2f_GrSLType == v.fType) { 74 if (kDevice_GrCoordSet == coordSet) {
61 this->codeAppendf("%s = (%s * vec3(%s, 1)).xy;", v.fVsOut, transVs[i ].fUniName.c_str(), 75 if (kVec2f_GrSLType == v.fType) {
62 coords); 76 this->codeAppendf("%s = (%s * %s).xy;", v.fVsOut, transVs[i].fUn iName.c_str(),
77 coords);
78 } else {
79 this->codeAppendf("%s = %s * %s;", v.fVsOut, transVs[i].fUniName .c_str(), coords);
80 }
63 } else { 81 } else {
64 this->codeAppendf("%s = %s * vec3(%s, 1);", v.fVsOut, transVs[i].fUn iName.c_str(), 82 if (kVec2f_GrSLType == v.fType) {
65 coords); 83 this->codeAppendf("%s = (%s * vec3(%s, 1)).xy;", v.fVsOut, trans Vs[i].fUniName.c_str(),
84 coords);
85 } else {
86 this->codeAppendf("%s = %s * vec3(%s, 1);", v.fVsOut, transVs[i] .fUniName.c_str(),
87 coords);
88 }
66 } 89 }
67 } 90 }
68 91
69 // Transform from Skia's device coords to GL's normalized device coords. 92 // Transform from Skia's device coords to GL's normalized device coords.
70 this->codeAppendf("gl_Position = vec4(dot(%s.xz, %s.xy), dot(%s.yz, %s.zw), 0, %s.z);", 93 this->codeAppendf("gl_Position = vec4(dot(%s.xz, %s.xy), dot(%s.yz, %s.zw), 0, %s.z);",
71 this->glPosition(), fRtAdjustName, this->glPosition(), fRt AdjustName, 94 this->glPosition(), fRtAdjustName, this->glPosition(), fRt AdjustName,
72 this->glPosition()); 95 this->glPosition());
73 } 96 }
74 97
75 void GrGLVertexBuilder::bindVertexAttributes(GrGLuint programID) { 98 void GrGLVertexBuilder::bindVertexAttributes(GrGLuint programID) {
(...skipping 34 matching lines...) Expand 10 before | Expand all | Expand 10 after
110 for (int i = 0; i < fInputs.count(); ++i) { 133 for (int i = 0; i < fInputs.count(); ++i) {
111 const GrGLShaderVar& attr = fInputs[i]; 134 const GrGLShaderVar& attr = fInputs[i];
112 // if attribute already added, don't add it again 135 // if attribute already added, don't add it again
113 if (attr.getName().equals(var.getName())) { 136 if (attr.getName().equals(var.getName())) {
114 return false; 137 return false;
115 } 138 }
116 } 139 }
117 fInputs.push_back(var); 140 fInputs.push_back(var);
118 return true; 141 return true;
119 } 142 }
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