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

Issue 820783005: More changes to bring together path / geo procs (Closed) Base URL: https://skia.googlesource.com/skia.git@lc1
Patch Set: dm fix Created 5 years, 11 months 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 "../GrGLGpu.h" 11 #include "../GrGLGpu.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 GrGLVertexBuilder::GrGLVertexBuilder(GrGLProgramBuilder* program) 16 GrGLVertexBuilder::GrGLVertexBuilder(GrGLProgramBuilder* program)
17 : INHERITED(program) 17 : INHERITED(program)
18 , fRtAdjustName(NULL) { 18 , fRtAdjustName(NULL) {
19 } 19 }
20 20
21 void GrGLVertexBuilder::addVarying(const char* name, GrGLVarying* v) { 21 void GrGLVertexBuilder::addVarying(const char* name, GrGLVarying* v) {
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::emitAttributes(const GrGeometryProcessor& gp) { 29 void GrGLVertexBuilder::emitAttributes(const GrGeometryProcessor& gp) {
30 const GrGeometryProcessor::VertexAttribArray& v = gp.getAttribs(); 30 int vaCount = gp.numAttribs();
31 int vaCount = v.count();
32 for (int i = 0; i < vaCount; i++) { 31 for (int i = 0; i < vaCount; i++) {
33 this->addAttribute(&v[i]); 32 this->addAttribute(&gp.getAttrib(i));
34 } 33 }
35 return; 34 return;
36 } 35 }
37 36
38 void GrGLVertexBuilder::transformToNormalizedDeviceSpace(const char* pos3) { 37 void GrGLVertexBuilder::transformToNormalizedDeviceSpace(const char* pos3) {
39 SkASSERT(!fRtAdjustName); 38 SkASSERT(!fRtAdjustName);
40 39
41 // setup RT Uniform 40 // setup RT Uniform
42 fProgramBuilder->fUniformHandles.fRTAdjustmentUni = 41 fProgramBuilder->fUniformHandles.fRTAdjustmentUni =
43 fProgramBuilder->addUniform(GrGLProgramBuilder::kVertex_Visibility, 42 fProgramBuilder->addUniform(GrGLProgramBuilder::kVertex_Visibility,
44 kVec4f_GrSLType, kDefault_GrSLPrecision, 43 kVec4f_GrSLType, kDefault_GrSLPrecision,
45 fProgramBuilder->rtAdjustment(), 44 fProgramBuilder->rtAdjustment(),
46 &fRtAdjustName); 45 &fRtAdjustName);
47 46
48 // Transform from Skia's device coords to GL's normalized device coords. 47 // Transform from Skia's device coords to GL's normalized device coords.
49 this->codeAppendf("gl_Position = vec4(dot(%s.xz, %s.xy), dot(%s.yz, %s.zw), 0, %s.z);", 48 this->codeAppendf("gl_Position = vec4(dot(%s.xz, %s.xy), dot(%s.yz, %s.zw), 0, %s.z);",
50 pos3, fRtAdjustName, pos3, fRtAdjustName, pos3); 49 pos3, fRtAdjustName, pos3, fRtAdjustName, pos3);
51 50
52 // We could have the GrGeometryProcessor do this, but its just easier to hav e it performed here. 51 // We could have the GrGeometryProcessor do this, but its just easier to hav e it performed here.
53 // If we ever need to set variable pointsize, then we can reinvestigate 52 // If we ever need to set variable pointsize, then we can reinvestigate
54 this->codeAppend("gl_PointSize = 1.0;"); 53 this->codeAppend("gl_PointSize = 1.0;");
55 } 54 }
56 55
57 void GrGLVertexBuilder::bindVertexAttributes(GrGLuint programID) { 56 void GrGLVertexBuilder::bindVertexAttributes(GrGLuint programID) {
58 const GrGeometryProcessor* gp = fProgramBuilder->fOptState.getGeometryProces sor(); 57 const GrPrimitiveProcessor* primProc = fProgramBuilder->fOptState.getPrimiti veProcessor();
59 58
60 const GrGeometryProcessor::VertexAttribArray& v = gp->getAttribs(); 59 int vaCount = primProc->numAttribs();
61 int vaCount = v.count();
62 for (int i = 0; i < vaCount; i++) { 60 for (int i = 0; i < vaCount; i++) {
63 GL_CALL(BindAttribLocation(programID, i, v[i].fName)); 61 GL_CALL(BindAttribLocation(programID, i, primProc->getAttrib(i).fName));
64 } 62 }
65 return; 63 return;
66 } 64 }
67 65
68 bool GrGLVertexBuilder::compileAndAttachShaders(GrGLuint programId, 66 bool GrGLVertexBuilder::compileAndAttachShaders(GrGLuint programId,
69 SkTDArray<GrGLuint>* shaderIds) const { 67 SkTDArray<GrGLuint>* shaderIds) const {
70 GrGLGpu* gpu = fProgramBuilder->gpu(); 68 GrGLGpu* gpu = fProgramBuilder->gpu();
71 const GrGLContext& glCtx = gpu->glContext(); 69 const GrGLContext& glCtx = gpu->glContext();
72 const GrGLContextInfo& ctxInfo = gpu->ctxInfo(); 70 const GrGLContextInfo& ctxInfo = gpu->ctxInfo();
73 SkString vertShaderSrc(GrGetGLSLVersionDecl(ctxInfo)); 71 SkString vertShaderSrc(GrGetGLSLVersionDecl(ctxInfo));
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92 for (int i = 0; i < fInputs.count(); ++i) { 90 for (int i = 0; i < fInputs.count(); ++i) {
93 const GrGLShaderVar& attr = fInputs[i]; 91 const GrGLShaderVar& attr = fInputs[i];
94 // if attribute already added, don't add it again 92 // if attribute already added, don't add it again
95 if (attr.getName().equals(var.getName())) { 93 if (attr.getName().equals(var.getName())) {
96 return false; 94 return false;
97 } 95 }
98 } 96 }
99 fInputs.push_back(var); 97 fInputs.push_back(var);
100 return true; 98 return true;
101 } 99 }
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