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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 17 matching lines...) Expand all Loading... |
| 28 | 28 |
| 29 void GrGLVertexBuilder::emitAttributes(const GrGeometryProcessor& gp) { | 29 void GrGLVertexBuilder::emitAttributes(const GrGeometryProcessor& gp) { |
| 30 const GrGeometryProcessor::VertexAttribArray& v = gp.getAttribs(); | 30 const GrGeometryProcessor::VertexAttribArray& v = gp.getAttribs(); |
| 31 int vaCount = v.count(); | 31 int vaCount = v.count(); |
| 32 for (int i = 0; i < vaCount; i++) { | 32 for (int i = 0; i < vaCount; i++) { |
| 33 this->addAttribute(&v[i]); | 33 this->addAttribute(&v[i]); |
| 34 } | 34 } |
| 35 return; | 35 return; |
| 36 } | 36 } |
| 37 | 37 |
| 38 void GrGLVertexBuilder::transformToNormalizedDeviceSpace() { | 38 void GrGLVertexBuilder::transformToNormalizedDeviceSpace(const char* pos3) { |
| 39 SkASSERT(!fRtAdjustName); |
| 40 |
| 39 // setup RT Uniform | 41 // setup RT Uniform |
| 40 fProgramBuilder->fUniformHandles.fRTAdjustmentUni = | 42 fProgramBuilder->fUniformHandles.fRTAdjustmentUni = |
| 41 fProgramBuilder->addUniform(GrGLProgramBuilder::kVertex_Visibility, | 43 fProgramBuilder->addUniform(GrGLProgramBuilder::kVertex_Visibility, |
| 42 kVec4f_GrSLType, kDefault_GrSLPrecision, | 44 kVec4f_GrSLType, kDefault_GrSLPrecision, |
| 43 fProgramBuilder->rtAdjustment(), | 45 fProgramBuilder->rtAdjustment(), |
| 44 &fRtAdjustName); | 46 &fRtAdjustName); |
| 45 // Wire transforms | |
| 46 SkTArray<GrGLProgramBuilder::TransformVarying, true>& transVs = fProgramBuil
der->fCoordVaryings; | |
| 47 int transformCount = transVs.count(); | |
| 48 for (int i = 0; i < transformCount; i++) { | |
| 49 GrCoordSet coordSet = transVs[i].fCoordSet; | |
| 50 const char* coords = NULL; | |
| 51 switch (coordSet) { | |
| 52 case kLocal_GrCoordSet: | |
| 53 coords = this->localCoords(); | |
| 54 break; | |
| 55 case kDevice_GrCoordSet: | |
| 56 coords = this->glPosition(); | |
| 57 break; | |
| 58 } | |
| 59 | |
| 60 // varying = matrix * coords (logically) | |
| 61 const GrGLVarying& v = transVs[i].fV; | |
| 62 if (kDevice_GrCoordSet == coordSet) { | |
| 63 if (kVec2f_GrSLType == v.fType) { | |
| 64 this->codeAppendf("%s = (%s * %s).xy;", v.fVsOut, transVs[i].fUn
iName.c_str(), | |
| 65 coords); | |
| 66 } else { | |
| 67 this->codeAppendf("%s = %s * %s;", v.fVsOut, transVs[i].fUniName
.c_str(), coords); | |
| 68 } | |
| 69 } else { | |
| 70 if (kVec2f_GrSLType == v.fType) { | |
| 71 this->codeAppendf("%s = (%s * vec3(%s, 1)).xy;", v.fVsOut, trans
Vs[i].fUniName.c_str(), | |
| 72 coords); | |
| 73 } else { | |
| 74 this->codeAppendf("%s = %s * vec3(%s, 1);", v.fVsOut, transVs[i]
.fUniName.c_str(), | |
| 75 coords); | |
| 76 } | |
| 77 } | |
| 78 } | |
| 79 | 47 |
| 80 // Transform from Skia's device coords to GL's normalized device coords. | 48 // Transform from Skia's device coords to GL's normalized device coords. |
| 81 this->codeAppendf("gl_Position = vec4(dot(%s.xz, %s.xy), dot(%s.yz, %s.zw),
0, %s.z);", | 49 this->codeAppendf("gl_Position = vec4(dot(%s.xz, %s.xy), dot(%s.yz, %s.zw),
0, %s.z);", |
| 82 this->glPosition(), fRtAdjustName, this->glPosition(), fRt
AdjustName, | 50 pos3, fRtAdjustName, pos3, fRtAdjustName, pos3); |
| 83 this->glPosition()); | 51 |
| 52 // 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 |
| 54 this->codeAppend("gl_PointSize = 1.0;"); |
| 84 } | 55 } |
| 85 | 56 |
| 86 void GrGLVertexBuilder::bindVertexAttributes(GrGLuint programID) { | 57 void GrGLVertexBuilder::bindVertexAttributes(GrGLuint programID) { |
| 87 const GrGeometryProcessor* gp = fProgramBuilder->fOptState.getGeometryProces
sor(); | 58 const GrGeometryProcessor* gp = fProgramBuilder->fOptState.getGeometryProces
sor(); |
| 88 | 59 |
| 89 const GrGeometryProcessor::VertexAttribArray& v = gp->getAttribs(); | 60 const GrGeometryProcessor::VertexAttribArray& v = gp->getAttribs(); |
| 90 int vaCount = v.count(); | 61 int vaCount = v.count(); |
| 91 for (int i = 0; i < vaCount; i++) { | 62 for (int i = 0; i < vaCount; i++) { |
| 92 GL_CALL(BindAttribLocation(programID, i, v[i].fName)); | 63 GL_CALL(BindAttribLocation(programID, i, v[i].fName)); |
| 93 } | 64 } |
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| 121 for (int i = 0; i < fInputs.count(); ++i) { | 92 for (int i = 0; i < fInputs.count(); ++i) { |
| 122 const GrGLShaderVar& attr = fInputs[i]; | 93 const GrGLShaderVar& attr = fInputs[i]; |
| 123 // if attribute already added, don't add it again | 94 // if attribute already added, don't add it again |
| 124 if (attr.getName().equals(var.getName())) { | 95 if (attr.getName().equals(var.getName())) { |
| 125 return false; | 96 return false; |
| 126 } | 97 } |
| 127 } | 98 } |
| 128 fInputs.push_back(var); | 99 fInputs.push_back(var); |
| 129 return true; | 100 return true; |
| 130 } | 101 } |
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