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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" |
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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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