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

Issue 854013002: Refactor position computation to enable device space "nudge" (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: Update to ToT 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"
(...skipping 16 matching lines...) Expand all
27 } 27 }
28 28
29 void GrGLVertexBuilder::emitAttributes(const GrGeometryProcessor& gp) { 29 void GrGLVertexBuilder::emitAttributes(const GrGeometryProcessor& gp) {
30 int vaCount = gp.numAttribs(); 30 int vaCount = gp.numAttribs();
31 for (int i = 0; i < vaCount; i++) { 31 for (int i = 0; i < vaCount; i++) {
32 this->addAttribute(&gp.getAttrib(i)); 32 this->addAttribute(&gp.getAttrib(i));
33 } 33 }
34 return; 34 return;
35 } 35 }
36 36
37 void GrGLVertexBuilder::transformToNormalizedDeviceSpace(const char* pos3) { 37 void GrGLVertexBuilder::transformToNormalizedDeviceSpace(const GrShaderVar& posV ar) {
38 SkASSERT(!fRtAdjustName); 38 SkASSERT(!fRtAdjustName);
39 39
40 // setup RT Uniform 40 // setup RT Uniform
41 fProgramBuilder->fUniformHandles.fRTAdjustmentUni = 41 fProgramBuilder->fUniformHandles.fRTAdjustmentUni =
42 fProgramBuilder->addUniform(GrGLProgramBuilder::kVertex_Visibility, 42 fProgramBuilder->addUniform(GrGLProgramBuilder::kVertex_Visibility,
43 kVec4f_GrSLType, kDefault_GrSLPrecision, 43 kVec4f_GrSLType, kDefault_GrSLPrecision,
44 fProgramBuilder->rtAdjustment(), 44 fProgramBuilder->rtAdjustment(),
45 &fRtAdjustName); 45 &fRtAdjustName);
46 46
47 // 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. Not e that
48 this->codeAppendf("gl_Position = vec4(dot(%s.xz, %s.xy), dot(%s.yz, %s.zw), 0, %s.z);", 48 // because we want to "nudge" the device space positions we are converting t o
49 pos3, fRtAdjustName, pos3, fRtAdjustName, pos3); 49 // non-homogeneous NDC.
50 if (kVec3f_GrSLType == posVar.getType()) {
51 this->codeAppendf("gl_Position = vec4(dot(%s.xz, %s.xy)/%s.z, dot(%s.yz, %s.zw)/%s.z, 0, 1);",
52 posVar.c_str(), fRtAdjustName, posVar.c_str(),
53 posVar.c_str(), fRtAdjustName, posVar.c_str());
54 } else {
55 SkASSERT(kVec2f_GrSLType == posVar.getType());
56 this->codeAppendf("gl_Position = vec4(%s.x * %s.x + %s.y, %s.y * %s.z + %s.w, 0, 1);",
57 posVar.c_str(), fRtAdjustName, fRtAdjustName,
58 posVar.c_str(), fRtAdjustName, fRtAdjustName);
59 }
50 60
51 // We could have the GrGeometryProcessor do this, but its just easier to hav e it performed here. 61 // We could have the GrGeometryProcessor do this, but its just easier to hav e it performed here.
52 // If we ever need to set variable pointsize, then we can reinvestigate 62 // If we ever need to set variable pointsize, then we can reinvestigate
53 this->codeAppend("gl_PointSize = 1.0;"); 63 this->codeAppend("gl_PointSize = 1.0;");
54 } 64 }
55 65
56 void GrGLVertexBuilder::bindVertexAttributes(GrGLuint programID) { 66 void GrGLVertexBuilder::bindVertexAttributes(GrGLuint programID) {
57 const GrPrimitiveProcessor* primProc = fProgramBuilder->fOptState.getPrimiti veProcessor(); 67 const GrPrimitiveProcessor* primProc = fProgramBuilder->fOptState.getPrimiti veProcessor();
58 68
59 int vaCount = primProc->numAttribs(); 69 int vaCount = primProc->numAttribs();
(...skipping 30 matching lines...) Expand all
90 for (int i = 0; i < fInputs.count(); ++i) { 100 for (int i = 0; i < fInputs.count(); ++i) {
91 const GrGLShaderVar& attr = fInputs[i]; 101 const GrGLShaderVar& attr = fInputs[i];
92 // if attribute already added, don't add it again 102 // if attribute already added, don't add it again
93 if (attr.getName().equals(var.getName())) { 103 if (attr.getName().equals(var.getName())) {
94 return false; 104 return false;
95 } 105 }
96 } 106 }
97 fInputs.push_back(var); 107 fInputs.push_back(var);
98 return true; 108 return true;
99 } 109 }
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