Index: src/gpu/gl/builders/GrGLVertexShaderBuilder.cpp |
diff --git a/src/gpu/gl/builders/GrGLVertexShaderBuilder.cpp b/src/gpu/gl/builders/GrGLVertexShaderBuilder.cpp |
index d67a476c681e99aedf85380c65273ed7bc27fc9e..a8d08656bd8a9ee0e2a9eb77151996dbf4d0008e 100644 |
--- a/src/gpu/gl/builders/GrGLVertexShaderBuilder.cpp |
+++ b/src/gpu/gl/builders/GrGLVertexShaderBuilder.cpp |
@@ -34,7 +34,7 @@ void GrGLVertexBuilder::emitAttributes(const GrGeometryProcessor& gp) { |
return; |
} |
-void GrGLVertexBuilder::transformToNormalizedDeviceSpace(const char* pos3) { |
+void GrGLVertexBuilder::transformToNormalizedDeviceSpace(const GrShaderVar& posVar) { |
SkASSERT(!fRtAdjustName); |
// setup RT Uniform |
@@ -44,9 +44,19 @@ void GrGLVertexBuilder::transformToNormalizedDeviceSpace(const char* pos3) { |
fProgramBuilder->rtAdjustment(), |
&fRtAdjustName); |
- // Transform from Skia's device coords to GL's normalized device coords. |
- this->codeAppendf("gl_Position = vec4(dot(%s.xz, %s.xy), dot(%s.yz, %s.zw), 0, %s.z);", |
- pos3, fRtAdjustName, pos3, fRtAdjustName, pos3); |
+ // Transform from Skia's device coords to GL's normalized device coords. Note that |
+ // because we want to "nudge" the device space positions we are converting to |
+ // non-homogeneous NDC. |
+ if (kVec3f_GrSLType == posVar.getType()) { |
+ this->codeAppendf("gl_Position = vec4(dot(%s.xz, %s.xy)/%s.z, dot(%s.yz, %s.zw)/%s.z, 0, 1);", |
+ posVar.c_str(), fRtAdjustName, posVar.c_str(), |
+ posVar.c_str(), fRtAdjustName, posVar.c_str()); |
+ } else { |
+ SkASSERT(kVec2f_GrSLType == posVar.getType()); |
+ this->codeAppendf("gl_Position = vec4(%s.x * %s.x + %s.y, %s.y * %s.z + %s.w, 0, 1);", |
+ posVar.c_str(), fRtAdjustName, fRtAdjustName, |
+ posVar.c_str(), fRtAdjustName, fRtAdjustName); |
+ } |
// We could have the GrGeometryProcessor do this, but its just easier to have it performed here. |
// If we ever need to set variable pointsize, then we can reinvestigate |