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authorGravatar bsalomon@google.com <bsalomon@google.com@2bbb7eff-a529-9590-31e7-b0007b416f81>2012-11-01 15:40:47 +0000
committerGravatar bsalomon@google.com <bsalomon@google.com@2bbb7eff-a529-9590-31e7-b0007b416f81>2012-11-01 15:40:47 +0000
commitc3a58f345de16c185db3a20578c7ddf52bc89d38 (patch)
tree90b83991981cce5a6e19e212911122f240aa8470 /src/gpu/gl/GrGLProgram.cpp
parent66e534da8e2b3de928f7ce132da61947a73ab7cb (diff)
Reland r6233 with fix for config conversion texture matrices.
git-svn-id: http://skia.googlecode.com/svn/trunk@6238 2bbb7eff-a529-9590-31e7-b0007b416f81
Diffstat (limited to 'src/gpu/gl/GrGLProgram.cpp')
-rw-r--r--src/gpu/gl/GrGLProgram.cpp71
1 files changed, 39 insertions, 32 deletions
diff --git a/src/gpu/gl/GrGLProgram.cpp b/src/gpu/gl/GrGLProgram.cpp
index cd16d9e24f..120bd1e3ad 100644
--- a/src/gpu/gl/GrGLProgram.cpp
+++ b/src/gpu/gl/GrGLProgram.cpp
@@ -909,57 +909,64 @@ GrGLEffect* GrGLProgram::GenStageCode(const GrEffectStage& stage,
/// Vertex Shader Stuff
- // decide whether we need a matrix to transform texture coords and whether the varying needs a
- // perspective coord.
- const char* matName = NULL;
- GrSLType texCoordVaryingType;
- if (desc.fOptFlags & StageDesc::kIdentityMatrix_OptFlagBit) {
- texCoordVaryingType = kVec2f_GrSLType;
- } else {
- uniforms->fTextureMatrixUni = builder->addUniform(GrGLShaderBuilder::kVertex_ShaderType,
- kMat33f_GrSLType, "TexM", &matName);
- builder->getUniformVariable(uniforms->fTextureMatrixUni);
-
- if (desc.fOptFlags & StageDesc::kNoPerspective_OptFlagBit) {
+ const char* vertexCoords;
+
+ // Has the effect not yet been updated to insert its own texture matrix if necessary.
+ if (glEffect->requiresTextureMatrix()) {
+ // Decide whether we need a matrix to transform texture coords and whether the varying needs
+ // a perspective coord.
+ const char* matName = NULL;
+ GrSLType texCoordVaryingType;
+ if (desc.fOptFlags & StageDesc::kIdentityMatrix_OptFlagBit) {
texCoordVaryingType = kVec2f_GrSLType;
} else {
- texCoordVaryingType = kVec3f_GrSLType;
+ uniforms->fTextureMatrixUni = builder->addUniform(GrGLShaderBuilder::kVertex_ShaderType,
+ kMat33f_GrSLType, "TexM", &matName);
+ builder->getUniformVariable(uniforms->fTextureMatrixUni);
+
+ if (desc.fOptFlags & StageDesc::kNoPerspective_OptFlagBit) {
+ texCoordVaryingType = kVec2f_GrSLType;
+ } else {
+ texCoordVaryingType = kVec3f_GrSLType;
+ }
+ }
+ const char *varyingVSName, *varyingFSName;
+ builder->addVarying(texCoordVaryingType,
+ "Stage",
+ &varyingVSName,
+ &varyingFSName);
+ builder->setupTextureAccess(varyingFSName, texCoordVaryingType);
+
+ if (!matName) {
+ GrAssert(kVec2f_GrSLType == texCoordVaryingType);
+ builder->fVSCode.appendf("\t%s = %s;\n", varyingVSName, vsInCoord);
+ } else {
+ // varying = texMatrix * texCoord
+ builder->fVSCode.appendf("\t%s = (%s * vec3(%s, 1))%s;\n",
+ varyingVSName, matName, vsInCoord,
+ vector_all_coords(GrSLTypeToVecLength(texCoordVaryingType)));
}
+ vertexCoords = varyingVSName;
+ } else {
+ vertexCoords = vsInCoord;
}
- const char *varyingVSName, *varyingFSName;
- builder->addVarying(texCoordVaryingType,
- "Stage",
- &varyingVSName,
- &varyingFSName);
- builder->setupTextureAccess(varyingFSName, texCoordVaryingType);
+ // setup texture samplers for gl effect
int numTextures = effect->numTextures();
SkSTArray<8, GrGLShaderBuilder::TextureSampler> textureSamplers;
-
textureSamplers.push_back_n(numTextures);
-
for (int i = 0; i < numTextures; ++i) {
textureSamplers[i].init(builder, &effect->textureAccess(i));
uniforms->fSamplerUniforms.push_back(textureSamplers[i].fSamplerUniform);
}
- if (!matName) {
- GrAssert(kVec2f_GrSLType == texCoordVaryingType);
- builder->fVSCode.appendf("\t%s = %s;\n", varyingVSName, vsInCoord);
- } else {
- // varying = texMatrix * texCoord
- builder->fVSCode.appendf("\t%s = (%s * vec3(%s, 1))%s;\n",
- varyingVSName, matName, vsInCoord,
- vector_all_coords(GrSLTypeToVecLength(texCoordVaryingType)));
- }
-
// Enclose custom code in a block to avoid namespace conflicts
builder->fVSCode.appendf("\t{ // %s\n", glEffect->name());
builder->fFSCode.appendf("\t{ // %s \n", glEffect->name());
glEffect->emitCode(builder,
stage,
desc.fEffectKey,
- varyingVSName,
+ vertexCoords,
fsOutColor,
fsInColor,
textureSamplers);