/* * Copyright 2017 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef GrAtlasedShaderHelpers_DEFINED #define GrAtlasedShaderHelpers_DEFINED #include "glsl/GrGLSLPrimitiveProcessor.h" #include "glsl/GrGLSLFragmentShaderBuilder.h" #include "glsl/GrGLSLVarying.h" #include "glsl/GrGLSLVertexGeoBuilder.h" static void append_index_uv_varyings(GrGLSLPrimitiveProcessor::EmitArgs& args, const char* inTexCoordsName, const char* atlasSizeInvName, GrGLSLVertToFrag *uv, GrGLSLVertToFrag *texIdx, GrGLSLVertToFrag *st) { // This extracts the texture index and texel coordinates from the same variable // Packing structure: texel coordinates are multiplied by 2 (or shifted left 1) // texture index is stored as lower bits of both x and y args.fVertBuilder->codeAppendf("half2 indexTexCoords = half2(%s.x, %s.y);", inTexCoordsName, inTexCoordsName); args.fVertBuilder->codeAppend("half2 intCoords = floor(0.5*indexTexCoords);"); args.fVertBuilder->codeAppend("half2 diff = indexTexCoords - 2.0*intCoords;"); args.fVertBuilder->codeAppend("half texIdx = 2.0*diff.x + diff.y;"); // Multiply by 1/atlasSize to get normalized texture coordinates args.fVaryingHandler->addVarying("TextureCoords", uv); args.fVertBuilder->codeAppendf("%s = intCoords * %s;", uv->vsOut(), atlasSizeInvName); args.fVaryingHandler->addVarying("TexIndex", texIdx); args.fVertBuilder->codeAppendf("%s = texIdx;", texIdx->vsOut()); if (st) { args.fVaryingHandler->addVarying("IntTextureCoords", st); args.fVertBuilder->codeAppendf("%s = intCoords;", st->vsOut()); } } static void append_multitexture_lookup(GrGLSLPrimitiveProcessor::EmitArgs& args, int numTextureSamplers, const GrGLSLVertToFrag &texIdx, const char* coordName, const char* colorName) { // conditionally load from the indexed texture sampler for (int i = 0; i < numTextureSamplers-1; ++i) { args.fFragBuilder->codeAppendf("if (%s == %d) { %s = ", texIdx.fsIn(), i, colorName); args.fFragBuilder->appendTextureLookup(args.fTexSamplers[i], coordName, kFloat2_GrSLType); args.fFragBuilder->codeAppend("; } else "); } args.fFragBuilder->codeAppendf("{ %s = ", colorName); args.fFragBuilder->appendTextureLookup(args.fTexSamplers[numTextureSamplers-1], coordName, kFloat2_GrSLType); args.fFragBuilder->codeAppend("; }"); } #endif