/* * 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 "GrShaderCaps.h" #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, GrGLSLVarying *uv, GrGLSLVarying *texIdx, GrGLSLVarying *st) { using Interpolation = GrGLSLVaryingHandler::Interpolation; // 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 if (args.fShaderCaps->integerSupport()) { args.fVertBuilder->codeAppendf("int2 signedCoords = int2(%s.x, %s.y);", inTexCoordsName, inTexCoordsName); args.fVertBuilder->codeAppend("int texIdx = 2*(signedCoords.x & 0x1) + (signedCoords.y & 0x1);"); args.fVertBuilder->codeAppend("float2 unormTexCoords = float2(signedCoords.x/2, signedCoords.y/2);"); } else { args.fVertBuilder->codeAppendf("float2 indexTexCoords = float2(%s.x, %s.y);", inTexCoordsName, inTexCoordsName); args.fVertBuilder->codeAppend("float2 unormTexCoords = floor(0.5*indexTexCoords);"); args.fVertBuilder->codeAppend("float2 diff = indexTexCoords - 2.0*unormTexCoords;"); args.fVertBuilder->codeAppend("float 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 = unormTexCoords * %s;", uv->vsOut(), atlasSizeInvName); args.fVaryingHandler->addVarying("TexIndex", texIdx, args.fShaderCaps->integerSupport() ? Interpolation::kMustBeFlat : Interpolation::kCanBeFlat); args.fVertBuilder->codeAppendf("%s = texIdx;", texIdx->vsOut()); if (st) { args.fVaryingHandler->addVarying("IntTextureCoords", st); args.fVertBuilder->codeAppendf("%s = unormTexCoords;", st->vsOut()); } } static void append_multitexture_lookup(GrGLSLPrimitiveProcessor::EmitArgs& args, int numTextureSamplers, const GrGLSLVarying &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