/* * Copyright 2014 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "GrGLVertexShaderBuilder.h" #include "glsl/GrGLSLProgramBuilder.h" GrGLVertexBuilder::GrGLVertexBuilder(GrGLSLProgramBuilder* program) : INHERITED(program) , fRtAdjustName(nullptr) { } void GrGLVertexBuilder::addVarying(const char* name, GrSLPrecision precision, GrGLSLVarying* v) { fOutputs.push_back(); fOutputs.back().setType(v->fType); fOutputs.back().setTypeModifier(GrGLSLShaderVar::kVaryingOut_TypeModifier); fOutputs.back().setPrecision(precision); fProgramBuilder->nameVariable(fOutputs.back().accessName(), 'v', name); v->fVsOut = fOutputs.back().getName().c_str(); } void GrGLVertexBuilder::emitAttributes(const GrGeometryProcessor& gp) { int vaCount = gp.numAttribs(); for (int i = 0; i < vaCount; i++) { this->addAttribute(&gp.getAttrib(i)); } return; } void GrGLVertexBuilder::transformToNormalizedDeviceSpace(const GrShaderVar& posVar) { SkASSERT(!fRtAdjustName); GrSLPrecision precision = kDefault_GrSLPrecision; if (fProgramBuilder->glslCaps()->forceHighPrecisionNDSTransform()) { precision = kHigh_GrSLPrecision; } // setup RT Uniform fProgramBuilder->fUniformHandles.fRTAdjustmentUni = fProgramBuilder->addUniform(GrGLSLProgramBuilder::kVertex_Visibility, kVec4f_GrSLType, precision, fProgramBuilder->rtAdjustment(), &fRtAdjustName); if (this->getProgramBuilder()->desc().header().fSnapVerticesToPixelCenters) { if (kVec3f_GrSLType == posVar.getType()) { const char* p = posVar.c_str(); this->codeAppendf("{vec2 _posTmp = vec2(%s.x/%s.z, %s.y/%s.z);", p, p, p, p); } else { SkASSERT(kVec2f_GrSLType == posVar.getType()); this->codeAppendf("{vec2 _posTmp = %s;", posVar.c_str()); } this->codeAppendf("_posTmp = floor(_posTmp) + vec2(0.5, 0.5);" "gl_Position = vec4(_posTmp.x * %s.x + %s.y," "_posTmp.y * %s.z + %s.w, 0, 1);}", fRtAdjustName, fRtAdjustName, fRtAdjustName, fRtAdjustName); } else if (kVec3f_GrSLType == posVar.getType()) { this->codeAppendf("gl_Position = vec4(dot(%s.xz, %s.xy), dot(%s.yz, %s.zw), 0, %s.z);", posVar.c_str(), fRtAdjustName, 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 this->codeAppend("gl_PointSize = 1.0;"); } bool GrGLVertexBuilder::addAttribute(const GrShaderVar& var) { SkASSERT(GrShaderVar::kAttribute_TypeModifier == var.getTypeModifier()); for (int i = 0; i < fInputs.count(); ++i) { const GrGLSLShaderVar& attr = fInputs[i]; // if attribute already added, don't add it again if (attr.getName().equals(var.getName())) { return false; } } fInputs.push_back(var); return true; }