/* * 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 "GrGLSLGeometryProcessor.h" #include "GrCoordTransform.h" #include "glsl/GrGLSLFragmentShaderBuilder.h" #include "glsl/GrGLSLUniformHandler.h" #include "glsl/GrGLSLVarying.h" #include "glsl/GrGLSLVertexGeoBuilder.h" void GrGLSLGeometryProcessor::emitCode(EmitArgs& args) { GrGPArgs gpArgs; this->onEmitCode(args, &gpArgs); SkASSERT(kFloat2_GrSLType == gpArgs.fPositionVar.getType() || kFloat3_GrSLType == gpArgs.fPositionVar.getType()); GrGLSLVertexBuilder* vBuilder = args.fVertBuilder; if (!args.fGP.willUseGeoShader()) { // Emit the vertex position to the hardware in the normalized window coordinates it expects. vBuilder->emitNormalizedSkPosition(gpArgs.fPositionVar.c_str(), args.fRTAdjustName, gpArgs.fPositionVar.getType()); } else { // Since we have a geometry shader, leave the vertex position in Skia device space for now. // The geometry Shader will operate in device space, and then convert the final positions to // normalized hardware window coordinates under the hood, once everything else has finished. vBuilder->codeAppendf("sk_Position = float4(%s", gpArgs.fPositionVar.c_str()); if (kFloat2_GrSLType == gpArgs.fPositionVar.getType()) { vBuilder->codeAppend(", 0"); } vBuilder->codeAppend(", 1);"); } if (kFloat2_GrSLType == gpArgs.fPositionVar.getType()) { args.fVaryingHandler->setNoPerspective(); } } void GrGLSLGeometryProcessor::emitTransforms(GrGLSLVertexBuilder* vb, GrGLSLVaryingHandler* varyingHandler, GrGLSLUniformHandler* uniformHandler, const GrShaderVar& posVar, const char* localCoords, const SkMatrix& localMatrix, FPCoordTransformHandler* handler) { int i = 0; while (const GrCoordTransform* coordTransform = handler->nextCoordTransform()) { SkString strUniName; strUniName.printf("CoordTransformMatrix_%d", i); GrSLType varyingType; uint32_t type = coordTransform->getMatrix().getType(); type |= localMatrix.getType(); varyingType = SkToBool(SkMatrix::kPerspective_Mask & type) ? kFloat3_GrSLType : kFloat2_GrSLType; const char* uniName; fInstalledTransforms.push_back().fHandle = uniformHandler->addUniform(kVertex_GrShaderFlag, kFloat3x3_GrSLType, strUniName.c_str(), &uniName).toIndex(); SkString strVaryingName; strVaryingName.printf("TransformedCoords_%d", i); GrGLSLVertToFrag v(varyingType); varyingHandler->addVarying(strVaryingName.c_str(), &v); SkASSERT(kFloat2_GrSLType == varyingType || kFloat3_GrSLType == varyingType); handler->specifyCoordsForCurrCoordTransform(SkString(v.fsIn()), varyingType); if (kFloat2_GrSLType == varyingType) { vb->codeAppendf("%s = (%s * float3(%s, 1)).xy;", v.vsOut(), uniName, localCoords); } else { vb->codeAppendf("%s = %s * float3(%s, 1);", v.vsOut(), uniName, localCoords); } ++i; } } void GrGLSLGeometryProcessor::setTransformDataHelper(const SkMatrix& localMatrix, const GrGLSLProgramDataManager& pdman, FPCoordTransformIter* transformIter) { int i = 0; while (const GrCoordTransform* coordTransform = transformIter->next()) { const SkMatrix& m = GetTransformMatrix(localMatrix, *coordTransform); if (!fInstalledTransforms[i].fCurrentValue.cheapEqualTo(m)) { pdman.setSkMatrix(fInstalledTransforms[i].fHandle.toIndex(), m); fInstalledTransforms[i].fCurrentValue = m; } ++i; } SkASSERT(i == fInstalledTransforms.count()); } void GrGLSLGeometryProcessor::writeOutputPosition(GrGLSLVertexBuilder* vertBuilder, GrGPArgs* gpArgs, const char* posName) { gpArgs->fPositionVar.set(kFloat2_GrSLType, "pos2"); vertBuilder->codeAppendf("float2 %s = %s;", gpArgs->fPositionVar.c_str(), posName); } void GrGLSLGeometryProcessor::writeOutputPosition(GrGLSLVertexBuilder* vertBuilder, GrGLSLUniformHandler* uniformHandler, GrGPArgs* gpArgs, const char* posName, const SkMatrix& mat, UniformHandle* viewMatrixUniform) { if (mat.isIdentity()) { gpArgs->fPositionVar.set(kFloat2_GrSLType, "pos2"); vertBuilder->codeAppendf("float2 %s = %s;", gpArgs->fPositionVar.c_str(), posName); } else { const char* viewMatrixName; *viewMatrixUniform = uniformHandler->addUniform(kVertex_GrShaderFlag, kFloat3x3_GrSLType, "uViewM", &viewMatrixName); if (!mat.hasPerspective()) { gpArgs->fPositionVar.set(kFloat2_GrSLType, "pos2"); vertBuilder->codeAppendf("float2 %s = (%s * float3(%s, 1)).xy;", gpArgs->fPositionVar.c_str(), viewMatrixName, posName); } else { gpArgs->fPositionVar.set(kFloat3_GrSLType, "pos3"); vertBuilder->codeAppendf("float3 %s = %s * float3(%s, 1);", gpArgs->fPositionVar.c_str(), viewMatrixName, posName); } } }