/* * 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/GrGLSLVertexShaderBuilder.h" void GrGLSLGeometryProcessor::emitCode(EmitArgs& args) { GrGLSLVertexBuilder* vBuilder = args.fVertBuilder; GrGPArgs gpArgs; this->onEmitCode(args, &gpArgs); vBuilder->transformToNormalizedDeviceSpace(gpArgs.fPositionVar, args.fRTAdjustName); if (kVec2f_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) ? kVec3f_GrSLType : kVec2f_GrSLType; // Coord transforms are always handled at high precision const GrSLPrecision precision = kHigh_GrSLPrecision; const char* uniName; fInstalledTransforms.push_back().fHandle = uniformHandler->addUniform(kVertex_GrShaderFlag, kMat33f_GrSLType, precision, strUniName.c_str(), &uniName).toIndex(); SkString strVaryingName; strVaryingName.printf("TransformedCoords_%d", i); GrGLSLVertToFrag v(varyingType); varyingHandler->addVarying(strVaryingName.c_str(), &v, precision); SkASSERT(kVec2f_GrSLType == varyingType || kVec3f_GrSLType == varyingType); handler->specifyCoordsForCurrCoordTransform(SkString(v.fsIn()), varyingType); if (kVec2f_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(kVec2f_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(kVec2f_GrSLType, "pos2"); vertBuilder->codeAppendf("float2 %s = %s;", gpArgs->fPositionVar.c_str(), posName); } else { const char* viewMatrixName; *viewMatrixUniform = uniformHandler->addUniform(kVertex_GrShaderFlag, kMat33f_GrSLType, kHigh_GrSLPrecision, "uViewM", &viewMatrixName); if (!mat.hasPerspective()) { gpArgs->fPositionVar.set(kVec2f_GrSLType, "pos2"); vertBuilder->codeAppendf("float2 %s = (%s * float3(%s, 1)).xy;", gpArgs->fPositionVar.c_str(), viewMatrixName, posName); } else { gpArgs->fPositionVar.set(kVec3f_GrSLType, "pos3"); vertBuilder->codeAppendf("float3 %s = %s * float3(%s, 1);", gpArgs->fPositionVar.c_str(), viewMatrixName, posName); } } }