/* * Copyright 2015 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "glsl/GrGLSLVarying.h" #include "glsl/GrGLSLProgramBuilder.h" void GrGLSLVaryingHandler::addPassThroughAttribute(const GrGeometryProcessor::Attribute* input, const char* output) { GrSLType type = GrVertexAttribTypeToSLType(input->fType); GrGLSLVertToFrag v(type); this->addVarying(input->fName, &v); fProgramBuilder->fVS.codeAppendf("%s = %s;", v.vsOut(), input->fName); if (fProgramBuilder->primitiveProcessor().willUseGeoShader()) { fProgramBuilder->fGS.codeAppendf("%s = %s[0];", v.gsOut(), v.gsIn()); } fProgramBuilder->fFS.codeAppendf("%s = %s;", output, v.fsIn()); } void GrGLSLVaryingHandler::addVarying(const char* name, GrGLSLVarying* varying, GrSLPrecision precision) { SkASSERT(varying); if (varying->vsVarying()) { this->addVertexVarying(name, precision, varying); } if (fProgramBuilder->primitiveProcessor().willUseGeoShader()) { this->addGeomVarying(name, precision, varying); } if (varying->fsVarying()) { this->addFragVarying(precision, varying); } } void GrGLSLVaryingHandler::addVertexVarying(const char* name, GrSLPrecision precision, GrGLSLVarying* v) { fVertexOutputs.push_back(); fVertexOutputs.back().setType(v->fType); fVertexOutputs.back().setTypeModifier(GrGLSLShaderVar::kVaryingOut_TypeModifier); fVertexOutputs.back().setPrecision(precision); fProgramBuilder->nameVariable(fVertexOutputs.back().accessName(), 'v', name); v->fVsOut = fVertexOutputs.back().getName().c_str(); } void GrGLSLVaryingHandler::addGeomVarying(const char* name, GrSLPrecision precision, GrGLSLVarying* v) { // if we have a GS take each varying in as an array // and output as non-array. if (v->vsVarying()) { fGeomInputs.push_back(); fGeomInputs.back().setType(v->fType); fGeomInputs.back().setTypeModifier(GrGLSLShaderVar::kVaryingIn_TypeModifier); fGeomInputs.back().setPrecision(precision); fGeomInputs.back().setUnsizedArray(); *fGeomInputs.back().accessName() = v->fVsOut; v->fGsIn = v->fVsOut; } if (v->fsVarying()) { fGeomOutputs.push_back(); fGeomOutputs.back().setType(v->fType); fGeomOutputs.back().setTypeModifier(GrGLSLShaderVar::kVaryingOut_TypeModifier); fGeomOutputs.back().setPrecision(precision); fProgramBuilder->nameVariable(fGeomOutputs.back().accessName(), 'g', name); v->fGsOut = fGeomOutputs.back().getName().c_str(); } } void GrGLSLVaryingHandler::addFragVarying(GrSLPrecision precision, GrGLSLVarying* v) { v->fFsIn = v->fGsOut ? v->fGsOut : v->fVsOut; fFragInputs.push_back().set(v->fType, GrGLSLShaderVar::kVaryingIn_TypeModifier, v->fFsIn, precision); } void GrGLSLVaryingHandler::emitAttributes(const GrGeometryProcessor& gp) { int vaCount = gp.numAttribs(); for (int i = 0; i < vaCount; i++) { const GrGeometryProcessor::Attribute& attr = gp.getAttrib(i); this->addAttribute(GrShaderVar(attr.fName, GrVertexAttribTypeToSLType(attr.fType), GrShaderVar::kAttribute_TypeModifier, GrShaderVar::kNonArray, attr.fPrecision)); } } void GrGLSLVaryingHandler::addAttribute(const GrShaderVar& var) { SkASSERT(GrShaderVar::kAttribute_TypeModifier == var.getTypeModifier()); for (int j = 0; j < fVertexInputs.count(); ++j) { const GrGLSLShaderVar& attr = fVertexInputs[j]; // if attribute already added, don't add it again if (attr.getName().equals(var.getName())) { return; } } fVertexInputs.push_back(var); } void GrGLSLVaryingHandler::appendDecls(const VarArray& vars, SkString* out) const { for (int i = 0; i < vars.count(); ++i) { vars[i].appendDecl(fProgramBuilder->glslCaps(), out); out->append(";"); } } void GrGLSLVaryingHandler::getVertexDecls(SkString* inputDecls, SkString* outputDecls) const { this->appendDecls(fVertexInputs, inputDecls); this->appendDecls(fVertexOutputs, outputDecls); } void GrGLSLVaryingHandler::getGeomDecls(SkString* inputDecls, SkString* outputDecls) const { this->appendDecls(fGeomInputs, inputDecls); this->appendDecls(fGeomOutputs, outputDecls); } void GrGLSLVaryingHandler::getFragDecls(SkString* inputDecls, SkString* outputDecls) const { // We should not have any outputs in the fragment shader when using version 1.10 SkASSERT(k110_GrGLSLGeneration != fProgramBuilder->glslCaps()->generation() || fFragOutputs.empty()); this->appendDecls(fFragInputs, inputDecls); this->appendDecls(fFragOutputs, outputDecls); }