/* * 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 "GrGLSLVertexShaderBuilder.h" #include "glsl/GrGLSLProgramBuilder.h" #include "glsl/GrGLSLUniformHandler.h" #include "glsl/GrGLSLVarying.h" GrGLSLVertexBuilder::GrGLSLVertexBuilder(GrGLSLProgramBuilder* program) : INHERITED(program) { } void GrGLSLVertexBuilder::transformToNormalizedDeviceSpace(const GrShaderVar& posVar, const char* rtAdjustName) { // setup RT Uniform 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);}", rtAdjustName, rtAdjustName, rtAdjustName, rtAdjustName); } 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(), rtAdjustName, posVar.c_str(), rtAdjustName, 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(), rtAdjustName, rtAdjustName, posVar.c_str(), rtAdjustName, rtAdjustName); } // 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. if (this->getProgramBuilder()->desc()->header().fHasPointSize) { this->codeAppend("gl_PointSize = 1.0;"); } } void GrGLSLVertexBuilder::onFinalize() { fProgramBuilder->varyingHandler()->getVertexDecls(&this->inputs(), &this->outputs()); }