A simple change to move a bunch of stuff out of Gr*Geometry.h

BUG=skia:

Review URL: https://codereview.chromium.org/920863002
diff --git a/src/gpu/gl/GrGLGeometryProcessor.cpp b/src/gpu/gl/GrGLGeometryProcessor.cpp
new file mode 100644
index 0000000..a8d020a
--- /dev/null
+++ b/src/gpu/gl/GrGLGeometryProcessor.cpp
@@ -0,0 +1,129 @@
+/*
+ * 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 "GrGLGeometryProcessor.h"
+
+#include "builders/GrGLProgramBuilder.h"
+
+void GrGLGeometryProcessor::emitCode(EmitArgs& args) {
+    GrGLVertexBuilder* vsBuilder = args.fPB->getVertexShaderBuilder();
+    GrGPArgs gpArgs;
+    this->onEmitCode(args, &gpArgs);
+    vsBuilder->transformToNormalizedDeviceSpace(gpArgs.fPositionVar);
+}
+
+void GrGLGeometryProcessor::emitTransforms(GrGLGPBuilder* pb,
+                                           const GrShaderVar& posVar,
+                                           const char* localCoords,
+                                           const SkMatrix& localMatrix,
+                                           const TransformsIn& tin,
+                                           TransformsOut* tout) {
+    GrGLVertexBuilder* vb = pb->getVertexShaderBuilder();
+    tout->push_back_n(tin.count());
+    fInstalledTransforms.push_back_n(tin.count());
+    for (int i = 0; i < tin.count(); i++) {
+        const ProcCoords& coordTransforms = tin[i];
+        fInstalledTransforms[i].push_back_n(coordTransforms.count());
+        for (int t = 0; t < coordTransforms.count(); t++) {
+            SkString strUniName("StageMatrix");
+            strUniName.appendf("_%i_%i", i, t);
+            GrSLType varyingType;
+
+            GrCoordSet coordType = coordTransforms[t]->sourceCoords();
+            uint32_t type = coordTransforms[t]->getMatrix().getType();
+            if (kLocal_GrCoordSet == coordType) {
+                type |= localMatrix.getType();
+            }
+            varyingType = SkToBool(SkMatrix::kPerspective_Mask & type) ? kVec3f_GrSLType :
+                                                                         kVec2f_GrSLType;
+            GrSLPrecision precision = coordTransforms[t]->precision();
+
+            const char* uniName;
+            fInstalledTransforms[i][t].fHandle =
+                    pb->addUniform(GrGLProgramBuilder::kVertex_Visibility,
+                                   kMat33f_GrSLType, precision,
+                                   strUniName.c_str(),
+                                   &uniName).toShaderBuilderIndex();
+
+            SkString strVaryingName("MatrixCoord");
+            strVaryingName.appendf("_%i_%i", i, t);
+
+            GrGLVertToFrag v(varyingType);
+            pb->addVarying(strVaryingName.c_str(), &v, precision);
+
+            SkASSERT(kVec2f_GrSLType == varyingType || kVec3f_GrSLType == varyingType);
+            SkNEW_APPEND_TO_TARRAY(&(*tout)[i], GrGLProcessor::TransformedCoords,
+                                   (SkString(v.fsIn()), varyingType));
+
+            // varying = matrix * coords (logically)
+            if (kDevice_GrCoordSet == coordType) {
+                if (kVec2f_GrSLType == varyingType) {
+                    if (kVec2f_GrSLType == posVar.getType()) {
+                        vb->codeAppendf("%s = (%s * vec3(%s, 1)).xy;",
+                                        v.vsOut(), uniName, posVar.c_str());
+                    } else {
+                        // The brackets here are just to scope the temp variable
+                        vb->codeAppendf("{ vec3 temp = %s * %s;", uniName, posVar.c_str());
+                        vb->codeAppendf("%s = vec2(temp.x/temp.z, temp.y/temp.z); }", v.vsOut());
+                    }
+                } else {
+                    if (kVec2f_GrSLType == posVar.getType()) {
+                        vb->codeAppendf("%s = %s * vec3(%s, 1);",
+                                        v.vsOut(), uniName, posVar.c_str());
+                    } else {
+                        vb->codeAppendf("%s = %s * %s;", v.vsOut(), uniName, posVar.c_str());
+                    }
+                }
+            } else {
+                if (kVec2f_GrSLType == varyingType) {
+                    vb->codeAppendf("%s = (%s * vec3(%s, 1)).xy;", v.vsOut(), uniName, localCoords);
+                } else {
+                    vb->codeAppendf("%s = %s * vec3(%s, 1);", v.vsOut(), uniName, localCoords);
+                }
+            }
+        }
+    }
+}
+
+void
+GrGLGeometryProcessor::setTransformData(const GrPrimitiveProcessor& primProc,
+                                        const GrGLProgramDataManager& pdman,
+                                        int index,
+                                        const SkTArray<const GrCoordTransform*, true>& transforms) {
+    SkSTArray<2, Transform, true>& procTransforms = fInstalledTransforms[index];
+    int numTransforms = transforms.count();
+    for (int t = 0; t < numTransforms; ++t) {
+        SkASSERT(procTransforms[t].fHandle.isValid());
+        const SkMatrix& transform = GetTransformMatrix(primProc.localMatrix(), *transforms[t]);
+        if (!procTransforms[t].fCurrentValue.cheapEqualTo(transform)) {
+            pdman.setSkMatrix(procTransforms[t].fHandle.convertToUniformHandle(), transform);
+            procTransforms[t].fCurrentValue = transform;
+        }
+    }
+}
+
+void GrGLGeometryProcessor::SetupPosition(GrGLVertexBuilder* vsBuilder,
+                                          GrGPArgs* gpArgs,
+                                          const char* posName,
+                                          const SkMatrix& mat,
+                                          const char* matName) {
+    if (mat.isIdentity()) {
+        gpArgs->fPositionVar.set(kVec2f_GrSLType, "pos2");
+
+        vsBuilder->codeAppendf("vec2 %s = %s;", gpArgs->fPositionVar.c_str(), posName);
+    } else if (!mat.hasPerspective()) {
+        gpArgs->fPositionVar.set(kVec2f_GrSLType, "pos2");
+
+        vsBuilder->codeAppendf("vec2 %s = vec2(%s * vec3(%s, 1));",
+                               gpArgs->fPositionVar.c_str(), matName, posName);
+    } else {
+        gpArgs->fPositionVar.set(kVec3f_GrSLType, "pos3");
+
+        vsBuilder->codeAppendf("vec3 %s = %s * vec3(%s, 1);",
+                               gpArgs->fPositionVar.c_str(), matName, posName);
+    }
+}