switched gl_Position and gl_PointSize to sk_*
Bug: skia:
Change-Id: Ie7508991aa975c1400bac23ae49d81041a313968
Reviewed-on: https://skia-review.googlesource.com/51320
Reviewed-by: Greg Daniel <egdaniel@google.com>
Commit-Queue: Ethan Nicholas <ethannicholas@google.com>
diff --git a/src/gpu/ccpr/GrCCPRCoverageProcessor.cpp b/src/gpu/ccpr/GrCCPRCoverageProcessor.cpp
index a295f05..4a0dd26 100644
--- a/src/gpu/ccpr/GrCCPRCoverageProcessor.cpp
+++ b/src/gpu/ccpr/GrCCPRCoverageProcessor.cpp
@@ -145,7 +145,7 @@
fnBody.appendf("%s = %s * %s;",
fFragCoverageTimesWind.gsOut(), coverage, fGeomWind.c_str());
}
- fnBody.append ("gl_Position = float4(position, 0, 1);");
+ fnBody.append ("sk_Position = float4(position, 0, 1);");
fnBody.append ("EmitVertex();");
return fnBody;
}().c_str(), &emitVertexFn);
diff --git a/src/gpu/ccpr/GrCCPRCubicProcessor.cpp b/src/gpu/ccpr/GrCCPRCubicProcessor.cpp
index 6070527..ac8359b 100644
--- a/src/gpu/ccpr/GrCCPRCubicProcessor.cpp
+++ b/src/gpu/ccpr/GrCCPRCubicProcessor.cpp
@@ -46,10 +46,10 @@
void GrCCPRCubicProcessor::onEmitGeometryShader(GrGLSLGeometryBuilder* g, const char* emitVertexFn,
const char* wind, const char* rtAdjust) const {
// Prepend bezierpts at the start of the shader.
- g->codePrependf("float4x2 bezierpts = float4x2(sk_in[0].gl_Position.xy, "
- "sk_in[1].gl_Position.xy, "
- "sk_in[2].gl_Position.xy, "
- "sk_in[3].gl_Position.xy);");
+ g->codePrependf("float4x2 bezierpts = float4x2(sk_in[0].sk_Position.xy, "
+ "sk_in[1].sk_Position.xy, "
+ "sk_in[2].sk_Position.xy, "
+ "sk_in[3].sk_Position.xy);");
// Evaluate the cubic at T=.5 for an mid-ish point.
g->codeAppendf("float2 midpoint = bezierpts * float4(.125, .375, .375, .125);");
diff --git a/src/gpu/ccpr/GrCCPRQuadraticProcessor.cpp b/src/gpu/ccpr/GrCCPRQuadraticProcessor.cpp
index 9b85783..2a56b22 100644
--- a/src/gpu/ccpr/GrCCPRQuadraticProcessor.cpp
+++ b/src/gpu/ccpr/GrCCPRQuadraticProcessor.cpp
@@ -45,9 +45,9 @@
const char* emitVertexFn, const char* wind,
const char* rtAdjust) const {
// Prepend bezierpts at the start of the shader.
- g->codePrependf("float3x2 bezierpts = float3x2(sk_in[0].gl_Position.xy, "
- "sk_in[1].gl_Position.xy, "
- "sk_in[2].gl_Position.xy);");
+ g->codePrependf("float3x2 bezierpts = float3x2(sk_in[0].sk_Position.xy, "
+ "sk_in[1].sk_Position.xy, "
+ "sk_in[2].sk_Position.xy);");
g->declareGlobal(fCanonicalMatrix);
g->codeAppendf("%s = float3x3(0.0, 0, 1, "
diff --git a/src/gpu/ccpr/GrCCPRTriangleProcessor.cpp b/src/gpu/ccpr/GrCCPRTriangleProcessor.cpp
index 489138e..1aac0ed 100644
--- a/src/gpu/ccpr/GrCCPRTriangleProcessor.cpp
+++ b/src/gpu/ccpr/GrCCPRTriangleProcessor.cpp
@@ -25,9 +25,9 @@
void GrCCPRTriangleProcessor::defineInputVertices(GrGLSLGeometryBuilder* g) const {
// Prepend in_vertices at the start of the shader.
- g->codePrependf("float3x2 in_vertices = float3x2(sk_in[0].gl_Position.xy, "
- "sk_in[1].gl_Position.xy, "
- "sk_in[2].gl_Position.xy);");
+ g->codePrependf("float3x2 in_vertices = float3x2(sk_in[0].sk_Position.xy, "
+ "sk_in[1].sk_Position.xy, "
+ "sk_in[2].sk_Position.xy);");
}
void GrCCPRTriangleProcessor::emitWind(GrGLSLGeometryBuilder* g, const char* /*rtAdjust*/,
diff --git a/src/gpu/gl/GrGLGpu.cpp b/src/gpu/gl/GrGLGpu.cpp
index d37befe..92eb86d 100644
--- a/src/gpu/gl/GrGLGpu.cpp
+++ b/src/gpu/gl/GrGLGpu.cpp
@@ -3503,8 +3503,8 @@
"// Copy Program VS\n"
"void main() {"
" v_texCoord = a_vertex.xy * u_texCoordXform.xy + u_texCoordXform.zw;"
- " gl_Position.xy = a_vertex * u_posXform.xy + u_posXform.zw;"
- " gl_Position.zw = half2(0, 1);"
+ " sk_Position.xy = a_vertex * u_posXform.xy + u_posXform.zw;"
+ " sk_Position.zw = half2(0, 1);"
"}"
);
@@ -3618,8 +3618,8 @@
vshaderTxt.append(
"// Mipmap Program VS\n"
"void main() {"
- " gl_Position.xy = a_vertex * half2(2, 2) - half2(1, 1);"
- " gl_Position.zw = half2(0, 1);"
+ " sk_Position.xy = a_vertex * half2(2, 2) - half2(1, 1);"
+ " sk_Position.zw = half2(0, 1);"
);
// Insert texture coordinate computation:
@@ -3748,7 +3748,7 @@
vshaderTxt.append(
"// Stencil Clip Clear Program VS\n"
"void main() {"
- " gl_Position = float4(a_vertex.x, a_vertex.y, 0, 1);"
+ " sk_Position = float4(a_vertex.x, a_vertex.y, 0, 1);"
"}");
SkString fshaderTxt(version);
diff --git a/src/gpu/glsl/GrGLSLVertexShaderBuilder.cpp b/src/gpu/glsl/GrGLSLVertexShaderBuilder.cpp
index e540494..192417c 100644
--- a/src/gpu/glsl/GrGLSLVertexShaderBuilder.cpp
+++ b/src/gpu/glsl/GrGLSLVertexShaderBuilder.cpp
@@ -26,24 +26,24 @@
this->codeAppendf("{float2 _posTmp = %s;", posVar.c_str());
}
this->codeAppendf("_posTmp = floor(_posTmp) + half2(0.5, 0.5);"
- "gl_Position = float4(_posTmp.x * %s.x + %s.y,"
+ "sk_Position = float4(_posTmp.x * %s.x + %s.y,"
"_posTmp.y * %s.z + %s.w, 0, 1);}",
rtAdjustName, rtAdjustName, rtAdjustName, rtAdjustName);
} else if (kFloat3_GrSLType == posVar.getType()) {
- this->codeAppendf("gl_Position = float4(dot(%s.xz, %s.xy), dot(%s.yz, %s.zw), 0, %s.z);",
+ this->codeAppendf("sk_Position = float4(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(kFloat2_GrSLType == posVar.getType());
- this->codeAppendf("gl_Position = float4(%s.x * %s.x + %s.y, %s.y * %s.z + %s.w, 0, 1);",
+ this->codeAppendf("sk_Position = float4(%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;");
+ this->codeAppend("sk_PointSize = 1.0;");
}
}
diff --git a/src/gpu/vk/GrVkCopyManager.cpp b/src/gpu/vk/GrVkCopyManager.cpp
index d27997d..3093c69 100644
--- a/src/gpu/vk/GrVkCopyManager.cpp
+++ b/src/gpu/vk/GrVkCopyManager.cpp
@@ -53,8 +53,8 @@
"// Copy Program VS\n"
"void main() {"
"vTexCoord = inPosition * uTexCoordXform.xy + uTexCoordXform.zw;"
- "gl_Position.xy = inPosition * uPosXform.xy + uPosXform.zw;"
- "gl_Position.zw = half2(0, 1);"
+ "sk_Position.xy = inPosition * uPosXform.xy + uPosXform.zw;"
+ "sk_Position.zw = half2(0, 1);"
"}"
);