blob: 279dd5937e92a911b67891012a93cde96895b4f3 [file] [log] [blame]
/*
* 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);
}