blob: 279dd5937e92a911b67891012a93cde96895b4f3 [file] [log] [blame]
egdaniel0eafe792015-11-20 14:01:22 -08001/*
2 * Copyright 2015 Google Inc.
3 *
4 * Use of this source code is governed by a BSD-style license that can be
5 * found in the LICENSE file.
6 */
7
8#include "glsl/GrGLSLVarying.h"
9
10#include "glsl/GrGLSLProgramBuilder.h"
11
12void GrGLSLVaryingHandler::addPassThroughAttribute(const GrGeometryProcessor::Attribute* input,
13 const char* output) {
14 GrSLType type = GrVertexAttribTypeToSLType(input->fType);
15 GrGLSLVertToFrag v(type);
16 this->addVarying(input->fName, &v);
17 fProgramBuilder->fVS.codeAppendf("%s = %s;", v.vsOut(), input->fName);
18
19 if (fProgramBuilder->primitiveProcessor().willUseGeoShader()) {
20 fProgramBuilder->fGS.codeAppendf("%s = %s[0];", v.gsOut(), v.gsIn());
21 }
22
23 fProgramBuilder->fFS.codeAppendf("%s = %s;", output, v.fsIn());
24}
25
26void GrGLSLVaryingHandler::addVarying(const char* name,
27 GrGLSLVarying* varying,
28 GrSLPrecision precision) {
29 SkASSERT(varying);
30 if (varying->vsVarying()) {
31 this->addVertexVarying(name, precision, varying);
32 }
33 if (fProgramBuilder->primitiveProcessor().willUseGeoShader()) {
34 this->addGeomVarying(name, precision, varying);
35 }
36 if (varying->fsVarying()) {
37 this->addFragVarying(precision, varying);
38 }
39}
40
41void GrGLSLVaryingHandler::addVertexVarying(const char* name,
42 GrSLPrecision precision,
43 GrGLSLVarying* v) {
44 fVertexOutputs.push_back();
45 fVertexOutputs.back().setType(v->fType);
46 fVertexOutputs.back().setTypeModifier(GrGLSLShaderVar::kVaryingOut_TypeModifier);
47 fVertexOutputs.back().setPrecision(precision);
48 fProgramBuilder->nameVariable(fVertexOutputs.back().accessName(), 'v', name);
49 v->fVsOut = fVertexOutputs.back().getName().c_str();
50}
51void GrGLSLVaryingHandler::addGeomVarying(const char* name,
52 GrSLPrecision precision,
53 GrGLSLVarying* v) {
54 // if we have a GS take each varying in as an array
55 // and output as non-array.
56 if (v->vsVarying()) {
57 fGeomInputs.push_back();
58 fGeomInputs.back().setType(v->fType);
59 fGeomInputs.back().setTypeModifier(GrGLSLShaderVar::kVaryingIn_TypeModifier);
60 fGeomInputs.back().setPrecision(precision);
61 fGeomInputs.back().setUnsizedArray();
62 *fGeomInputs.back().accessName() = v->fVsOut;
63 v->fGsIn = v->fVsOut;
64 }
65
66 if (v->fsVarying()) {
67 fGeomOutputs.push_back();
68 fGeomOutputs.back().setType(v->fType);
69 fGeomOutputs.back().setTypeModifier(GrGLSLShaderVar::kVaryingOut_TypeModifier);
70 fGeomOutputs.back().setPrecision(precision);
71 fProgramBuilder->nameVariable(fGeomOutputs.back().accessName(), 'g', name);
72 v->fGsOut = fGeomOutputs.back().getName().c_str();
73 }
74}
75
76void GrGLSLVaryingHandler::addFragVarying(GrSLPrecision precision, GrGLSLVarying* v) {
77 v->fFsIn = v->fGsOut ? v->fGsOut : v->fVsOut;
78 fFragInputs.push_back().set(v->fType,
79 GrGLSLShaderVar::kVaryingIn_TypeModifier,
80 v->fFsIn,
81 precision);
82}
83
84void GrGLSLVaryingHandler::emitAttributes(const GrGeometryProcessor& gp) {
85 int vaCount = gp.numAttribs();
86 for (int i = 0; i < vaCount; i++) {
87 const GrGeometryProcessor::Attribute& attr = gp.getAttrib(i);
88 this->addAttribute(GrShaderVar(attr.fName,
89 GrVertexAttribTypeToSLType(attr.fType),
90 GrShaderVar::kAttribute_TypeModifier,
91 GrShaderVar::kNonArray,
92 attr.fPrecision));
93 }
94}
95
96void GrGLSLVaryingHandler::addAttribute(const GrShaderVar& var) {
97 SkASSERT(GrShaderVar::kAttribute_TypeModifier == var.getTypeModifier());
98 for (int j = 0; j < fVertexInputs.count(); ++j) {
99 const GrGLSLShaderVar& attr = fVertexInputs[j];
100 // if attribute already added, don't add it again
101 if (attr.getName().equals(var.getName())) {
102 return;
103 }
104 }
105 fVertexInputs.push_back(var);
106}
107
108void GrGLSLVaryingHandler::appendDecls(const VarArray& vars, SkString* out) const {
109 for (int i = 0; i < vars.count(); ++i) {
110 vars[i].appendDecl(fProgramBuilder->glslCaps(), out);
111 out->append(";");
112 }
113}
114
115void GrGLSLVaryingHandler::getVertexDecls(SkString* inputDecls, SkString* outputDecls) const {
116 this->appendDecls(fVertexInputs, inputDecls);
117 this->appendDecls(fVertexOutputs, outputDecls);
118}
119
120void GrGLSLVaryingHandler::getGeomDecls(SkString* inputDecls, SkString* outputDecls) const {
121 this->appendDecls(fGeomInputs, inputDecls);
122 this->appendDecls(fGeomOutputs, outputDecls);
123}
124
125void GrGLSLVaryingHandler::getFragDecls(SkString* inputDecls, SkString* outputDecls) const {
126 // We should not have any outputs in the fragment shader when using version 1.10
127 SkASSERT(k110_GrGLSLGeneration != fProgramBuilder->glslCaps()->generation() ||
128 fFragOutputs.empty());
129 this->appendDecls(fFragInputs, inputDecls);
130 this->appendDecls(fFragOutputs, outputDecls);
131}
132