| /* |
| * 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 "GrGLVertexShaderBuilder.h" |
| #include "GrGLProgramBuilder.h" |
| #include "../GrGLGpu.h" |
| |
| #define GL_CALL(X) GR_GL_CALL(fProgramBuilder->gpu()->glInterface(), X) |
| #define GL_CALL_RET(R, X) GR_GL_CALL_RET(fProgramBuilder->gpu()->glInterface(), R, X) |
| |
| GrGLVertexBuilder::GrGLVertexBuilder(GrGLProgramBuilder* program) |
| : INHERITED(program) |
| , fRtAdjustName(NULL) { |
| } |
| |
| void GrGLVertexBuilder::addVarying(const char* name, GrGLVarying* v) { |
| fOutputs.push_back(); |
| fOutputs.back().setType(v->fType); |
| fOutputs.back().setTypeModifier(GrGLShaderVar::kVaryingOut_TypeModifier); |
| fProgramBuilder->nameVariable(fOutputs.back().accessName(), 'v', name); |
| v->fVsOut = fOutputs.back().getName().c_str(); |
| } |
| |
| void GrGLVertexBuilder::emitAttributes(const GrGeometryProcessor& gp) { |
| int vaCount = gp.numAttribs(); |
| for (int i = 0; i < vaCount; i++) { |
| this->addAttribute(&gp.getAttrib(i)); |
| } |
| return; |
| } |
| |
| void GrGLVertexBuilder::transformToNormalizedDeviceSpace(const GrShaderVar& posVar) { |
| SkASSERT(!fRtAdjustName); |
| |
| // setup RT Uniform |
| fProgramBuilder->fUniformHandles.fRTAdjustmentUni = |
| fProgramBuilder->addUniform(GrGLProgramBuilder::kVertex_Visibility, |
| kVec4f_GrSLType, kDefault_GrSLPrecision, |
| fProgramBuilder->rtAdjustment(), |
| &fRtAdjustName); |
| |
| // Transform from Skia's device coords to GL's normalized device coords. Note that |
| // because we want to "nudge" the device space positions we are converting to |
| // non-homogeneous NDC. |
| if (kVec3f_GrSLType == posVar.getType()) { |
| this->codeAppendf("gl_Position = vec4(dot(%s.xz, %s.xy)/%s.z, dot(%s.yz, %s.zw)/%s.z, 0, 1);", |
| posVar.c_str(), fRtAdjustName, posVar.c_str(), |
| posVar.c_str(), fRtAdjustName, 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(), fRtAdjustName, fRtAdjustName, |
| posVar.c_str(), fRtAdjustName, fRtAdjustName); |
| } |
| |
| // 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 |
| this->codeAppend("gl_PointSize = 1.0;"); |
| } |
| |
| void GrGLVertexBuilder::bindVertexAttributes(GrGLuint programID) { |
| const GrPrimitiveProcessor& primProc = fProgramBuilder->primitiveProcessor(); |
| |
| int vaCount = primProc.numAttribs(); |
| for (int i = 0; i < vaCount; i++) { |
| GL_CALL(BindAttribLocation(programID, i, primProc.getAttrib(i).fName)); |
| } |
| return; |
| } |
| |
| bool |
| GrGLVertexBuilder::compileAndAttachShaders(GrGLuint programId, SkTDArray<GrGLuint>* shaderIds) { |
| this->versionDecl() = GrGetGLSLVersionDecl(fProgramBuilder->ctxInfo()); |
| fProgramBuilder->appendUniformDecls(GrGLProgramBuilder::kVertex_Visibility, &this->uniforms()); |
| this->appendDecls(fInputs, &this->inputs()); |
| this->appendDecls(fOutputs, &this->outputs()); |
| return this->finalize(programId, GR_GL_VERTEX_SHADER, shaderIds); |
| } |
| |
| bool GrGLVertexBuilder::addAttribute(const GrShaderVar& var) { |
| SkASSERT(GrShaderVar::kAttribute_TypeModifier == var.getTypeModifier()); |
| for (int i = 0; i < fInputs.count(); ++i) { |
| const GrGLShaderVar& attr = fInputs[i]; |
| // if attribute already added, don't add it again |
| if (attr.getName().equals(var.getName())) { |
| return false; |
| } |
| } |
| fInputs.push_back(var); |
| return true; |
| } |