Move all ShaderBuilder files to GLSL
BUG=skia:
Review URL: https://codereview.chromium.org/1438003003
diff --git a/src/gpu/glsl/GrGLSLVertexShaderBuilder.cpp b/src/gpu/glsl/GrGLSLVertexShaderBuilder.cpp
new file mode 100644
index 0000000..1f68d0e
--- /dev/null
+++ b/src/gpu/glsl/GrGLSLVertexShaderBuilder.cpp
@@ -0,0 +1,87 @@
+/*
+ * 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 "GrGLSLVertexShaderBuilder.h"
+#include "glsl/GrGLSLProgramBuilder.h"
+
+GrGLSLVertexBuilder::GrGLSLVertexBuilder(GrGLSLProgramBuilder* program)
+ : INHERITED(program)
+ , fRtAdjustName(nullptr) {
+}
+
+void GrGLSLVertexBuilder::addVarying(const char* name, GrSLPrecision precision, GrGLSLVarying* v) {
+ fOutputs.push_back();
+ fOutputs.back().setType(v->fType);
+ fOutputs.back().setTypeModifier(GrGLSLShaderVar::kVaryingOut_TypeModifier);
+ fOutputs.back().setPrecision(precision);
+ fProgramBuilder->nameVariable(fOutputs.back().accessName(), 'v', name);
+ v->fVsOut = fOutputs.back().getName().c_str();
+}
+
+void GrGLSLVertexBuilder::emitAttributes(const GrGeometryProcessor& gp) {
+ int vaCount = gp.numAttribs();
+ for (int i = 0; i < vaCount; i++) {
+ this->addAttribute(&gp.getAttrib(i));
+ }
+ return;
+}
+
+void GrGLSLVertexBuilder::transformToNormalizedDeviceSpace(const GrShaderVar& posVar) {
+ SkASSERT(!fRtAdjustName);
+
+ GrSLPrecision precision = kDefault_GrSLPrecision;
+ if (fProgramBuilder->glslCaps()->forceHighPrecisionNDSTransform()) {
+ precision = kHigh_GrSLPrecision;
+ }
+
+ // setup RT Uniform
+ fProgramBuilder->fUniformHandles.fRTAdjustmentUni =
+ fProgramBuilder->addUniform(GrGLSLProgramBuilder::kVertex_Visibility,
+ kVec4f_GrSLType, precision,
+ fProgramBuilder->rtAdjustment(),
+ &fRtAdjustName);
+ if (this->getProgramBuilder()->desc().header().fSnapVerticesToPixelCenters) {
+ if (kVec3f_GrSLType == posVar.getType()) {
+ const char* p = posVar.c_str();
+ this->codeAppendf("{vec2 _posTmp = vec2(%s.x/%s.z, %s.y/%s.z);", p, p, p, p);
+ } else {
+ SkASSERT(kVec2f_GrSLType == posVar.getType());
+ this->codeAppendf("{vec2 _posTmp = %s;", posVar.c_str());
+ }
+ this->codeAppendf("_posTmp = floor(_posTmp) + vec2(0.5, 0.5);"
+ "gl_Position = vec4(_posTmp.x * %s.x + %s.y,"
+ "_posTmp.y * %s.z + %s.w, 0, 1);}",
+ fRtAdjustName, fRtAdjustName, fRtAdjustName, fRtAdjustName);
+ } else if (kVec3f_GrSLType == posVar.getType()) {
+ this->codeAppendf("gl_Position = vec4(dot(%s.xz, %s.xy), dot(%s.yz, %s.zw), 0, %s.z);",
+ posVar.c_str(), fRtAdjustName,
+ 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;");
+}
+
+bool GrGLSLVertexBuilder::addAttribute(const GrShaderVar& var) {
+ SkASSERT(GrShaderVar::kAttribute_TypeModifier == var.getTypeModifier());
+ for (int i = 0; i < fInputs.count(); ++i) {
+ const GrGLSLShaderVar& 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;
+}
+