blob: 2ff97823cd7b61e1bfac02c81b1f254f17d87310 [file] [log] [blame]
/*
* 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 "GrGLShaderStringBuilder.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::setupUniformViewMatrix() {
fProgramBuilder->fUniformHandles.fViewMatrixUni =
fProgramBuilder->addUniform(GrGLProgramBuilder::kVertex_Visibility,
kMat33f_GrSLType, kDefault_GrSLPrecision,
this->uViewM());
}
void GrGLVertexBuilder::emitAttributes(const GrGeometryProcessor& gp) {
const GrGeometryProcessor::VertexAttribArray& v = gp.getAttribs();
int vaCount = v.count();
for (int i = 0; i < vaCount; i++) {
this->addAttribute(&v[i]);
}
return;
}
void GrGLVertexBuilder::transformToNormalizedDeviceSpace() {
// setup RT Uniform
fProgramBuilder->fUniformHandles.fRTAdjustmentUni =
fProgramBuilder->addUniform(GrGLProgramBuilder::kVertex_Visibility,
kVec4f_GrSLType, kDefault_GrSLPrecision,
fProgramBuilder->rtAdjustment(),
&fRtAdjustName);
// Wire transforms
SkTArray<GrGLProgramBuilder::TransformVarying, true>& transVs = fProgramBuilder->fCoordVaryings;
int transformCount = transVs.count();
for (int i = 0; i < transformCount; i++) {
GrCoordSet coordSet = transVs[i].fCoordSet;
const char* coords = NULL;
switch (coordSet) {
case kLocal_GrCoordSet:
coords = this->localCoords();
break;
case kDevice_GrCoordSet:
coords = this->glPosition();
break;
}
// varying = matrix * coords (logically)
const GrGLVarying& v = transVs[i].fV;
if (kDevice_GrCoordSet == coordSet) {
if (kVec2f_GrSLType == v.fType) {
this->codeAppendf("%s = (%s * %s).xy;", v.fVsOut, transVs[i].fUniName.c_str(),
coords);
} else {
this->codeAppendf("%s = %s * %s;", v.fVsOut, transVs[i].fUniName.c_str(), coords);
}
} else {
if (kVec2f_GrSLType == v.fType) {
this->codeAppendf("%s = (%s * vec3(%s, 1)).xy;", v.fVsOut, transVs[i].fUniName.c_str(),
coords);
} else {
this->codeAppendf("%s = %s * vec3(%s, 1);", v.fVsOut, transVs[i].fUniName.c_str(),
coords);
}
}
}
// Transform from Skia's device coords to GL's normalized device coords.
this->codeAppendf("gl_Position = vec4(dot(%s.xz, %s.xy), dot(%s.yz, %s.zw), 0, %s.z);",
this->glPosition(), fRtAdjustName, this->glPosition(), fRtAdjustName,
this->glPosition());
}
void GrGLVertexBuilder::bindVertexAttributes(GrGLuint programID) {
const GrGeometryProcessor* gp = fProgramBuilder->fOptState.getGeometryProcessor();
const GrGeometryProcessor::VertexAttribArray& v = gp->getAttribs();
int vaCount = v.count();
for (int i = 0; i < vaCount; i++) {
GL_CALL(BindAttribLocation(programID, i, v[i].fName));
}
return;
}
bool GrGLVertexBuilder::compileAndAttachShaders(GrGLuint programId,
SkTDArray<GrGLuint>* shaderIds) const {
GrGLGpu* gpu = fProgramBuilder->gpu();
const GrGLContext& glCtx = gpu->glContext();
const GrGLContextInfo& ctxInfo = gpu->ctxInfo();
SkString vertShaderSrc(GrGetGLSLVersionDecl(ctxInfo));
fProgramBuilder->appendUniformDecls(GrGLProgramBuilder::kVertex_Visibility, &vertShaderSrc);
this->appendDecls(fInputs, &vertShaderSrc);
this->appendDecls(fOutputs, &vertShaderSrc);
vertShaderSrc.append("void main() {");
vertShaderSrc.append(fCode);
vertShaderSrc.append("}\n");
GrGLuint vertShaderId = GrGLCompileAndAttachShader(glCtx, programId,
GR_GL_VERTEX_SHADER, vertShaderSrc,
gpu->gpuStats());
if (!vertShaderId) {
return false;
}
*shaderIds->append() = vertShaderId;
return true;
}
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;
}