| /* |
| * 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 "GrGLFullProgramBuilder.h" |
| #include "GrGLShaderStringBuilder.h" |
| #include "../GrGpuGL.h" |
| #include "../../GrOptDrawState.h" |
| |
| #define GL_CALL(X) GR_GL_CALL(gpu->glInterface(), X) |
| #define GL_CALL_RET(R, X) GR_GL_CALL_RET(gpu->glInterface(), R, X) |
| |
| namespace { |
| inline const char* color_attribute_name() { return "inColor"; } |
| inline const char* coverage_attribute_name() { return "inCoverage"; } |
| } |
| |
| GrGLVertexShaderBuilder::GrGLVertexShaderBuilder(GrGLFullProgramBuilder* program) |
| : INHERITED(program) |
| , fPositionVar(NULL) |
| , fLocalCoordsVar(NULL) { |
| } |
| bool GrGLVertexShaderBuilder::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; |
| } |
| |
| void GrGLVertexShaderBuilder::emitAttributes(const GrEffectStage& stage) { |
| const GrEffect& effect = *stage.getEffect(); |
| const GrEffect::VertexAttribArray& vars = |
| effect.getVertexAttribs(); |
| int numAttributes = vars.count(); |
| for (int a = 0; a < numAttributes; ++a) { |
| this->addAttribute(vars[a]); |
| } |
| } |
| |
| void GrGLVertexShaderBuilder::addVarying(GrSLType type, const char* name, const char** vsOutName) { |
| fOutputs.push_back(); |
| fOutputs.back().setType(type); |
| fOutputs.back().setTypeModifier(GrGLShaderVar::kVaryingOut_TypeModifier); |
| fProgramBuilder->nameVariable(fOutputs.back().accessName(), 'v', name); |
| |
| if (vsOutName) { |
| *vsOutName = fOutputs.back().getName().c_str(); |
| } |
| } |
| |
| |
| void GrGLVertexShaderBuilder::bindProgramLocations(GrGLuint programId) { |
| const GrGLProgramDesc::KeyHeader& header = fProgramBuilder->desc().getHeader(); |
| GrGpuGL* gpu = fProgramBuilder->gpu(); |
| |
| // Bind the attrib locations to same values for all shaders |
| SkASSERT(-1 != header.fPositionAttributeIndex); |
| GL_CALL(BindAttribLocation(programId, |
| header.fPositionAttributeIndex, |
| fPositionVar->c_str())); |
| if (-1 != header.fLocalCoordAttributeIndex) { |
| GL_CALL(BindAttribLocation(programId, |
| header.fLocalCoordAttributeIndex, |
| fLocalCoordsVar->c_str())); |
| } |
| if (-1 != header.fColorAttributeIndex) { |
| GL_CALL(BindAttribLocation(programId, |
| header.fColorAttributeIndex, |
| color_attribute_name())); |
| } |
| if (-1 != header.fCoverageAttributeIndex) { |
| GL_CALL(BindAttribLocation(programId, |
| header.fCoverageAttributeIndex, |
| coverage_attribute_name())); |
| } |
| |
| // We pull the current state of attributes off of drawstate's optimized state and bind them in |
| // order. This assumes that the drawState has not changed since we called flushGraphicsState() |
| // higher up in the stack. |
| SkAutoTUnref<GrOptDrawState> optState(fProgramBuilder->gpu()->drawState()->createOptState()); |
| const GrVertexAttrib* vaPtr = optState->getVertexAttribs(); |
| const int vaCount = optState->getVertexAttribCount(); |
| |
| int i = fEffectAttribOffset; |
| for (int index = 0; index < vaCount; index++) { |
| if (kEffect_GrVertexAttribBinding != vaPtr[index].fBinding) { |
| continue; |
| } |
| SkASSERT(index != header.fPositionAttributeIndex && |
| index != header.fLocalCoordAttributeIndex && |
| index != header.fColorAttributeIndex && |
| index != header.fCoverageAttributeIndex); |
| // We should never find another effect attribute if we have bound everything |
| SkASSERT(i < fInputs.count()); |
| GL_CALL(BindAttribLocation(programId, index, fInputs[i].c_str())); |
| i++; |
| } |
| // Make sure we bound everything |
| SkASSERT(fInputs.count() == i); |
| } |
| |
| bool GrGLVertexShaderBuilder::compileAndAttachShaders(GrGLuint programId, |
| SkTDArray<GrGLuint>* shaderIds) const { |
| GrGpuGL* gpu = fProgramBuilder->gpu(); |
| const GrGLContext& glCtx = gpu->glContext(); |
| const GrGLContextInfo& ctxInfo = gpu->ctxInfo(); |
| SkString vertShaderSrc(GrGetGLSLVersionDecl(ctxInfo)); |
| fProgramBuilder->appendUniformDecls(GrGLProgramBuilder::kVertex_Visibility, &vertShaderSrc); |
| fProgramBuilder->appendDecls(fInputs, &vertShaderSrc); |
| fProgramBuilder->appendDecls(fOutputs, &vertShaderSrc); |
| vertShaderSrc.append("void main() {\n"); |
| vertShaderSrc.append(fCode); |
| vertShaderSrc.append("}\n"); |
| GrGLuint vertShaderId = GrGLCompileAndAttachShader(glCtx, programId, |
| GR_GL_VERTEX_SHADER, vertShaderSrc); |
| if (!vertShaderId) { |
| return false; |
| } |
| *shaderIds->append() = vertShaderId; |
| return true; |
| } |
| |
| void GrGLVertexShaderBuilder::emitCodeAfterEffects() { |
| const char* rtAdjustName; |
| fProgramBuilder->fUniformHandles.fRTAdjustmentUni = |
| fProgramBuilder->addUniform(GrGLProgramBuilder::kVertex_Visibility, |
| kVec4f_GrSLType, |
| "rtAdjustment", |
| &rtAdjustName); |
| |
| // Transform from Skia's device coords to GL's normalized device coords. |
| this->codeAppendf( |
| "\tgl_Position = vec4(dot(pos3.xz, %s.xy), dot(pos3.yz, %s.zw), 0, pos3.z);\n", |
| rtAdjustName, rtAdjustName); |
| } |
| |
| void GrGLVertexShaderBuilder::emitCodeBeforeEffects(GrGLSLExpr4* color, GrGLSLExpr4* coverage) { |
| const GrGLProgramDesc::KeyHeader& header = fProgramBuilder->desc().getHeader(); |
| |
| fPositionVar = &fInputs.push_back(); |
| fPositionVar->set(kVec2f_GrSLType, GrGLShaderVar::kAttribute_TypeModifier, "aPosition"); |
| if (-1 != header.fLocalCoordAttributeIndex) { |
| fLocalCoordsVar = &fInputs.push_back(); |
| fLocalCoordsVar->set(kVec2f_GrSLType, |
| GrGLShaderVar::kAttribute_TypeModifier, |
| "aLocalCoords"); |
| } else { |
| fLocalCoordsVar = fPositionVar; |
| } |
| |
| const char* viewMName; |
| fProgramBuilder->fUniformHandles.fViewMatrixUni = |
| fProgramBuilder->addUniform(GrGLProgramBuilder::kVertex_Visibility, |
| kMat33f_GrSLType, |
| "ViewM", |
| &viewMName); |
| |
| // Transform the position into Skia's device coords. |
| this->codeAppendf("\tvec3 pos3 = %s * vec3(%s, 1);\n", |
| viewMName, fPositionVar->c_str()); |
| |
| // we output point size in the GS if present |
| if (header.fEmitsPointSize |
| #if GR_GL_EXPERIMENTAL_GS |
| && !header.fExperimentalGS |
| #endif |
| ) { |
| this->codeAppend("\tgl_PointSize = 1.0;\n"); |
| } |
| |
| if (GrGLProgramDesc::kAttribute_ColorInput == header.fColorInput) { |
| this->addAttribute(GrShaderVar(color_attribute_name(), |
| kVec4f_GrSLType, |
| GrShaderVar::kAttribute_TypeModifier)); |
| const char *vsName, *fsName; |
| fFullProgramBuilder->addVarying(kVec4f_GrSLType, "Color", &vsName, &fsName); |
| this->codeAppendf("\t%s = %s;\n", vsName, color_attribute_name()); |
| *color = fsName; |
| } |
| |
| if (GrGLProgramDesc::kAttribute_ColorInput == header.fCoverageInput) { |
| this->addAttribute(GrShaderVar(coverage_attribute_name(), |
| kVec4f_GrSLType, |
| GrShaderVar::kAttribute_TypeModifier)); |
| const char *vsName, *fsName; |
| fFullProgramBuilder->addVarying(kVec4f_GrSLType, "Coverage", &vsName, &fsName); |
| this->codeAppendf("\t%s = %s;\n", vsName, coverage_attribute_name()); |
| *coverage = fsName; |
| } |
| fEffectAttribOffset = fInputs.count(); |
| } |