| /* |
| * 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; |
| } |
| |