blob: f1671af54cb8f860f243bc47dd1dc098e3926684 [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::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) 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->stats());
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;
}