blob: d99239ebb9e3306813fe0567175497ee94622b89 [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 "src/gpu/glsl/GrGLSLGeometryProcessor.h"
#include "src/gpu/GrCoordTransform.h"
#include "src/gpu/glsl/GrGLSLFragmentShaderBuilder.h"
#include "src/gpu/glsl/GrGLSLUniformHandler.h"
#include "src/gpu/glsl/GrGLSLVarying.h"
#include "src/gpu/glsl/GrGLSLVertexGeoBuilder.h"
void GrGLSLGeometryProcessor::emitCode(EmitArgs& args) {
GrGPArgs gpArgs;
this->onEmitCode(args, &gpArgs);
GrGLSLVertexBuilder* vBuilder = args.fVertBuilder;
if (!args.fGP.willUseGeoShader()) {
// Emit the vertex position to the hardware in the normalized window coordinates it expects.
SkASSERT(kFloat2_GrSLType == gpArgs.fPositionVar.getType() ||
kFloat3_GrSLType == gpArgs.fPositionVar.getType());
vBuilder->emitNormalizedSkPosition(gpArgs.fPositionVar.c_str(), args.fRTAdjustName,
gpArgs.fPositionVar.getType());
if (kFloat2_GrSLType == gpArgs.fPositionVar.getType()) {
args.fVaryingHandler->setNoPerspective();
}
} else {
// Since we have a geometry shader, leave the vertex position in Skia device space for now.
// The geometry Shader will operate in device space, and then convert the final positions to
// normalized hardware window coordinates under the hood, once everything else has finished.
// The subclass must call setNoPerspective on the varying handler, if applicable.
vBuilder->codeAppendf("sk_Position = float4(%s", gpArgs.fPositionVar.c_str());
switch (gpArgs.fPositionVar.getType()) {
case kFloat_GrSLType:
vBuilder->codeAppend(", 0"); // fallthru.
case kFloat2_GrSLType:
vBuilder->codeAppend(", 0"); // fallthru.
case kFloat3_GrSLType:
vBuilder->codeAppend(", 1"); // fallthru.
case kFloat4_GrSLType:
vBuilder->codeAppend(");");
break;
default:
SK_ABORT("Invalid position var type");
break;
}
}
}
void GrGLSLGeometryProcessor::emitTransforms(GrGLSLVertexBuilder* vb,
GrGLSLVaryingHandler* varyingHandler,
GrGLSLUniformHandler* uniformHandler,
const GrShaderVar& localCoordsVar,
const SkMatrix& localMatrix,
FPCoordTransformHandler* handler) {
SkASSERT(GrSLTypeIsFloatType(localCoordsVar.getType()));
SkASSERT(2 == GrSLTypeVecLength(localCoordsVar.getType()) ||
3 == GrSLTypeVecLength(localCoordsVar.getType()));
bool threeComponentLocalCoords = 3 == GrSLTypeVecLength(localCoordsVar.getType());
SkString localCoords;
if (threeComponentLocalCoords) {
localCoords = localCoordsVar.getName();
} else {
localCoords.printf("float3(%s, 1)", localCoordsVar.c_str());
}
int i = 0;
while (const GrCoordTransform* coordTransform = handler->nextCoordTransform()) {
SkString strUniName;
strUniName.printf("CoordTransformMatrix_%d", i);
const char* uniName;
fInstalledTransforms.push_back().fHandle = uniformHandler->addUniform(kVertex_GrShaderFlag,
kFloat3x3_GrSLType,
strUniName.c_str(),
&uniName).toIndex();
GrSLType varyingType = kFloat2_GrSLType;
if (localMatrix.hasPerspective() || coordTransform->getMatrix().hasPerspective()
|| threeComponentLocalCoords) {
varyingType = kFloat3_GrSLType;
}
SkString strVaryingName;
strVaryingName.printf("TransformedCoords_%d", i);
GrGLSLVarying v(varyingType);
if (coordTransform->computeInVertexShader()) {
varyingHandler->addVarying(strVaryingName.c_str(), &v);
if (kFloat2_GrSLType == varyingType) {
vb->codeAppendf("%s = (%s * %s).xy;", v.vsOut(), uniName, localCoords.c_str());
} else {
vb->codeAppendf("%s = %s * %s;", v.vsOut(), uniName, localCoords.c_str());
}
}
handler->specifyCoordsForCurrCoordTransform(SkString(uniName),
fInstalledTransforms.back().fHandle,
GrShaderVar(SkString(v.fsIn()), varyingType));
++i;
}
}
void GrGLSLGeometryProcessor::setTransformDataHelper(const SkMatrix& localMatrix,
const GrGLSLProgramDataManager& pdman,
FPCoordTransformIter* transformIter) {
int i = 0;
while (const GrCoordTransform* coordTransform = transformIter->next()) {
const SkMatrix& m = GetTransformMatrix(localMatrix, *coordTransform);
if (!fInstalledTransforms[i].fCurrentValue.cheapEqualTo(m)) {
pdman.setSkMatrix(fInstalledTransforms[i].fHandle.toIndex(), m);
fInstalledTransforms[i].fCurrentValue = m;
}
++i;
}
SkASSERT(i == fInstalledTransforms.count());
}
void GrGLSLGeometryProcessor::writeOutputPosition(GrGLSLVertexBuilder* vertBuilder,
GrGPArgs* gpArgs,
const char* posName) {
gpArgs->fPositionVar.set(kFloat2_GrSLType, "pos2");
vertBuilder->codeAppendf("float2 %s = %s;", gpArgs->fPositionVar.c_str(), posName);
}
void GrGLSLGeometryProcessor::writeOutputPosition(GrGLSLVertexBuilder* vertBuilder,
GrGLSLUniformHandler* uniformHandler,
GrGPArgs* gpArgs,
const char* posName,
const SkMatrix& mat,
UniformHandle* viewMatrixUniform) {
if (mat.isIdentity()) {
gpArgs->fPositionVar.set(kFloat2_GrSLType, "pos2");
vertBuilder->codeAppendf("float2 %s = %s;", gpArgs->fPositionVar.c_str(), posName);
} else {
const char* viewMatrixName;
*viewMatrixUniform = uniformHandler->addUniform(kVertex_GrShaderFlag,
kFloat3x3_GrSLType,
"uViewM",
&viewMatrixName);
if (!mat.hasPerspective()) {
gpArgs->fPositionVar.set(kFloat2_GrSLType, "pos2");
vertBuilder->codeAppendf("float2 %s = (%s * float3(%s, 1)).xy;",
gpArgs->fPositionVar.c_str(), viewMatrixName, posName);
} else {
gpArgs->fPositionVar.set(kFloat3_GrSLType, "pos3");
vertBuilder->codeAppendf("float3 %s = %s * float3(%s, 1);",
gpArgs->fPositionVar.c_str(), viewMatrixName, posName);
}
}
}