| /* | |
| * 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 "GrGLSLGeometryProcessor.h" | |
| #include "GrCoordTransform.h" | |
| #include "glsl/GrGLSLFragmentShaderBuilder.h" | |
| #include "glsl/GrGLSLUniformHandler.h" | |
| #include "glsl/GrGLSLVarying.h" | |
| #include "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()) { | |
| varyingType = kFloat3_GrSLType; | |
| } | |
| SkString strVaryingName; | |
| strVaryingName.printf("TransformedCoords_%d", i); | |
| GrGLSLVarying v(varyingType); | |
| varyingHandler->addVarying(strVaryingName.c_str(), &v); | |
| handler->specifyCoordsForCurrCoordTransform(SkString(v.fsIn()), varyingType); | |
| if (kFloat2_GrSLType == varyingType) { | |
| vb->codeAppendf("%s = (%s * %s).xy;", v.vsOut(), uniName, localCoords.c_str()); | |
| if (threeComponentLocalCoords) { | |
| vb->codeAppendf("%s /= %s.z;", v.vsOut(), localCoords.c_str()); | |
| } | |
| } else { | |
| vb->codeAppendf("%s = %s * %s;", v.vsOut(), uniName, localCoords.c_str()); | |
| } | |
| ++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); | |
| } | |
| } | |
| } |