blob: a79ca5a108a96387732715fa9a292a4a9a1701f3 [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 "../GrGLGLSL.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(nullptr) {
}
void GrGLVertexBuilder::addVarying(const char* name, GrSLPrecision precision, GrGLVarying* v) {
fOutputs.push_back();
fOutputs.back().setType(v->fType);
fOutputs.back().setTypeModifier(GrGLShaderVar::kVaryingOut_TypeModifier);
fOutputs.back().setPrecision(precision);
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, kHigh_GrSLPrecision,
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;");
}
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) {
this->versionDecl() = GrGLGetGLSLVersionDecl(fProgramBuilder->ctxInfo());
this->compileAndAppendLayoutQualifiers();
fProgramBuilder->appendUniformDecls(GrGLProgramBuilder::kVertex_Visibility, &this->uniforms());
this->appendDecls(fInputs, &this->inputs());
this->appendDecls(fOutputs, &this->outputs());
return this->finalize(programId, GR_GL_VERTEX_SHADER, shaderIds);
}
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;
}