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- /*
- * 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);
- 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());
- } 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);
- }
- }
- }
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