/* * 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/GrGLSLProcessorTypes.h" #include "glsl/GrGLSLUniformHandler.h" #include "glsl/GrGLSLVarying.h" #include "glsl/GrGLSLVertexShaderBuilder.h" void GrGLSLGeometryProcessor::emitCode(EmitArgs& args) { GrGLSLVertexBuilder* vBuilder = args.fVertBuilder; GrGPArgs gpArgs; this->onEmitCode(args, &gpArgs); vBuilder->transformToNormalizedDeviceSpace(gpArgs.fPositionVar); if (kVec2f_GrSLType == gpArgs.fPositionVar.getType()) { args.fVaryingHandler->setNoPerspective(); } } void GrGLSLGeometryProcessor::emitTransforms(GrGLSLVertexBuilder* vb, GrGLSLVaryingHandler* varyingHandler, GrGLSLUniformHandler* uniformHandler, const GrShaderVar& posVar, const char* localCoords, const SkMatrix& localMatrix, const TransformsIn& tin, TransformsOut* tout) { tout->push_back_n(tin.count()); fInstalledTransforms.push_back_n(tin.count()); for (int i = 0; i < tin.count(); i++) { const ProcCoords& coordTransforms = tin[i]; fInstalledTransforms[i].push_back_n(coordTransforms.count()); for (int t = 0; t < coordTransforms.count(); t++) { SkString strUniName("StageMatrix"); strUniName.appendf("_%i_%i", i, t); GrSLType varyingType; GrCoordSet coordType = coordTransforms[t]->sourceCoords(); uint32_t type = coordTransforms[t]->getMatrix().getType(); if (kLocal_GrCoordSet == coordType) { type |= localMatrix.getType(); } varyingType = SkToBool(SkMatrix::kPerspective_Mask & type) ? kVec3f_GrSLType : kVec2f_GrSLType; GrSLPrecision precision = coordTransforms[t]->precision(); const char* uniName; fInstalledTransforms[i][t].fHandle = uniformHandler->addUniform(kVertex_GrShaderFlag, kMat33f_GrSLType, precision, strUniName.c_str(), &uniName).toIndex(); SkString strVaryingName("MatrixCoord"); strVaryingName.appendf("_%i_%i", i, t); GrGLSLVertToFrag v(varyingType); varyingHandler->addVarying(strVaryingName.c_str(), &v, precision); SkASSERT(kVec2f_GrSLType == varyingType || kVec3f_GrSLType == varyingType); (*tout)[i].emplace_back(SkString(v.fsIn()), varyingType); // varying = matrix * coords (logically) if (kDevice_GrCoordSet == coordType) { if (kVec2f_GrSLType == varyingType) { if (kVec2f_GrSLType == posVar.getType()) { vb->codeAppendf("%s = (%s * vec3(%s, 1)).xy;", v.vsOut(), uniName, posVar.c_str()); } else { // The brackets here are just to scope the temp variable vb->codeAppendf("{ vec3 temp = %s * %s;", uniName, posVar.c_str()); vb->codeAppendf("%s = vec2(temp.x/temp.z, temp.y/temp.z); }", v.vsOut()); } } else { if (kVec2f_GrSLType == posVar.getType()) { vb->codeAppendf("%s = %s * vec3(%s, 1);", v.vsOut(), uniName, posVar.c_str()); } else { vb->codeAppendf("%s = %s * %s;", v.vsOut(), uniName, posVar.c_str()); } } } else { if (kVec2f_GrSLType == varyingType) { vb->codeAppendf("%s = (%s * vec3(%s, 1)).xy;", v.vsOut(), uniName, localCoords); } else { vb->codeAppendf("%s = %s * vec3(%s, 1);", v.vsOut(), uniName, localCoords); } } } } } void GrGLSLGeometryProcessor::emitTransforms(GrGLSLVertexBuilder* vb, GrGLSLVaryingHandler* varyingHandler, const char* localCoords, const TransformsIn& tin, TransformsOut* tout) { tout->push_back_n(tin.count()); for (int i = 0; i < tin.count(); i++) { const ProcCoords& coordTransforms = tin[i]; for (int t = 0; t < coordTransforms.count(); t++) { GrSLType varyingType = kVec2f_GrSLType; // Device coords aren't supported SkASSERT(kDevice_GrCoordSet != coordTransforms[t]->sourceCoords()); GrSLPrecision precision = coordTransforms[t]->precision(); SkString strVaryingName("MatrixCoord"); strVaryingName.appendf("_%i_%i", i, t); GrGLSLVertToFrag v(varyingType); varyingHandler->addVarying(strVaryingName.c_str(), &v, precision); vb->codeAppendf("%s = %s;", v.vsOut(), localCoords); (*tout)[i].emplace_back(SkString(v.fsIn()), varyingType); } } } void GrGLSLGeometryProcessor::setupPosition(GrGLSLVertexBuilder* vertBuilder, GrGPArgs* gpArgs, const char* posName) { gpArgs->fPositionVar.set(kVec2f_GrSLType, "pos2"); vertBuilder->codeAppendf("vec2 %s = %s;", gpArgs->fPositionVar.c_str(), posName); } void GrGLSLGeometryProcessor::setupPosition(GrGLSLVertexBuilder* vertBuilder, GrGLSLUniformHandler* uniformHandler, GrGPArgs* gpArgs, const char* posName, const SkMatrix& mat, UniformHandle* viewMatrixUniform) { if (mat.isIdentity()) { gpArgs->fPositionVar.set(kVec2f_GrSLType, "pos2"); vertBuilder->codeAppendf("vec2 %s = %s;", gpArgs->fPositionVar.c_str(), posName); } else { const char* viewMatrixName; *viewMatrixUniform = uniformHandler->addUniform(kVertex_GrShaderFlag, kMat33f_GrSLType, kHigh_GrSLPrecision, "uViewM", &viewMatrixName); if (!mat.hasPerspective()) { gpArgs->fPositionVar.set(kVec2f_GrSLType, "pos2"); vertBuilder->codeAppendf("vec2 %s = vec2(%s * vec3(%s, 1));", gpArgs->fPositionVar.c_str(), viewMatrixName, posName); } else { gpArgs->fPositionVar.set(kVec3f_GrSLType, "pos3"); vertBuilder->codeAppendf("vec3 %s = %s * vec3(%s, 1);", gpArgs->fPositionVar.c_str(), viewMatrixName, posName); } } }