/*
* 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);
}
}
}