blob: 4877071d77686beefc1d03d05a36ffe9be47a6f1 [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 "GrGLFullProgramBuilder.h"
#include "GrGLShaderStringBuilder.h"
#include "../GrGpuGL.h"
#include "../../GrOptDrawState.h"
#define GL_CALL(X) GR_GL_CALL(gpu->glInterface(), X)
#define GL_CALL_RET(R, X) GR_GL_CALL_RET(gpu->glInterface(), R, X)
namespace {
inline const char* color_attribute_name() { return "inColor"; }
inline const char* coverage_attribute_name() { return "inCoverage"; }
}
GrGLVertexShaderBuilder::GrGLVertexShaderBuilder(GrGLFullProgramBuilder* program)
: INHERITED(program)
, fPositionVar(NULL)
, fLocalCoordsVar(NULL) {
}
bool GrGLVertexShaderBuilder::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;
}
void GrGLVertexShaderBuilder::emitAttributes(const GrGeometryProcessor& gp) {
const GrGeometryProcessor::VertexAttribArray& vars = gp.getVertexAttribs();
int numAttributes = vars.count();
for (int a = 0; a < numAttributes; ++a) {
this->addAttribute(vars[a]);
}
}
void GrGLVertexShaderBuilder::addVarying(GrSLType type, const char* name, const char** vsOutName) {
fOutputs.push_back();
fOutputs.back().setType(type);
fOutputs.back().setTypeModifier(GrGLShaderVar::kVaryingOut_TypeModifier);
fProgramBuilder->nameVariable(fOutputs.back().accessName(), 'v', name);
if (vsOutName) {
*vsOutName = fOutputs.back().getName().c_str();
}
}
void GrGLVertexShaderBuilder::bindProgramLocations(GrGLuint programId) {
const GrGLProgramDesc::KeyHeader& header = fProgramBuilder->desc().getHeader();
GrGpuGL* gpu = fProgramBuilder->gpu();
// Bind the attrib locations to same values for all shaders
SkASSERT(-1 != header.fPositionAttributeIndex);
GL_CALL(BindAttribLocation(programId,
header.fPositionAttributeIndex,
fPositionVar->c_str()));
if (-1 != header.fLocalCoordAttributeIndex) {
GL_CALL(BindAttribLocation(programId,
header.fLocalCoordAttributeIndex,
fLocalCoordsVar->c_str()));
}
if (-1 != header.fColorAttributeIndex) {
GL_CALL(BindAttribLocation(programId,
header.fColorAttributeIndex,
color_attribute_name()));
}
if (-1 != header.fCoverageAttributeIndex) {
GL_CALL(BindAttribLocation(programId,
header.fCoverageAttributeIndex,
coverage_attribute_name()));
}
// We pull the current state of attributes off of drawstate's optimized state and bind them in
// order. This assumes that the drawState has not changed since we called flushGraphicsState()
// higher up in the stack.
const GrDrawTargetCaps* caps = fProgramBuilder->gpu()->caps();
const GrDrawState& drawState = *fProgramBuilder->gpu()->drawState();
SkAutoTUnref<GrOptDrawState> optState(drawState.createOptState(*caps));
const GrVertexAttrib* vaPtr = optState->getVertexAttribs();
const int vaCount = optState->getVertexAttribCount();
int i = fEffectAttribOffset;
for (int index = 0; index < vaCount; index++) {
if (kGeometryProcessor_GrVertexAttribBinding != vaPtr[index].fBinding) {
continue;
}
SkASSERT(index != header.fPositionAttributeIndex &&
index != header.fLocalCoordAttributeIndex &&
index != header.fColorAttributeIndex &&
index != header.fCoverageAttributeIndex);
// We should never find another effect attribute if we have bound everything
SkASSERT(i < fInputs.count());
GL_CALL(BindAttribLocation(programId, index, fInputs[i].c_str()));
i++;
}
// Make sure we bound everything
SkASSERT(fInputs.count() == i);
}
bool GrGLVertexShaderBuilder::compileAndAttachShaders(GrGLuint programId,
SkTDArray<GrGLuint>* shaderIds) const {
GrGpuGL* gpu = fProgramBuilder->gpu();
const GrGLContext& glCtx = gpu->glContext();
const GrGLContextInfo& ctxInfo = gpu->ctxInfo();
SkString vertShaderSrc(GrGetGLSLVersionDecl(ctxInfo));
fProgramBuilder->appendUniformDecls(GrGLProgramBuilder::kVertex_Visibility, &vertShaderSrc);
fProgramBuilder->appendDecls(fInputs, &vertShaderSrc);
fProgramBuilder->appendDecls(fOutputs, &vertShaderSrc);
vertShaderSrc.append("void main() {");
vertShaderSrc.append(fCode);
vertShaderSrc.append("}\n");
GrGLuint vertShaderId = GrGLCompileAndAttachShader(glCtx, programId,
GR_GL_VERTEX_SHADER, vertShaderSrc,
gpu->gpuStats());
if (!vertShaderId) {
return false;
}
*shaderIds->append() = vertShaderId;
return true;
}
void GrGLVertexShaderBuilder::emitCodeAfterEffects() {
const char* rtAdjustName;
fProgramBuilder->fUniformHandles.fRTAdjustmentUni =
fProgramBuilder->addUniform(GrGLProgramBuilder::kVertex_Visibility,
kVec4f_GrSLType,
"rtAdjustment",
&rtAdjustName);
// Transform from Skia's device coords to GL's normalized device coords.
this->codeAppendf(
"gl_Position = vec4(dot(pos3.xz, %s.xy), dot(pos3.yz, %s.zw), 0, pos3.z);",
rtAdjustName, rtAdjustName);
}
void GrGLVertexShaderBuilder::emitCodeBeforeEffects(GrGLSLExpr4* color, GrGLSLExpr4* coverage) {
const GrGLProgramDesc::KeyHeader& header = fProgramBuilder->desc().getHeader();
fPositionVar = &fInputs.push_back();
fPositionVar->set(kVec2f_GrSLType, GrGLShaderVar::kAttribute_TypeModifier, "inPosition");
if (-1 != header.fLocalCoordAttributeIndex) {
fLocalCoordsVar = &fInputs.push_back();
fLocalCoordsVar->set(kVec2f_GrSLType,
GrGLShaderVar::kAttribute_TypeModifier,
"inLocalCoords");
} else {
fLocalCoordsVar = fPositionVar;
}
const char* viewMName;
fProgramBuilder->fUniformHandles.fViewMatrixUni =
fProgramBuilder->addUniform(GrGLProgramBuilder::kVertex_Visibility,
kMat33f_GrSLType,
"ViewM",
&viewMName);
// Transform the position into Skia's device coords.
this->codeAppendf("vec3 pos3 = %s * vec3(%s, 1);",
viewMName, fPositionVar->c_str());
// we output point size in the GS if present
if (header.fEmitsPointSize
#if GR_GL_EXPERIMENTAL_GS
&& !header.fExperimentalGS
#endif
) {
this->codeAppend("gl_PointSize = 1.0;");
}
if (GrGLProgramDesc::kAttribute_ColorInput == header.fColorInput) {
this->addAttribute(GrShaderVar(color_attribute_name(),
kVec4f_GrSLType,
GrShaderVar::kAttribute_TypeModifier));
const char *vsName, *fsName;
fFullProgramBuilder->addVarying(kVec4f_GrSLType, "Color", &vsName, &fsName);
this->codeAppendf("%s = %s;", vsName, color_attribute_name());
*color = fsName;
}
if (GrGLProgramDesc::kAttribute_ColorInput == header.fCoverageInput) {
this->addAttribute(GrShaderVar(coverage_attribute_name(),
kVec4f_GrSLType,
GrShaderVar::kAttribute_TypeModifier));
const char *vsName, *fsName;
fFullProgramBuilder->addVarying(kVec4f_GrSLType, "Coverage", &vsName, &fsName);
this->codeAppendf("%s = %s;", vsName, coverage_attribute_name());
*coverage = fsName;
}
fEffectAttribOffset = fInputs.count();
}