| /* |
| * 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); |
| if (coordTransform->computeInVertexShader()) { |
| varyingHandler->addVarying(strVaryingName.c_str(), &v); |
| |
| 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()); |
| } |
| } |
| handler->specifyCoordsForCurrCoordTransform(SkString(uniName), |
| fInstalledTransforms.back().fHandle, |
| GrShaderVar(SkString(v.fsIn()), varyingType)); |
| ++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); |
| } |
| } |
| } |