/* * 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); } } }