1 /*
2 * Copyright 2014 Google Inc.
3 *
4 * Use of this source code is governed by a BSD-style license that can be
5 * found in the LICENSE file.
6 */
7
8 #include "src/gpu/glsl/GrGLSLGeometryProcessor.h"
9
10 #include "src/gpu/GrCoordTransform.h"
11 #include "src/gpu/glsl/GrGLSLFragmentShaderBuilder.h"
12 #include "src/gpu/glsl/GrGLSLUniformHandler.h"
13 #include "src/gpu/glsl/GrGLSLVarying.h"
14 #include "src/gpu/glsl/GrGLSLVertexGeoBuilder.h"
15
emitCode(EmitArgs & args)16 void GrGLSLGeometryProcessor::emitCode(EmitArgs& args) {
17 GrGPArgs gpArgs;
18 this->onEmitCode(args, &gpArgs);
19
20 GrGLSLVertexBuilder* vBuilder = args.fVertBuilder;
21 if (!args.fGP.willUseGeoShader()) {
22 // Emit the vertex position to the hardware in the normalized window coordinates it expects.
23 SkASSERT(kFloat2_GrSLType == gpArgs.fPositionVar.getType() ||
24 kFloat3_GrSLType == gpArgs.fPositionVar.getType());
25 vBuilder->emitNormalizedSkPosition(gpArgs.fPositionVar.c_str(), args.fRTAdjustName,
26 gpArgs.fPositionVar.getType());
27 if (kFloat2_GrSLType == gpArgs.fPositionVar.getType()) {
28 args.fVaryingHandler->setNoPerspective();
29 }
30 } else {
31 // Since we have a geometry shader, leave the vertex position in Skia device space for now.
32 // The geometry Shader will operate in device space, and then convert the final positions to
33 // normalized hardware window coordinates under the hood, once everything else has finished.
34 // The subclass must call setNoPerspective on the varying handler, if applicable.
35 vBuilder->codeAppendf("sk_Position = float4(%s", gpArgs.fPositionVar.c_str());
36 switch (gpArgs.fPositionVar.getType()) {
37 case kFloat_GrSLType:
38 vBuilder->codeAppend(", 0"); // fallthru.
39 case kFloat2_GrSLType:
40 vBuilder->codeAppend(", 0"); // fallthru.
41 case kFloat3_GrSLType:
42 vBuilder->codeAppend(", 1"); // fallthru.
43 case kFloat4_GrSLType:
44 vBuilder->codeAppend(");");
45 break;
46 default:
47 SK_ABORT("Invalid position var type");
48 break;
49 }
50 }
51 }
52
emitTransforms(GrGLSLVertexBuilder * vb,GrGLSLVaryingHandler * varyingHandler,GrGLSLUniformHandler * uniformHandler,const GrShaderVar & localCoordsVar,const SkMatrix & localMatrix,FPCoordTransformHandler * handler)53 void GrGLSLGeometryProcessor::emitTransforms(GrGLSLVertexBuilder* vb,
54 GrGLSLVaryingHandler* varyingHandler,
55 GrGLSLUniformHandler* uniformHandler,
56 const GrShaderVar& localCoordsVar,
57 const SkMatrix& localMatrix,
58 FPCoordTransformHandler* handler) {
59 SkASSERT(GrSLTypeIsFloatType(localCoordsVar.getType()));
60 SkASSERT(2 == GrSLTypeVecLength(localCoordsVar.getType()) ||
61 3 == GrSLTypeVecLength(localCoordsVar.getType()));
62
63 bool threeComponentLocalCoords = 3 == GrSLTypeVecLength(localCoordsVar.getType());
64 SkString localCoords;
65 if (threeComponentLocalCoords) {
66 localCoords = localCoordsVar.getName();
67 } else {
68 localCoords.printf("float3(%s, 1)", localCoordsVar.c_str());
69 }
70 int i = 0;
71 while (const GrCoordTransform* coordTransform = handler->nextCoordTransform()) {
72 SkString strUniName;
73 strUniName.printf("CoordTransformMatrix_%d", i);
74 const char* uniName;
75 fInstalledTransforms.push_back().fHandle = uniformHandler->addUniform(kVertex_GrShaderFlag,
76 kFloat3x3_GrSLType,
77 strUniName.c_str(),
78 &uniName).toIndex();
79 GrSLType varyingType = kFloat2_GrSLType;
80 if (localMatrix.hasPerspective() || coordTransform->getMatrix().hasPerspective()
81 || threeComponentLocalCoords) {
82 varyingType = kFloat3_GrSLType;
83 }
84 SkString strVaryingName;
85 strVaryingName.printf("TransformedCoords_%d", i);
86 GrGLSLVarying v(varyingType);
87 varyingHandler->addVarying(strVaryingName.c_str(), &v);
88
89 handler->specifyCoordsForCurrCoordTransform(SkString(v.fsIn()), varyingType);
90
91 if (kFloat2_GrSLType == varyingType) {
92 vb->codeAppendf("%s = (%s * %s).xy;", v.vsOut(), uniName, localCoords.c_str());
93 } else {
94 vb->codeAppendf("%s = %s * %s;", v.vsOut(), uniName, localCoords.c_str());
95 }
96 ++i;
97 }
98 }
99
setTransformDataHelper(const SkMatrix & localMatrix,const GrGLSLProgramDataManager & pdman,FPCoordTransformIter * transformIter)100 void GrGLSLGeometryProcessor::setTransformDataHelper(const SkMatrix& localMatrix,
101 const GrGLSLProgramDataManager& pdman,
102 FPCoordTransformIter* transformIter) {
103 int i = 0;
104 while (const GrCoordTransform* coordTransform = transformIter->next()) {
105 const SkMatrix& m = GetTransformMatrix(localMatrix, *coordTransform);
106 if (!fInstalledTransforms[i].fCurrentValue.cheapEqualTo(m)) {
107 pdman.setSkMatrix(fInstalledTransforms[i].fHandle.toIndex(), m);
108 fInstalledTransforms[i].fCurrentValue = m;
109 }
110 ++i;
111 }
112 SkASSERT(i == fInstalledTransforms.count());
113 }
114
writeOutputPosition(GrGLSLVertexBuilder * vertBuilder,GrGPArgs * gpArgs,const char * posName)115 void GrGLSLGeometryProcessor::writeOutputPosition(GrGLSLVertexBuilder* vertBuilder,
116 GrGPArgs* gpArgs,
117 const char* posName) {
118 gpArgs->fPositionVar.set(kFloat2_GrSLType, "pos2");
119 vertBuilder->codeAppendf("float2 %s = %s;", gpArgs->fPositionVar.c_str(), posName);
120 }
121
writeOutputPosition(GrGLSLVertexBuilder * vertBuilder,GrGLSLUniformHandler * uniformHandler,GrGPArgs * gpArgs,const char * posName,const SkMatrix & mat,UniformHandle * viewMatrixUniform)122 void GrGLSLGeometryProcessor::writeOutputPosition(GrGLSLVertexBuilder* vertBuilder,
123 GrGLSLUniformHandler* uniformHandler,
124 GrGPArgs* gpArgs,
125 const char* posName,
126 const SkMatrix& mat,
127 UniformHandle* viewMatrixUniform) {
128 if (mat.isIdentity()) {
129 gpArgs->fPositionVar.set(kFloat2_GrSLType, "pos2");
130 vertBuilder->codeAppendf("float2 %s = %s;", gpArgs->fPositionVar.c_str(), posName);
131 } else {
132 const char* viewMatrixName;
133 *viewMatrixUniform = uniformHandler->addUniform(kVertex_GrShaderFlag,
134 kFloat3x3_GrSLType,
135 "uViewM",
136 &viewMatrixName);
137 if (!mat.hasPerspective()) {
138 gpArgs->fPositionVar.set(kFloat2_GrSLType, "pos2");
139 vertBuilder->codeAppendf("float2 %s = (%s * float3(%s, 1)).xy;",
140 gpArgs->fPositionVar.c_str(), viewMatrixName, posName);
141 } else {
142 gpArgs->fPositionVar.set(kFloat3_GrSLType, "pos3");
143 vertBuilder->codeAppendf("float3 %s = %s * float3(%s, 1);",
144 gpArgs->fPositionVar.c_str(), viewMatrixName, posName);
145 }
146 }
147 }
148