Esempio n. 1
0
void GrGLNormalPathProcessor::emitTransforms(GrGLGPBuilder* pb, 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++) {
            GrSLType varyingType =
                    coordTransforms[t]->getMatrix().hasPerspective() ? kVec3f_GrSLType :
                                                                       kVec2f_GrSLType;


            SkString strVaryingName("MatrixCoord");
            strVaryingName.appendf("_%i_%i", i, t);
            GrGLVertToFrag v(varyingType);
            pb->addVarying(strVaryingName.c_str(), &v);
            SeparableVaryingInfo& varyingInfo = fSeparableVaryingInfos.push_back();
            varyingInfo.fVariable = pb->getFragmentShaderBuilder()->fInputs.back();
            varyingInfo.fLocation = fSeparableVaryingInfos.count() - 1;
            varyingInfo.fType = varyingType;
            fInstalledTransforms[i][t].fHandle = ShaderVarHandle(varyingInfo.fLocation);
            fInstalledTransforms[i][t].fType = varyingType;

            SkNEW_APPEND_TO_TARRAY(&(*tout)[i], GrGLProcessor::TransformedCoords,
                                   (SkString(v.fsIn()), varyingType));
        }
    }
}
    void emitTransforms(GrGLSLVaryingHandler* varyingHandler,
                        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++) {
                GrSLType varyingType =
                        coordTransforms[t]->getMatrix().hasPerspective() ? kVec3f_GrSLType :
                                                                           kVec2f_GrSLType;

                SkString strVaryingName("MatrixCoord");
                strVaryingName.appendf("_%i_%i", i, t);
                GrGLSLVertToFrag v(varyingType);
                GrGLVaryingHandler* glVaryingHandler = (GrGLVaryingHandler*) varyingHandler;
                fInstalledTransforms[i][t].fHandle =
                        glVaryingHandler->addPathProcessingVarying(strVaryingName.c_str(),
                                                                   &v).toIndex();
                fInstalledTransforms[i][t].fType = varyingType;

                SkNEW_APPEND_TO_TARRAY(&(*tout)[i], GrGLSLTransformedCoords,
                                       (SkString(v.fsIn()), varyingType));
            }
        }
    }
Esempio n. 3
0
void GrGLLegacyPathProcessor::emitTransforms(GrGLGPBuilder*, 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];
        int texCoordIndex = this->addTexCoordSets(coordTransforms.count());

        // Use the first uniform location as the texcoord index.
        fInstalledTransforms[i].push_back_n(1);
        fInstalledTransforms[i][0].fHandle = ShaderVarHandle(texCoordIndex);

        SkString name;
        for (int t = 0; t < coordTransforms.count(); ++t) {
            GrSLType type = coordTransforms[t]->getMatrix().hasPerspective() ? kVec3f_GrSLType :
                                                                               kVec2f_GrSLType;

            name.printf("%s(gl_TexCoord[%i])", GrGLSLTypeString(type), texCoordIndex++);
            SkNEW_APPEND_TO_TARRAY(&(*tout)[i], GrGLProcessor::TransformedCoords, (name, type));
        }
    }
}
void GrGLGeometryProcessor::emitTransforms(GrGLGPBuilder* pb,
                                           const GrShaderVar& posVar,
                                           const char* localCoords,
                                           const SkMatrix& localMatrix,
                                           const TransformsIn& tin,
                                           TransformsOut* tout) {
    GrGLVertexBuilder* vb = pb->getVertexShaderBuilder();
    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 =
                    pb->addUniform(GrGLProgramBuilder::kVertex_Visibility,
                                   kMat33f_GrSLType, precision,
                                   strUniName.c_str(),
                                   &uniName).toShaderBuilderIndex();

            SkString strVaryingName("MatrixCoord");
            strVaryingName.appendf("_%i_%i", i, t);

            GrGLVertToFrag v(varyingType);
            pb->addVarying(strVaryingName.c_str(), &v, precision);

            SkASSERT(kVec2f_GrSLType == varyingType || kVec3f_GrSLType == varyingType);
            SkNEW_APPEND_TO_TARRAY(&(*tout)[i], GrGLProcessor::TransformedCoords,
                                   (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);
                }
            }
        }
    }
}