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-rw-r--r--gfx/skia/skia/src/gpu/glsl/GrGLSLVarying.cpp159
1 files changed, 159 insertions, 0 deletions
diff --git a/gfx/skia/skia/src/gpu/glsl/GrGLSLVarying.cpp b/gfx/skia/skia/src/gpu/glsl/GrGLSLVarying.cpp
new file mode 100644
index 000000000..f3b0405ff
--- /dev/null
+++ b/gfx/skia/skia/src/gpu/glsl/GrGLSLVarying.cpp
@@ -0,0 +1,159 @@
+/*
+ * Copyright 2015 Google Inc.
+ *
+ * Use of this source code is governed by a BSD-style license that can be
+ * found in the LICENSE file.
+ */
+
+#include "glsl/GrGLSLVarying.h"
+
+#include "glsl/GrGLSLProgramBuilder.h"
+
+void GrGLSLVaryingHandler::addPassThroughAttribute(const GrGeometryProcessor::Attribute* input,
+ const char* output, GrSLPrecision precision) {
+ GrSLType type = GrVertexAttribTypeToSLType(input->fType);
+ GrGLSLVertToFrag v(type);
+ this->addVarying(input->fName, &v, precision);
+ this->writePassThroughAttribute(input, output, v);
+}
+
+void GrGLSLVaryingHandler::addFlatPassThroughAttribute(const GrGeometryProcessor::Attribute* input,
+ const char* output,
+ GrSLPrecision precision) {
+ GrSLType type = GrVertexAttribTypeToSLType(input->fType);
+ GrGLSLVertToFrag v(type);
+ this->addFlatVarying(input->fName, &v, precision);
+ this->writePassThroughAttribute(input, output, v);
+}
+
+void GrGLSLVaryingHandler::writePassThroughAttribute(const GrGeometryProcessor::Attribute* input,
+ const char* output, const GrGLSLVarying& v) {
+ fProgramBuilder->fVS.codeAppendf("%s = %s;", v.vsOut(), input->fName);
+
+ if (fProgramBuilder->primitiveProcessor().willUseGeoShader()) {
+ fProgramBuilder->fGS.codeAppendf("%s = %s[0];", v.gsOut(), v.gsIn());
+ }
+
+ fProgramBuilder->fFS.codeAppendf("%s = %s;", output, v.fsIn());
+}
+
+void GrGLSLVaryingHandler::internalAddVarying(const char* name,
+ GrGLSLVarying* varying,
+ GrSLPrecision precision,
+ bool flat) {
+ bool willUseGeoShader = fProgramBuilder->primitiveProcessor().willUseGeoShader();
+ VaryingInfo& v = fVaryings.push_back();
+
+ SkASSERT(varying);
+ v.fType = varying->fType;
+ v.fPrecision = precision;
+ v.fIsFlat = flat;
+ fProgramBuilder->nameVariable(&v.fVsOut, 'v', name);
+ v.fVisibility = kNone_GrShaderFlags;
+ if (varying->vsVarying()) {
+ varying->fVsOut = v.fVsOut.c_str();
+ v.fVisibility |= kVertex_GrShaderFlag;
+ }
+ if (willUseGeoShader) {
+ fProgramBuilder->nameVariable(&v.fGsOut, 'g', name);
+ varying->fGsIn = v.fVsOut.c_str();
+ varying->fGsOut = v.fGsOut.c_str();
+ v.fVisibility |= kGeometry_GrShaderFlag;
+ }
+ if (varying->fsVarying()) {
+ varying->fFsIn = (willUseGeoShader ? v.fGsOut : v.fVsOut).c_str();
+ v.fVisibility |= kFragment_GrShaderFlag;
+ }
+}
+
+void GrGLSLVaryingHandler::emitAttributes(const GrGeometryProcessor& gp) {
+ int vaCount = gp.numAttribs();
+ for (int i = 0; i < vaCount; i++) {
+ const GrGeometryProcessor::Attribute& attr = gp.getAttrib(i);
+ this->addAttribute(GrShaderVar(attr.fName,
+ GrVertexAttribTypeToSLType(attr.fType),
+ GrShaderVar::kAttribute_TypeModifier,
+ GrShaderVar::kNonArray,
+ attr.fPrecision));
+ }
+}
+
+void GrGLSLVaryingHandler::addAttribute(const GrShaderVar& var) {
+ SkASSERT(GrShaderVar::kAttribute_TypeModifier == var.getTypeModifier());
+ for (int j = 0; j < fVertexInputs.count(); ++j) {
+ const GrGLSLShaderVar& attr = fVertexInputs[j];
+ // if attribute already added, don't add it again
+ if (attr.getName().equals(var.getName())) {
+ return;
+ }
+ }
+ fVertexInputs.push_back(var);
+}
+
+void GrGLSLVaryingHandler::setNoPerspective() {
+ const GrGLSLCaps& caps = *fProgramBuilder->glslCaps();
+ if (!caps.noperspectiveInterpolationSupport()) {
+ return;
+ }
+ if (const char* extension = caps.noperspectiveInterpolationExtensionString()) {
+ int bit = 1 << GrGLSLFragmentBuilder::kNoPerspectiveInterpolation_GLSLPrivateFeature;
+ fProgramBuilder->fVS.addFeature(bit, extension);
+ if (fProgramBuilder->primitiveProcessor().willUseGeoShader()) {
+ fProgramBuilder->fGS.addFeature(bit, extension);
+ }
+ fProgramBuilder->fFS.addFeature(bit, extension);
+ }
+ fDefaultInterpolationModifier = "noperspective";
+}
+
+void GrGLSLVaryingHandler::finalize() {
+ for (int i = 0; i < fVaryings.count(); ++i) {
+ const VaryingInfo& v = this->fVaryings[i];
+ const char* modifier = v.fIsFlat ? "flat" : fDefaultInterpolationModifier;
+ if (v.fVisibility & kVertex_GrShaderFlag) {
+ fVertexOutputs.push_back().set(v.fType, GrShaderVar::kVaryingOut_TypeModifier, v.fVsOut,
+ v.fPrecision, nullptr, modifier);
+ if (v.fVisibility & kGeometry_GrShaderFlag) {
+ fGeomInputs.push_back().set(v.fType, GrShaderVar::kVaryingIn_TypeModifier, v.fVsOut,
+ GrShaderVar::kUnsizedArray, v.fPrecision, nullptr,
+ modifier);
+ }
+ }
+ if (v.fVisibility & kFragment_GrShaderFlag) {
+ const char* fsIn = v.fVsOut.c_str();
+ if (v.fVisibility & kGeometry_GrShaderFlag) {
+ fGeomOutputs.push_back().set(v.fType, GrGLSLShaderVar::kVaryingOut_TypeModifier,
+ v.fGsOut, v.fPrecision, nullptr, modifier);
+ fsIn = v.fGsOut.c_str();
+ }
+ fFragInputs.push_back().set(v.fType, GrShaderVar::kVaryingIn_TypeModifier, fsIn,
+ v.fPrecision, nullptr, modifier);
+ }
+ }
+ this->onFinalize();
+}
+
+void GrGLSLVaryingHandler::appendDecls(const VarArray& vars, SkString* out) const {
+ for (int i = 0; i < vars.count(); ++i) {
+ vars[i].appendDecl(fProgramBuilder->glslCaps(), out);
+ out->append(";");
+ }
+}
+
+void GrGLSLVaryingHandler::getVertexDecls(SkString* inputDecls, SkString* outputDecls) const {
+ this->appendDecls(fVertexInputs, inputDecls);
+ this->appendDecls(fVertexOutputs, outputDecls);
+}
+
+void GrGLSLVaryingHandler::getGeomDecls(SkString* inputDecls, SkString* outputDecls) const {
+ this->appendDecls(fGeomInputs, inputDecls);
+ this->appendDecls(fGeomOutputs, outputDecls);
+}
+
+void GrGLSLVaryingHandler::getFragDecls(SkString* inputDecls, SkString* outputDecls) const {
+ // We should not have any outputs in the fragment shader when using version 1.10
+ SkASSERT(k110_GrGLSLGeneration != fProgramBuilder->glslCaps()->generation() ||
+ fFragOutputs.empty());
+ this->appendDecls(fFragInputs, inputDecls);
+ this->appendDecls(fFragOutputs, outputDecls);
+}