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| 1 /* | 1 /* |
| 2 * Copyright 2012 Google Inc. | 2 * Copyright 2012 Google Inc. |
| 3 * | 3 * |
| 4 * Use of this source code is governed by a BSD-style license that can be | 4 * Use of this source code is governed by a BSD-style license that can be |
| 5 * found in the LICENSE file. | 5 * found in the LICENSE file. |
| 6 */ | 6 */ |
| 7 | 7 |
| 8 #include "gl/GrGLShaderBuilder.h" | 8 #include "gl/GrGLShaderBuilder.h" |
| 9 #include "gl/GrGLProgram.h" | 9 #include "gl/GrGLProgram.h" |
| 10 #include "gl/GrGLUniformHandle.h" | 10 #include "gl/GrGLUniformHandle.h" |
| 11 #include "GrTexture.h" | 11 #include "GrTexture.h" |
| 12 | 12 |
| 13 // number of each input/output type in a single allocation block | 13 // number of each input/output type in a single allocation block |
| 14 static const int kVarsPerBlock = 8; | 14 static const int kVarsPerBlock = 8; |
| 15 | 15 |
| 16 // except FS outputs where we expect 2 at most. | 16 // except FS outputs where we expect 2 at most. |
| 17 static const int kMaxFSOutputs = 2; | 17 static const int kMaxFSOutputs = 2; |
| 18 | 18 |
| 19 // ES2 FS only guarantees mediump and lowp support | 19 // ES2 FS only guarantees mediump and lowp support |
| 20 static const GrGLShaderVar::Precision kDefaultFragmentPrecision = GrGLShaderVar:
:kMedium_Precision; | 20 static const GrGLShaderVar::Precision kDefaultFragmentPrecision = GrGLShaderVar:
:kMedium_Precision; |
| 21 | 21 |
| 22 typedef GrGLUniformManager::UniformHandle UniformHandle; | 22 typedef GrGLUniformManager::UniformHandle UniformHandle; |
| 23 /////////////////////////////////////////////////////////////////////////////// | 23 /////////////////////////////////////////////////////////////////////////////// |
| 24 | 24 |
| 25 namespace { | 25 namespace { |
| 26 | 26 |
| 27 inline const char* sample_function_name(GrSLType type) { | 27 inline const char* sample_function_name(GrSLType type, GrGLSLGeneration glslGen)
{ |
| 28 if (kVec2f_GrSLType == type) { | 28 if (kVec2f_GrSLType == type) { |
| 29 return "texture2D"; | 29 return glslGen >= k130_GrGLSLGeneration ? "texture" : "texture2D"; |
| 30 } else { | 30 } else { |
| 31 GrAssert(kVec3f_GrSLType == type); | 31 GrAssert(kVec3f_GrSLType == type); |
| 32 return "texture2DProj"; | 32 return glslGen >= k130_GrGLSLGeneration ? "textureProj" : "texture2DProj
"; |
| 33 } | 33 } |
| 34 } | 34 } |
| 35 | 35 |
| 36 /** | 36 /** |
| 37 * Do we need to either map r,g,b->a or a->r. | 37 * Do we need to either map r,g,b->a or a->r. |
| 38 */ | 38 */ |
| 39 inline bool swizzle_requires_alpha_remapping(const GrGLCaps& caps, | 39 inline bool swizzle_requires_alpha_remapping(const GrGLCaps& caps, |
| 40 const GrTextureAccess& access) { | 40 const GrTextureAccess& access) { |
| 41 if (GrPixelConfigIsAlphaOnly(access.getTexture()->config())) { | 41 if (GrPixelConfigIsAlphaOnly(access.getTexture()->config())) { |
| 42 if (caps.textureRedSupport() && (GrTextureAccess::kA_SwizzleFlag & acces
s.swizzleMask())) { | 42 if (caps.textureRedSupport() && (GrTextureAccess::kA_SwizzleFlag & acces
s.swizzleMask())) { |
| (...skipping 59 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
| 102 } | 102 } |
| 103 | 103 |
| 104 void GrGLShaderBuilder::appendTextureLookup(SkString* out, | 104 void GrGLShaderBuilder::appendTextureLookup(SkString* out, |
| 105 const GrGLShaderBuilder::TextureSamp
ler& sampler, | 105 const GrGLShaderBuilder::TextureSamp
ler& sampler, |
| 106 const char* coordName, | 106 const char* coordName, |
| 107 GrSLType varyingType) const { | 107 GrSLType varyingType) const { |
| 108 GrAssert(NULL != sampler.textureAccess()); | 108 GrAssert(NULL != sampler.textureAccess()); |
| 109 GrAssert(NULL != coordName); | 109 GrAssert(NULL != coordName); |
| 110 | 110 |
| 111 out->appendf("%s(%s, %s)", | 111 out->appendf("%s(%s, %s)", |
| 112 sample_function_name(varyingType), | 112 sample_function_name(varyingType, fCtxInfo.glslGeneration()), |
| 113 this->getUniformCStr(sampler.fSamplerUniform), | 113 this->getUniformCStr(sampler.fSamplerUniform), |
| 114 coordName); | 114 coordName); |
| 115 append_swizzle(out, *sampler.textureAccess(), fCtxInfo.caps()); | 115 append_swizzle(out, *sampler.textureAccess(), fCtxInfo.caps()); |
| 116 } | 116 } |
| 117 | 117 |
| 118 void GrGLShaderBuilder::appendTextureLookupAndModulate( | 118 void GrGLShaderBuilder::appendTextureLookupAndModulate( |
| 119 SkString* out, | 119 SkString* out, |
| 120 const char* modulation, | 120 const char* modulation, |
| 121 const GrGLShaderBuilder::TextureSamp
ler& sampler, | 121 const GrGLShaderBuilder::TextureSamp
ler& sampler, |
| 122 const char* coordName, | 122 const char* coordName, |
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| 455 key, | 455 key, |
| 456 vsInCoord, | 456 vsInCoord, |
| 457 fsOutColor, | 457 fsOutColor, |
| 458 fsInColor, | 458 fsInColor, |
| 459 textureSamplers); | 459 textureSamplers); |
| 460 this->fVSCode.appendf("\t}\n"); | 460 this->fVSCode.appendf("\t}\n"); |
| 461 this->fFSCode.appendf("\t}\n"); | 461 this->fFSCode.appendf("\t}\n"); |
| 462 | 462 |
| 463 return glEffect; | 463 return glEffect; |
| 464 } | 464 } |
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