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Unified Diff: include/gpu/GrFragmentProcessor.h

Issue 1275853005: All child GrFragmentProcs' transforms and textures will be stored in the root GrFragmentProc in pre… (Closed) Base URL: https://skia.googlesource.com/skia@master
Patch Set: child procs keep copy of their arrays Created 5 years, 4 months ago
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Index: include/gpu/GrFragmentProcessor.h
diff --git a/include/gpu/GrFragmentProcessor.h b/include/gpu/GrFragmentProcessor.h
index 2dc79809647758e9e6d3eac4498b31fa996cdffe..bbc2f2bb0704f69c3af8e80b49871195b22c21dc 100644
--- a/include/gpu/GrFragmentProcessor.h
+++ b/include/gpu/GrFragmentProcessor.h
@@ -9,6 +9,7 @@
#define GrFragmentProcessor_DEFINED
#include "GrProcessor.h"
+#include "GrStagedProcessor.h"
class GrCoordTransform;
class GrGLSLCaps;
@@ -38,20 +39,12 @@ public:
void getGLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const {
this->onGetGLProcessorKey(caps, b);
for (int i = 0; i < fChildProcessors.count(); ++i) {
- fChildProcessors[i]->getGLProcessorKey(caps, b);
+ fChildProcessors[i].processor()->getGLProcessorKey(caps, b);
}
}
int numTransforms() const { return fCoordTransforms.count(); }
- int numTransformsIncludeChildProcs() const {
- int numTransforms = fCoordTransforms.count();
- for (int i = 0; i < fChildProcessors.count(); ++i) {
- numTransforms += fChildProcessors[i]->numTransformsIncludeChildProcs();
- }
- return numTransforms;
- }
-
/** Returns the coordinate transformation at index. index must be valid according to
numTransforms(). */
const GrCoordTransform& coordTransform(int index) const { return *fCoordTransforms[index]; }
@@ -60,29 +53,16 @@ public:
return fCoordTransforms;
}
- /** Gather the coord transforms into an array. We use preorder traversal */
void gatherCoordTransforms(SkTArray<const GrCoordTransform*, true>* outTransforms) const {
- SkASSERT(outTransforms);
- outTransforms->push_back_n(fCoordTransforms.count(), fCoordTransforms.begin());
- for (int i = 0; i < fChildProcessors.count(); ++i) {
- fChildProcessors[i]->gatherCoordTransforms(outTransforms);
+ if (!fCoordTransforms.empty()) {
+ outTransforms->push_back_n(fCoordTransforms.count(), fCoordTransforms.begin());
}
}
int numChildProcessors() const { return fChildProcessors.count(); }
- GrFragmentProcessor* childProcessor(int index) const { return fChildProcessors[index]; }
-
- const SkTArray<GrFragmentProcessor*, false>& childProcessors() const {
- return fChildProcessors;
- }
-
- int numTexturesIncludeChildProcs() const {
- int numTextures = this->numTextures();
- for (int i = 0; i < fChildProcessors.count(); ++i) {
- numTextures += fChildProcessors[i]->numTexturesIncludeChildProcs();
- }
- return numTextures;
+ const GrFragmentProcessor& childProcessor(int index) const {
+ return *fChildProcessors[index].processor();
}
/** Do any of the coordtransforms for this processor require local coords? */
@@ -140,13 +120,14 @@ protected:
void addCoordTransform(const GrCoordTransform*);
/**
- * FragmentProcessor subclasses call this to register any child FragmentProcessors they have.
+ * FragmentProcessor subclasses call this from their constructor to register any child
+ * FragmentProcessors they have.
* This is for processors whose shader code will be composed of nested processors whose output
* colors will be combined somehow to produce its output color. Registering these child
- * processors will allow the ProgramBuilder to automatically add their transformed coords and
- * texture accesses and mangle their uniform and output color names and
+ * processors will allow the ProgramBuilder to automatically handle their transformed coords and
+ * texture accesses and mangle their uniform and output color names.
*/
- void registerChildProcessor(GrFragmentProcessor* child);
+ int registerChildProcessor(const GrFragmentProcessor* child);
/**
* Subclass implements this to support getConstantColorComponents(...).
@@ -168,9 +149,16 @@ private:
bool hasSameTransforms(const GrFragmentProcessor&) const;
- SkSTArray<4, const GrCoordTransform*, true> fCoordTransforms;
bool fUsesLocalCoords;
- SkTArray<GrFragmentProcessor*, false> fChildProcessors;
+
+ /**
+ * This stores the transforms of this proc, followed by all the transforms of this proc's
+ * children. In other words, each proc stores all the transforms of its subtree.
+ * The same goes for fTextureAccesses with textures.
+ */
+ SkSTArray<4, const GrCoordTransform*, true> fCoordTransforms;
+
+ SkTArray<GrFragmentStage, false> fChildProcessors;
typedef GrProcessor INHERITED;
};
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