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Side by Side Diff: src/gpu/gl/GrGLShaderBuilder.h

Issue 13121002: Make GrGLShaderBuilder::TextureSampler extract only required info from GrTextureAccess. (Closed) Base URL: http://skia.googlecode.com/svn/trunk/
Patch Set: Created 7 years, 9 months ago
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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 #ifndef GrGLShaderBuilder_DEFINED 8 #ifndef GrGLShaderBuilder_DEFINED
9 #define GrGLShaderBuilder_DEFINED 9 #define GrGLShaderBuilder_DEFINED
10 10
11 #include "GrAllocator.h" 11 #include "GrAllocator.h"
12 #include "GrBackendEffectFactory.h" 12 #include "GrBackendEffectFactory.h"
13 #include "GrColor.h"
13 #include "GrEffect.h" 14 #include "GrEffect.h"
14 #include "gl/GrGLSL.h" 15 #include "gl/GrGLSL.h"
15 #include "gl/GrGLUniformManager.h" 16 #include "gl/GrGLUniformManager.h"
16 17
17 #include <stdarg.h> 18 #include <stdarg.h>
18 19
19 class GrGLContextInfo; 20 class GrGLContextInfo;
20 class GrEffectStage; 21 class GrEffectStage;
21 22
22 /** 23 /**
23 Contains all the incremental state of a shader as it is being built,as well as helpers to 24 Contains all the incremental state of a shader as it is being built,as well as helpers to
24 manipulate that state. 25 manipulate that state.
25 */ 26 */
26 class GrGLShaderBuilder { 27 class GrGLShaderBuilder {
27 public: 28 public:
28 /** 29 /**
29 * Passed to GrGLEffects to add texture reads to their shader code. 30 * Passed to GrGLEffects to add texture reads to their shader code.
30 */ 31 */
31 class TextureSampler { 32 class TextureSampler {
32 public: 33 public:
33 TextureSampler() 34 TextureSampler()
34 : fTextureAccess(NULL) 35 : fConfigComponentMask(0)
35 , fSamplerUniform(GrGLUniformManager::kInvalidUniformHandle) {} 36 , fSamplerUniform(GrGLUniformManager::kInvalidUniformHandle) {
37 // we will memcpy the first 4 bytes from passed in swizzle. This ens ures the string is
38 // terminated.
robertphillips 2013/03/28 13:38:29 very minor: Do we want to use '\0' rather than 0 t
bsalomon 2013/03/28 13:46:00 Done
39 fSwizzle[4] = 0;
40 }
36 41
37 TextureSampler(const TextureSampler& other) { *this = other; } 42 TextureSampler(const TextureSampler& other) { *this = other; }
38 43
39 TextureSampler& operator= (const TextureSampler& other) { 44 TextureSampler& operator= (const TextureSampler& other) {
40 GrAssert(NULL == fTextureAccess); 45 GrAssert(0 == fConfigComponentMask);
41 GrAssert(GrGLUniformManager::kInvalidUniformHandle == fSamplerUnifor m); 46 GrAssert(GrGLUniformManager::kInvalidUniformHandle == fSamplerUnifor m);
42 47
43 fTextureAccess = other.fTextureAccess; 48 fConfigComponentMask = other.fConfigComponentMask;
44 fSamplerUniform = other.fSamplerUniform; 49 fSamplerUniform = other.fSamplerUniform;
45 return *this; 50 return *this;
46 } 51 }
47 52
48 const GrTextureAccess* textureAccess() const { return fTextureAccess; } 53 // bitfield of GrColorComponentFlags present in the texture's config.
54 uint32_t configComponentMask() const { return fConfigComponentMask; }
55
56 const char* swizzle() const { return fSwizzle; }
49 57
50 private: 58 private:
51 // The idx param is used to ensure multiple samplers within a single eff ect have unique 59 // The idx param is used to ensure multiple samplers within a single eff ect have unique
52 // uniform names. 60 // uniform names. swizzle is a four char max string made up of chars 'r' , 'g', 'b', and 'a'.
53 void init(GrGLShaderBuilder* builder, const GrTextureAccess* access, int idx) { 61 void init(GrGLShaderBuilder* builder,
54 GrAssert(NULL == fTextureAccess); 62 uint32_t configComponentMask,
63 const char* swizzle,
64 int idx) {
65 GrAssert(0 == fConfigComponentMask);
55 GrAssert(GrGLUniformManager::kInvalidUniformHandle == fSamplerUnifor m); 66 GrAssert(GrGLUniformManager::kInvalidUniformHandle == fSamplerUnifor m);
56 67
57 GrAssert(NULL != builder); 68 GrAssert(NULL != builder);
58 GrAssert(NULL != access);
59 SkString name; 69 SkString name;
60 name.printf("Sampler%d_", idx); 70 name.printf("Sampler%d_", idx);
61 fSamplerUniform = builder->addUniform(GrGLShaderBuilder::kFragment_S haderType, 71 fSamplerUniform = builder->addUniform(GrGLShaderBuilder::kFragment_S haderType,
62 kSampler2D_GrSLType, 72 kSampler2D_GrSLType,
63 name.c_str()); 73 name.c_str());
64 GrAssert(GrGLUniformManager::kInvalidUniformHandle != fSamplerUnifor m); 74 GrAssert(GrGLUniformManager::kInvalidUniformHandle != fSamplerUnifor m);
65 75
66 fTextureAccess = access; 76 fConfigComponentMask = configComponentMask;
77 memcpy(fSwizzle, swizzle, 4);
67 } 78 }
68 79
69 const GrTextureAccess* fTextureAccess; 80 void init(GrGLShaderBuilder* builder, const GrTextureAccess* access, int idx) {
81 GrAssert(NULL != access);
82 this->init(builder,
83 GrPixelConfigComponentMask(access->getTexture()->config() ),
84 access->getSwizzle(),
85 idx);
86 }
87
88 uint32_t fConfigComponentMask;
89 char fSwizzle[5];
70 GrGLUniformManager::UniformHandle fSamplerUniform; 90 GrGLUniformManager::UniformHandle fSamplerUniform;
71 91
72 friend class GrGLShaderBuilder; // to access fSamplerUniform 92 friend class GrGLShaderBuilder; // to call init().
73 friend class GrGLProgram; // to construct these and access fSample rUniform.
74 }; 93 };
75 94
76 typedef SkTArray<TextureSampler> TextureSamplerArray; 95 typedef SkTArray<TextureSampler> TextureSamplerArray;
77 96
78 enum ShaderType { 97 enum ShaderType {
79 kVertex_ShaderType = 0x1, 98 kVertex_ShaderType = 0x1,
80 kGeometry_ShaderType = 0x2, 99 kGeometry_ShaderType = 0x2,
81 kFragment_ShaderType = 0x4, 100 kFragment_ShaderType = 0x4,
82 }; 101 };
83 102
(...skipping 214 matching lines...) Expand 10 before | Expand all | Expand 10 after
298 GrGLUniformManager::UniformHandle fRTHeightUniform; 317 GrGLUniformManager::UniformHandle fRTHeightUniform;
299 318
300 SkSTArray<10, AttributePair, true> fEffectAttributes; 319 SkSTArray<10, AttributePair, true> fEffectAttributes;
301 320
302 GrGLShaderVar* fPositionVar; 321 GrGLShaderVar* fPositionVar;
303 GrGLShaderVar* fLocalCoordsVar; 322 GrGLShaderVar* fLocalCoordsVar;
304 323
305 }; 324 };
306 325
307 #endif 326 #endif
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