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Side by Side Diff: src/gpu/gl/builders/GrGLShaderBuilder.cpp

Issue 1420033005: Create swizzle table inside of glsl caps (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: Created 5 years, 1 month ago
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1 /* 1 /*
2 * Copyright 2014 Google Inc. 2 * Copyright 2014 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 "GrGLShaderBuilder.h" 8 #include "GrGLShaderBuilder.h"
9 #include "gl/GrGLGpu.h"
10 #include "gl/builders/GrGLProgramBuilder.h" 9 #include "gl/builders/GrGLProgramBuilder.h"
11 #include "glsl/GrGLSLCaps.h" 10 #include "glsl/GrGLSLCaps.h"
12 #include "glsl/GrGLSLShaderVar.h" 11 #include "glsl/GrGLSLShaderVar.h"
13 #include "glsl/GrGLSLTextureSampler.h" 12 #include "glsl/GrGLSLTextureSampler.h"
14 13
15 namespace { 14 static void map_swizzle(const char* swizzleMap, const char* swizzle, char* mangl edSwizzle) {
16 void append_texture_lookup(SkString* out, 15 int i;
17 GrGLGpu* gpu, 16 for (i = 0; '\0' != swizzle[i]; ++i) {
18 const char* samplerName, 17 switch (swizzle[i]) {
19 const char* coordName, 18 case 'r':
20 uint32_t configComponentMask, 19 mangledSwizzle[i] = swizzleMap[0];
21 const char* swizzle, 20 break;
22 GrSLType varyingType = kVec2f_GrSLType) { 21 case 'g':
22 mangledSwizzle[i] = swizzleMap[1];
23 break;
24 case 'b':
25 mangledSwizzle[i] = swizzleMap[2];
26 break;
27 case 'a':
28 mangledSwizzle[i] = swizzleMap[3];
29 break;
30 default:
31 SkFAIL("Unsupported swizzle");
32 }
33 }
34 mangledSwizzle[i] ='\0';
35 }
36
37 static void append_texture_lookup(SkString* out,
38 const GrGLSLCaps* glslCaps,
39 const char* samplerName,
40 const char* coordName,
41 GrPixelConfig config,
42 const char* swizzle,
43 GrSLType varyingType = kVec2f_GrSLType) {
23 SkASSERT(coordName); 44 SkASSERT(coordName);
24 45
25 out->appendf("%s(%s, %s)", 46 out->appendf("%s(%s, %s)",
26 GrGLSLTexture2DFunctionName(varyingType, gpu->glslGeneration()) , 47 GrGLSLTexture2DFunctionName(varyingType, glslCaps->generation() ),
27 samplerName, 48 samplerName,
28 coordName); 49 coordName);
29 50
30 char mangledSwizzle[5]; 51 char mangledSwizzle[5];
31 52
32 // The swizzling occurs using texture params instead of shader-mangling if A RB_texture_swizzle 53 // This refers to any swizzling we may need to get from some backend interna l format to the
33 // is available. 54 // format used in GrPixelConfig. Some backends will automatically do the siz zling for us.
34 if (!gpu->glCaps().textureSwizzleSupport() && 55 if (glslCaps->mustSwizzleInShader()) {
35 (kA_GrColorComponentFlag == configComponentMask)) { 56 const char* swizzleMap = glslCaps->getSwizzleMap(config);
36 char alphaChar = gpu->glCaps().textureRedSupport() ? 'r' : 'a'; 57 // if the map is simply 'rgba' then we don't need to do any manual swizz ling to get us to
37 int i; 58 // a GrPixelConfig format.
38 for (i = 0; '\0' != swizzle[i]; ++i) { 59 if (memcmp(swizzleMap, "rgba", 4)) {
39 mangledSwizzle[i] = alphaChar; 60 // Manually 'swizzle' the swizzle using our mapping
61 map_swizzle(swizzleMap, swizzle, mangledSwizzle);
62 swizzle = mangledSwizzle;
40 } 63 }
41 mangledSwizzle[i] ='\0';
42 swizzle = mangledSwizzle;
43 } 64 }
65
44 // For shader prettiness we omit the swizzle rather than appending ".rgba". 66 // For shader prettiness we omit the swizzle rather than appending ".rgba".
45 if (memcmp(swizzle, "rgba", 4)) { 67 if (memcmp(swizzle, "rgba", 4)) {
46 out->appendf(".%s", swizzle); 68 out->appendf(".%s", swizzle);
47 } 69 }
48 } 70 }
49 }
50 71
51 GrGLShaderBuilder::GrGLShaderBuilder(GrGLProgramBuilder* program) 72 GrGLShaderBuilder::GrGLShaderBuilder(GrGLProgramBuilder* program)
52 : fProgramBuilder(program) 73 : fProgramBuilder(program)
53 , fInputs(GrGLProgramBuilder::kVarsPerBlock) 74 , fInputs(GrGLProgramBuilder::kVarsPerBlock)
54 , fOutputs(GrGLProgramBuilder::kVarsPerBlock) 75 , fOutputs(GrGLProgramBuilder::kVarsPerBlock)
55 , fFeaturesAddedMask(0) 76 , fFeaturesAddedMask(0)
56 , fCodeIndex(kCode) 77 , fCodeIndex(kCode)
57 , fFinalized(false) { 78 , fFinalized(false) {
58 // We push back some dummy pointers which will later become our header 79 // We push back some dummy pointers which will later become our header
59 for (int i = 0; i <= kCode; i++) { 80 for (int i = 0; i <= kCode; i++) {
(...skipping 30 matching lines...) Expand all
90 this->functions().append(") {\n"); 111 this->functions().append(") {\n");
91 this->functions().append(body); 112 this->functions().append(body);
92 this->functions().append("}\n\n"); 113 this->functions().append("}\n\n");
93 } 114 }
94 115
95 void GrGLShaderBuilder::appendTextureLookup(SkString* out, 116 void GrGLShaderBuilder::appendTextureLookup(SkString* out,
96 const GrGLSLTextureSampler& sampler, 117 const GrGLSLTextureSampler& sampler,
97 const char* coordName, 118 const char* coordName,
98 GrSLType varyingType) const { 119 GrSLType varyingType) const {
99 append_texture_lookup(out, 120 append_texture_lookup(out,
100 fProgramBuilder->gpu(), 121 fProgramBuilder->glslCaps(),
101 fProgramBuilder->getUniformCStr(sampler.fSamplerUnifor m), 122 fProgramBuilder->getUniformCStr(sampler.fSamplerUnifor m),
102 coordName, 123 coordName,
103 sampler.configComponentMask(), 124 sampler.config(),
104 sampler.swizzle(), 125 sampler.swizzle(),
105 varyingType); 126 varyingType);
106 } 127 }
107 128
108 void GrGLShaderBuilder::appendTextureLookup(const GrGLSLTextureSampler& sampler, 129 void GrGLShaderBuilder::appendTextureLookup(const GrGLSLTextureSampler& sampler,
109 const char* coordName, 130 const char* coordName,
110 GrSLType varyingType) { 131 GrSLType varyingType) {
111 this->appendTextureLookup(&this->code(), sampler, coordName, varyingType); 132 this->appendTextureLookup(&this->code(), sampler, coordName, varyingType);
112 } 133 }
113 134
(...skipping 13 matching lines...) Expand all
127 } 148 }
128 } 149 }
129 150
130 void GrGLShaderBuilder::appendDecls(const VarArray& vars, SkString* out) const { 151 void GrGLShaderBuilder::appendDecls(const VarArray& vars, SkString* out) const {
131 for (int i = 0; i < vars.count(); ++i) { 152 for (int i = 0; i < vars.count(); ++i) {
132 vars[i].appendDecl(fProgramBuilder->glslCaps(), out); 153 vars[i].appendDecl(fProgramBuilder->glslCaps(), out);
133 out->append(";\n"); 154 out->append(";\n");
134 } 155 }
135 } 156 }
136 157
137 void GrGLShaderBuilder::appendTextureLookup(const char* samplerName,
138 const char* coordName,
139 uint32_t configComponentMask,
140 const char* swizzle) {
141 append_texture_lookup(&this->code(),
142 fProgramBuilder->gpu(),
143 samplerName,
144 coordName,
145 configComponentMask,
146 swizzle,
147 kVec2f_GrSLType);
148 }
149
150 void GrGLShaderBuilder::addLayoutQualifier(const char* param, InterfaceQualifier interface) { 158 void GrGLShaderBuilder::addLayoutQualifier(const char* param, InterfaceQualifier interface) {
151 SkASSERT(fProgramBuilder->glslCaps()->generation() >= k330_GrGLSLGeneration || 159 SkASSERT(fProgramBuilder->glslCaps()->generation() >= k330_GrGLSLGeneration ||
152 fProgramBuilder->glslCaps()->mustEnableAdvBlendEqs()); 160 fProgramBuilder->glslCaps()->mustEnableAdvBlendEqs());
153 fLayoutParams[interface].push_back() = param; 161 fLayoutParams[interface].push_back() = param;
154 } 162 }
155 163
156 void GrGLShaderBuilder::compileAndAppendLayoutQualifiers() { 164 void GrGLShaderBuilder::compileAndAppendLayoutQualifiers() {
157 static const char* interfaceQualifierNames[] = { 165 static const char* interfaceQualifierNames[] = {
158 "out" 166 "out"
159 }; 167 };
(...skipping 32 matching lines...) Expand 10 before | Expand all | Expand 10 after
192 this->code().append("}"); 200 this->code().append("}");
193 201
194 for (int i = 0; i <= fCodeIndex; i++) { 202 for (int i = 0; i <= fCodeIndex; i++) {
195 fCompilerStrings[i] = fShaderStrings[i].c_str(); 203 fCompilerStrings[i] = fShaderStrings[i].c_str();
196 fCompilerStringLengths[i] = (int)fShaderStrings[i].size(); 204 fCompilerStringLengths[i] = (int)fShaderStrings[i].size();
197 } 205 }
198 206
199 fFinalized = true; 207 fFinalized = true;
200 } 208 }
201 209
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