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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 "GrGLProgramBuilder.h" | 8 #include "GrGLProgramBuilder.h" |
9 | 9 |
10 #include "GrAutoLocaleSetter.h" | 10 #include "GrAutoLocaleSetter.h" |
11 #include "GrCoordTransform.h" | 11 #include "GrCoordTransform.h" |
12 #include "GrGLProgramBuilder.h" | 12 #include "GrGLProgramBuilder.h" |
13 #include "GrTexture.h" | 13 #include "GrTexture.h" |
14 #include "SkRTConf.h" | 14 #include "SkRTConf.h" |
15 #include "SkTraceEvent.h" | 15 #include "SkTraceEvent.h" |
16 #include "gl/GrGLGeometryProcessor.h" | 16 #include "gl/GrGLGeometryProcessor.h" |
17 #include "gl/GrGLGpu.h" | 17 #include "gl/GrGLGpu.h" |
18 #include "gl/GrGLProgram.h" | 18 #include "gl/GrGLProgram.h" |
19 #include "gl/GrGLSLPrettyPrint.h" | 19 #include "gl/GrGLSLPrettyPrint.h" |
20 #include "gl/GrGLXferProcessor.h" | 20 #include "gl/GrGLXferProcessor.h" |
21 #include "glsl/GrGLSLCaps.h" | 21 #include "glsl/GrGLSLCaps.h" |
| 22 #include "glsl/GrGLSLProgramDataManager.h" |
22 | 23 |
23 #define GL_CALL(X) GR_GL_CALL(this->gpu()->glInterface(), X) | 24 #define GL_CALL(X) GR_GL_CALL(this->gpu()->glInterface(), X) |
24 #define GL_CALL_RET(R, X) GR_GL_CALL_RET(this->gpu()->glInterface(), R, X) | 25 #define GL_CALL_RET(R, X) GR_GL_CALL_RET(this->gpu()->glInterface(), R, X) |
25 | 26 |
26 const int GrGLProgramBuilder::kVarsPerBlock = 8; | 27 const int GrGLProgramBuilder::kVarsPerBlock = 8; |
27 | 28 |
28 GrGLProgram* GrGLProgramBuilder::CreateProgram(const DrawArgs& args, GrGLGpu* gp
u) { | 29 GrGLProgram* GrGLProgramBuilder::CreateProgram(const DrawArgs& args, GrGLGpu* gp
u) { |
29 GrAutoLocaleSetter als("C"); | 30 GrAutoLocaleSetter als("C"); |
30 | 31 |
31 // create a builder. This will be handed off to effects so they can use it
to add | 32 // create a builder. This will be handed off to effects so they can use it
to add |
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111 } | 112 } |
112 if (!fOutOfStage) { | 113 if (!fOutOfStage) { |
113 if (out->endsWith('_')) { | 114 if (out->endsWith('_')) { |
114 // Names containing "__" are reserved. | 115 // Names containing "__" are reserved. |
115 out->append("x"); | 116 out->append("x"); |
116 } | 117 } |
117 out->appendf("_Stage%d%s", fStageIndex, fFS.getMangleString().c_str()); | 118 out->appendf("_Stage%d%s", fStageIndex, fFS.getMangleString().c_str()); |
118 } | 119 } |
119 } | 120 } |
120 | 121 |
121 GrGLProgramDataManager::UniformHandle GrGLProgramBuilder::addUniformArray( | 122 GrGLSLProgramDataManager::UniformHandle GrGLProgramBuilder::addUniformArray( |
122 uint32_t visibil
ity, | 123 uint32_t visibil
ity, |
123 GrSLType type, | 124 GrSLType type, |
124 GrSLPrecision pr
ecision, | 125 GrSLPrecision pr
ecision, |
125 const char* name
, | 126 const char* name
, |
126 int count, | 127 int count, |
127 const char** out
Name) { | 128 const char** out
Name) { |
128 SkASSERT(name && strlen(name)); | 129 SkASSERT(name && strlen(name)); |
129 SkDEBUGCODE(static const uint32_t kVisibilityMask = kVertex_Visibility | kFr
agment_Visibility); | 130 SkDEBUGCODE(static const uint32_t kVisibilityMask = kVertex_Visibility | kFr
agment_Visibility); |
130 SkASSERT(0 == (~kVisibilityMask & visibility)); | 131 SkASSERT(0 == (~kVisibilityMask & visibility)); |
131 SkASSERT(0 != visibility); | 132 SkASSERT(0 != visibility); |
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145 prefix = '\0'; | 146 prefix = '\0'; |
146 } | 147 } |
147 this->nameVariable(uni.fVariable.accessName(), prefix, name); | 148 this->nameVariable(uni.fVariable.accessName(), prefix, name); |
148 uni.fVariable.setArrayCount(count); | 149 uni.fVariable.setArrayCount(count); |
149 uni.fVisibility = visibility; | 150 uni.fVisibility = visibility; |
150 uni.fVariable.setPrecision(precision); | 151 uni.fVariable.setPrecision(precision); |
151 | 152 |
152 if (outName) { | 153 if (outName) { |
153 *outName = uni.fVariable.c_str(); | 154 *outName = uni.fVariable.c_str(); |
154 } | 155 } |
155 return GrGLProgramDataManager::UniformHandle(fUniforms.count() - 1); | 156 return GrGLSLProgramDataManager::UniformHandle(fUniforms.count() - 1); |
156 } | 157 } |
157 | 158 |
158 void GrGLProgramBuilder::appendUniformDecls(ShaderVisibility visibility, | 159 void GrGLProgramBuilder::appendUniformDecls(ShaderVisibility visibility, |
159 SkString* out) const { | 160 SkString* out) const { |
160 for (int i = 0; i < fUniforms.count(); ++i) { | 161 for (int i = 0; i < fUniforms.count(); ++i) { |
161 if (fUniforms[i].fVisibility & visibility) { | 162 if (fUniforms[i].fVisibility & visibility) { |
162 fUniforms[i].fVariable.appendDecl(this->glslCaps(), out); | 163 fUniforms[i].fVariable.appendDecl(this->glslCaps(), out); |
163 out->append(";\n"); | 164 out->append(";\n"); |
164 } | 165 } |
165 } | 166 } |
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518 } | 519 } |
519 | 520 |
520 ////////////////////////////////////////////////////////////////////////////////
/////////////////// | 521 ////////////////////////////////////////////////////////////////////////////////
/////////////////// |
521 | 522 |
522 GrGLInstalledFragProcs::~GrGLInstalledFragProcs() { | 523 GrGLInstalledFragProcs::~GrGLInstalledFragProcs() { |
523 int numProcs = fProcs.count(); | 524 int numProcs = fProcs.count(); |
524 for (int i = 0; i < numProcs; ++i) { | 525 for (int i = 0; i < numProcs; ++i) { |
525 delete fProcs[i]; | 526 delete fProcs[i]; |
526 } | 527 } |
527 } | 528 } |
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