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

Issue 1434483002: Add addFragPosUniform to GrGLrogramBuilder (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 "GrGLProgramBuilder.h" 8 #include "GrGLProgramBuilder.h"
9 9
10 #include "GrAutoLocaleSetter.h" 10 #include "GrAutoLocaleSetter.h"
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100 fArgs.fPrimitiveProcessor->isPathRendering() && 100 fArgs.fPrimitiveProcessor->isPathRendering() &&
101 !fArgs.fPrimitiveProcessor->willUseGeoShader() && 101 !fArgs.fPrimitiveProcessor->willUseGeoShader() &&
102 fArgs.fPrimitiveProcessor->numAttribs() == 0); 102 fArgs.fPrimitiveProcessor->numAttribs() == 0);
103 this->addVarying(name, v, fsPrecision); 103 this->addVarying(name, v, fsPrecision);
104 SeparableVaryingInfo& varyingInfo = fSeparableVaryingInfos.push_back(); 104 SeparableVaryingInfo& varyingInfo = fSeparableVaryingInfos.push_back();
105 varyingInfo.fVariable = this->getFragmentShaderBuilder()->fInputs.back(); 105 varyingInfo.fVariable = this->getFragmentShaderBuilder()->fInputs.back();
106 varyingInfo.fLocation = fSeparableVaryingInfos.count() - 1; 106 varyingInfo.fLocation = fSeparableVaryingInfos.count() - 1;
107 return SeparableVaryingHandle(varyingInfo.fLocation); 107 return SeparableVaryingHandle(varyingInfo.fLocation);
108 } 108 }
109 109
110 void GrGLProgramBuilder::nameVariable(SkString* out, char prefix, const char* na me) { 110 void GrGLProgramBuilder::nameVariable(SkString* out, char prefix, const char* na me, bool mangle) {
111 if ('\0' == prefix) { 111 if ('\0' == prefix) {
112 *out = name; 112 *out = name;
113 } else { 113 } else {
114 out->printf("%c%s", prefix, name); 114 out->printf("%c%s", prefix, name);
115 } 115 }
116 if (!fOutOfStage) { 116 if (!fOutOfStage && mangle) {
joshualitt 2015/11/04 21:50:52 Do we still need fOutOfStage?
egdaniel 2015/11/05 21:49:59 removed
117 if (out->endsWith('_')) { 117 if (out->endsWith('_')) {
118 // Names containing "__" are reserved. 118 // Names containing "__" are reserved.
119 out->append("x"); 119 out->append("x");
120 } 120 }
121 out->appendf("_Stage%d%s", fStageIndex, fFS.getMangleString().c_str()); 121 out->appendf("_Stage%d%s", fStageIndex, fFS.getMangleString().c_str());
122 } 122 }
123 } 123 }
124 124
125 GrGLSLProgramDataManager::UniformHandle GrGLProgramBuilder::addUniformArray( 125 GrGLSLProgramDataManager::UniformHandle GrGLProgramBuilder::internalAddUniformAr ray(
126 uint32_t visibil ity, 126 uint32_t visibil ity,
127 GrSLType type, 127 GrSLType type,
128 GrSLPrecision pr ecision, 128 GrSLPrecision pr ecision,
129 const char* name , 129 const char* name ,
130 bool mangleName,
130 int count, 131 int count,
131 const char** out Name) { 132 const char** out Name) {
132 SkASSERT(name && strlen(name)); 133 SkASSERT(name && strlen(name));
133 SkDEBUGCODE(static const uint32_t kVisibilityMask = kVertex_Visibility | kFr agment_Visibility); 134 SkDEBUGCODE(static const uint32_t kVisibilityMask = kVertex_Visibility | kFr agment_Visibility);
134 SkASSERT(0 == (~kVisibilityMask & visibility)); 135 SkASSERT(0 == (~kVisibilityMask & visibility));
135 SkASSERT(0 != visibility); 136 SkASSERT(0 != visibility);
136 SkASSERT(kDefault_GrSLPrecision == precision || GrSLTypeIsFloatType(type)); 137 SkASSERT(kDefault_GrSLPrecision == precision || GrSLTypeIsFloatType(type));
137 138
138 UniformInfo& uni = fUniforms.push_back(); 139 UniformInfo& uni = fUniforms.push_back();
139 uni.fVariable.setType(type); 140 uni.fVariable.setType(type);
140 uni.fVariable.setTypeModifier(GrGLSLShaderVar::kUniform_TypeModifier); 141 uni.fVariable.setTypeModifier(GrGLSLShaderVar::kUniform_TypeModifier);
141 // TODO this is a bit hacky, lets think of a better way. Basically we need to be able to use 142 // TODO this is a bit hacky, lets think of a better way. Basically we need to be able to use
142 // the uniform view matrix name in the GP, and the GP is immutable so it has to tell the PB 143 // the uniform view matrix name in the GP, and the GP is immutable so it has to tell the PB
143 // exactly what name it wants to use for the uniform view matrix. If we pre fix anythings, then 144 // exactly what name it wants to use for the uniform view matrix. If we pre fix anythings, then
144 // the names will mismatch. I think the correct solution is to have all GPs which need the 145 // the names will mismatch. I think the correct solution is to have all GPs which need the
145 // uniform view matrix, they should upload the view matrix in their setData along with regular 146 // uniform view matrix, they should upload the view matrix in their setData along with regular
146 // uniforms. 147 // uniforms.
147 char prefix = 'u'; 148 char prefix = 'u';
148 if ('u' == name[0]) { 149 if ('u' == name[0]) {
149 prefix = '\0'; 150 prefix = '\0';
150 } 151 }
151 this->nameVariable(uni.fVariable.accessName(), prefix, name); 152 this->nameVariable(uni.fVariable.accessName(), prefix, name, mangleName);
152 uni.fVariable.setArrayCount(count); 153 uni.fVariable.setArrayCount(count);
153 uni.fVisibility = visibility; 154 uni.fVisibility = visibility;
154 uni.fVariable.setPrecision(precision); 155 uni.fVariable.setPrecision(precision);
155 156
156 if (outName) { 157 if (outName) {
157 *outName = uni.fVariable.c_str(); 158 *outName = uni.fVariable.c_str();
158 } 159 }
159 return GrGLSLProgramDataManager::UniformHandle(fUniforms.count() - 1); 160 return GrGLSLProgramDataManager::UniformHandle(fUniforms.count() - 1);
160 } 161 }
161 162
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544 } 545 }
545 546
546 //////////////////////////////////////////////////////////////////////////////// /////////////////// 547 //////////////////////////////////////////////////////////////////////////////// ///////////////////
547 548
548 GrGLInstalledFragProcs::~GrGLInstalledFragProcs() { 549 GrGLInstalledFragProcs::~GrGLInstalledFragProcs() {
549 int numProcs = fProcs.count(); 550 int numProcs = fProcs.count();
550 for (int i = 0; i < numProcs; ++i) { 551 for (int i = 0; i < numProcs; ++i) {
551 delete fProcs[i]; 552 delete fProcs[i];
552 } 553 }
553 } 554 }
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