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Side by Side Diff: src/effects/SkColorCubeFilter.cpp

Issue 1438003003: Move all ShaderBuilder files to GLSL (Closed) Base URL: https://skia.googlesource.com/skia.git@glslProgBuild
Patch Set: nits 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 "SkColorCubeFilter.h" 8 #include "SkColorCubeFilter.h"
9 #include "SkColorPriv.h" 9 #include "SkColorPriv.h"
10 #include "SkOnce.h" 10 #include "SkOnce.h"
11 #include "SkOpts.h" 11 #include "SkOpts.h"
12 #include "SkReadBuffer.h" 12 #include "SkReadBuffer.h"
13 #include "SkUnPreMultiply.h" 13 #include "SkUnPreMultiply.h"
14 #include "SkWriteBuffer.h" 14 #include "SkWriteBuffer.h"
15 #if SK_SUPPORT_GPU 15 #if SK_SUPPORT_GPU
16 #include "GrContext.h" 16 #include "GrContext.h"
17 #include "GrCoordTransform.h" 17 #include "GrCoordTransform.h"
18 #include "GrInvariantOutput.h" 18 #include "GrInvariantOutput.h"
19 #include "GrTexturePriv.h" 19 #include "GrTexturePriv.h"
20 #include "SkGr.h" 20 #include "SkGr.h"
21 #include "gl/GrGLFragmentProcessor.h" 21 #include "gl/GrGLFragmentProcessor.h"
22 #include "gl/builders/GrGLProgramBuilder.h" 22 #include "glsl/GrGLSLFragmentShaderBuilder.h"
23 #include "glsl/GrGLSLProgramBuilder.h"
23 #include "glsl/GrGLSLProgramDataManager.h" 24 #include "glsl/GrGLSLProgramDataManager.h"
24 #endif 25 #endif
25 26
26 /////////////////////////////////////////////////////////////////////////////// 27 ///////////////////////////////////////////////////////////////////////////////
27 namespace { 28 namespace {
28 29
29 int32_t SkNextColorCubeUniqueID() { 30 int32_t SkNextColorCubeUniqueID() {
30 static int32_t gColorCubeUniqueID; 31 static int32_t gColorCubeUniqueID;
31 // do a loop in case our global wraps around, as we never want to return a 0 32 // do a loop in case our global wraps around, as we never want to return a 0
32 int32_t genID; 33 int32_t genID;
(...skipping 204 matching lines...) Expand 10 before | Expand all | Expand 10 after
237 } 238 }
238 239
239 GrColorCubeEffect::GLProcessor::~GLProcessor() { 240 GrColorCubeEffect::GLProcessor::~GLProcessor() {
240 } 241 }
241 242
242 void GrColorCubeEffect::GLProcessor::emitCode(EmitArgs& args) { 243 void GrColorCubeEffect::GLProcessor::emitCode(EmitArgs& args) {
243 if (nullptr == args.fInputColor) { 244 if (nullptr == args.fInputColor) {
244 args.fInputColor = "vec4(1)"; 245 args.fInputColor = "vec4(1)";
245 } 246 }
246 247
247 fColorCubeSizeUni = args.fBuilder->addUniform(GrGLProgramBuilder::kFragment_ Visibility, 248 fColorCubeSizeUni = args.fBuilder->addUniform(GrGLSLProgramBuilder::kFragmen t_Visibility,
248 kFloat_GrSLType, kDefault_GrSLPrecis ion, 249 kFloat_GrSLType, kDefault_GrSLPrecis ion,
249 "Size"); 250 "Size");
250 const char* colorCubeSizeUni = args.fBuilder->getUniformCStr(fColorCubeSizeU ni); 251 const char* colorCubeSizeUni = args.fBuilder->getUniformCStr(fColorCubeSizeU ni);
251 fColorCubeInvSizeUni = args.fBuilder->addUniform(GrGLProgramBuilder::kFragme nt_Visibility, 252 fColorCubeInvSizeUni = args.fBuilder->addUniform(GrGLSLProgramBuilder::kFrag ment_Visibility,
252 kFloat_GrSLType, kDefault_GrSLPre cision, 253 kFloat_GrSLType, kDefault_GrSLPre cision,
253 "InvSize"); 254 "InvSize");
254 const char* colorCubeInvSizeUni = args.fBuilder->getUniformCStr(fColorCubeIn vSizeUni); 255 const char* colorCubeInvSizeUni = args.fBuilder->getUniformCStr(fColorCubeIn vSizeUni);
255 256
256 const char* nonZeroAlpha = "nonZeroAlpha"; 257 const char* nonZeroAlpha = "nonZeroAlpha";
257 const char* unPMColor = "unPMColor"; 258 const char* unPMColor = "unPMColor";
258 const char* cubeIdx = "cubeIdx"; 259 const char* cubeIdx = "cubeIdx";
259 const char* cCoords1 = "cCoords1"; 260 const char* cCoords1 = "cCoords1";
260 const char* cCoords2 = "cCoords2"; 261 const char* cCoords2 = "cCoords2";
261 262
262 // Note: if implemented using texture3D in OpenGL ES older than OpenGL ES 3. 0, 263 // Note: if implemented using texture3D in OpenGL ES older than OpenGL ES 3. 0,
263 // the shader might need "#extension GL_OES_texture_3D : enable". 264 // the shader might need "#extension GL_OES_texture_3D : enable".
264 265
265 GrGLFragmentBuilder* fsBuilder = args.fBuilder->getFragmentShaderBuilder(); 266 GrGLSLFragmentBuilder* fsBuilder = args.fBuilder->getFragmentShaderBuilder() ;
266 267
267 // Unpremultiply color 268 // Unpremultiply color
268 fsBuilder->codeAppendf("\tfloat %s = max(%s.a, 0.00001);\n", nonZeroAlpha, a rgs.fInputColor); 269 fsBuilder->codeAppendf("\tfloat %s = max(%s.a, 0.00001);\n", nonZeroAlpha, a rgs.fInputColor);
269 fsBuilder->codeAppendf("\tvec4 %s = vec4(%s.rgb / %s, %s);\n", 270 fsBuilder->codeAppendf("\tvec4 %s = vec4(%s.rgb / %s, %s);\n",
270 unPMColor, args.fInputColor, nonZeroAlpha, nonZeroAlp ha); 271 unPMColor, args.fInputColor, nonZeroAlpha, nonZeroAlp ha);
271 272
272 // Fit input color into the cube. 273 // Fit input color into the cube.
273 fsBuilder->codeAppendf( 274 fsBuilder->codeAppendf(
274 "vec3 %s = vec3(%s.rg * vec2((%s - 1.0) * %s) + vec2(0.5 * %s), %s.b * ( %s - 1.0));\n", 275 "vec3 %s = vec3(%s.rg * vec2((%s - 1.0) * %s) + vec2(0.5 * %s), %s.b * ( %s - 1.0));\n",
275 cubeIdx, unPMColor, colorCubeSizeUni, colorCubeInvSizeUni, colorCubeInvS izeUni, 276 cubeIdx, unPMColor, colorCubeSizeUni, colorCubeInvSizeUni, colorCubeInvS izeUni,
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325 if (textureCube) { 326 if (textureCube) {
326 context->textureProvider()->assignUniqueKeyToTexture(key, textureCub e); 327 context->textureProvider()->assignUniqueKeyToTexture(key, textureCub e);
327 } else { 328 } else {
328 return nullptr; 329 return nullptr;
329 } 330 }
330 } 331 }
331 332
332 return GrColorCubeEffect::Create(textureCube); 333 return GrColorCubeEffect::Create(textureCube);
333 } 334 }
334 #endif 335 #endif
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