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Side by Side Diff: src/gpu/gl/GrGLProgramDesc.cpp

Issue 1459323004: Revert of Initial version of external_oes texture support and unit test (Closed) Base URL: https://skia.googlesource.com/skia.git@target
Patch Set: Created 5 years, 1 month ago
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1 /* 1 /*
2 * Copyright 2013 Google Inc. 2 * Copyright 2013 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 #include "GrGLProgramDesc.h" 7 #include "GrGLProgramDesc.h"
8 8
9 #include "GrProcessor.h" 9 #include "GrProcessor.h"
10 #include "GrGLGpu.h" 10 #include "GrGLGpu.h"
(...skipping 13 matching lines...) Expand all
24 return false; 24 return false;
25 } 25 }
26 const char* swizzleMap = caps.getSwizzleMap(config); 26 const char* swizzleMap = caps.getSwizzleMap(config);
27 27
28 return SkToBool(memcmp(swizzleMap, "rgba", 4)); 28 return SkToBool(memcmp(swizzleMap, "rgba", 4));
29 } 29 }
30 30
31 static uint32_t gen_texture_key(const GrProcessor& proc, const GrGLCaps& caps) { 31 static uint32_t gen_texture_key(const GrProcessor& proc, const GrGLCaps& caps) {
32 uint32_t key = 0; 32 uint32_t key = 0;
33 int numTextures = proc.numTextures(); 33 int numTextures = proc.numTextures();
34 int shift = 0;
35 for (int t = 0; t < numTextures; ++t) { 34 for (int t = 0; t < numTextures; ++t) {
36 const GrTextureAccess& access = proc.textureAccess(t); 35 const GrTextureAccess& access = proc.textureAccess(t);
37 if (swizzle_requires_alpha_remapping(*caps.glslCaps(), access.getTexture ()->config())) { 36 if (swizzle_requires_alpha_remapping(*caps.glslCaps(), access.getTexture ()->config())) {
38 key |= 1 << shift; 37 key |= 1 << t;
39 } 38 }
40 if (GR_GL_TEXTURE_EXTERNAL == static_cast<GrGLTexture*>(access.getTextur e())->target()) {
41 key |= 2 << shift;
42 }
43 shift += 2;
44 } 39 }
45 return key; 40 return key;
46 } 41 }
47 42
48 /** 43 /**
49 * A function which emits a meta key into the key builder. This is required bec ause shader code may 44 * A function which emits a meta key into the key builder. This is required bec ause shader code may
50 * be dependent on properties of the effect that the effect itself doesn't use 45 * be dependent on properties of the effect that the effect itself doesn't use
51 * in its key (e.g. the pixel format of textures used). So we create a meta-key for 46 * in its key (e.g. the pixel format of textures used). So we create a meta-key for
52 * every effect using this function. It is also responsible for inserting the ef fect's class ID 47 * every effect using this function. It is also responsible for inserting the ef fect's class ID
53 * which must be different for every GrProcessor subclass. It can fail if an eff ect uses too many 48 * which must be different for every GrProcessor subclass. It can fail if an eff ect uses too many
54 * textures, transforms, etc, for the space allotted in the meta-key. NOTE, bot h FPs and GPs share 49 * textures, transforms, etc, for the space allotted in the meta-key. NOTE, bot h FPs and GPs share
55 * this function because it is hairy, though FPs do not have attribs, and GPs do not have transforms 50 * this function because it is hairy, though FPs do not have attribs, and GPs do not have transforms
51 *
52 * TODO: A better name for this function would be "compute" instead of "get".
56 */ 53 */
57 static bool gen_meta_key(const GrProcessor& proc, 54 static bool get_meta_key(const GrProcessor& proc,
58 const GrGLCaps& caps, 55 const GrGLCaps& caps,
59 uint32_t transformKey, 56 uint32_t transformKey,
60 GrProcessorKeyBuilder* b) { 57 GrProcessorKeyBuilder* b) {
61 size_t processorKeySize = b->size(); 58 size_t processorKeySize = b->size();
62 uint32_t textureKey = gen_texture_key(proc, caps); 59 uint32_t textureKey = gen_texture_key(proc, caps);
63 uint32_t classID = proc.classID(); 60 uint32_t classID = proc.classID();
64 61
65 // Currently we allow 16 bits for each of the above portions of the meta-key . Fail if they 62 // Currently we allow 16 bits for each of the above portions of the meta-key . Fail if they
66 // don't fit. 63 // don't fit.
67 static const uint32_t kMetaKeyInvalidMask = ~((uint32_t) SK_MaxU16); 64 static const uint32_t kMetaKeyInvalidMask = ~((uint32_t) SK_MaxU16);
68 if ((textureKey | transformKey | classID) & kMetaKeyInvalidMask) { 65 if ((textureKey | transformKey | classID) & kMetaKeyInvalidMask) {
69 return false; 66 return false;
70 } 67 }
71 if (processorKeySize > SK_MaxU16) { 68 if (processorKeySize > SK_MaxU16) {
72 return false; 69 return false;
73 } 70 }
74 71
75 uint32_t* key = b->add32n(2); 72 uint32_t* key = b->add32n(2);
76 key[0] = (textureKey << 16 | transformKey); 73 key[0] = (textureKey << 16 | transformKey);
77 key[1] = (classID << 16 | SkToU16(processorKeySize)); 74 key[1] = (classID << 16 | SkToU16(processorKeySize));
78 return true; 75 return true;
79 } 76 }
80 77
81 static bool gen_frag_proc_and_meta_keys(const GrPrimitiveProcessor& primProc, 78 /*
79 * TODO: A better name for this function would be "compute" instead of "get".
80 */
81 static bool get_frag_proc_and_meta_keys(const GrPrimitiveProcessor& primProc,
82 const GrFragmentProcessor& fp, 82 const GrFragmentProcessor& fp,
83 const GrGLCaps& caps, 83 const GrGLCaps& caps,
84 GrProcessorKeyBuilder* b) { 84 GrProcessorKeyBuilder* b) {
85 for (int i = 0; i < fp.numChildProcessors(); ++i) { 85 for (int i = 0; i < fp.numChildProcessors(); ++i) {
86 if (!gen_frag_proc_and_meta_keys(primProc, fp.childProcessor(i), caps, b )) { 86 if (!get_frag_proc_and_meta_keys(primProc, fp.childProcessor(i), caps, b )) {
87 return false; 87 return false;
88 } 88 }
89 } 89 }
90 90
91 fp.getGLSLProcessorKey(*caps.glslCaps(), b); 91 fp.getGLSLProcessorKey(*caps.glslCaps(), b);
92 92
93 //**** use glslCaps here? 93 //**** use glslCaps here?
94 return gen_meta_key(fp, caps, primProc.getTransformKey(fp.coordTransforms(), 94 return get_meta_key(fp, caps, primProc.getTransformKey(fp.coordTransforms(),
95 fp.numTransformsExclC hildren()), b); 95 fp.numTransformsExclC hildren()), b);
96 } 96 }
97 97
98 bool GrGLProgramDescBuilder::Build(GrProgramDesc* desc, 98 bool GrGLProgramDescBuilder::Build(GrProgramDesc* desc,
99 const GrPrimitiveProcessor& primProc, 99 const GrPrimitiveProcessor& primProc,
100 const GrPipeline& pipeline, 100 const GrPipeline& pipeline,
101 const GrGLGpu* gpu) { 101 const GrGLGpu* gpu) {
102 // The descriptor is used as a cache key. Thus when a field of the 102 // The descriptor is used as a cache key. Thus when a field of the
103 // descriptor will not affect program generation (because of the attribute 103 // descriptor will not affect program generation (because of the attribute
104 // bindings in use or other descriptor field settings) it should be set 104 // bindings in use or other descriptor field settings) it should be set
105 // to a canonical value to avoid duplicate programs with different keys. 105 // to a canonical value to avoid duplicate programs with different keys.
106 106
107 GrGLProgramDesc* glDesc = (GrGLProgramDesc*) desc; 107 GrGLProgramDesc* glDesc = (GrGLProgramDesc*) desc;
108 108
109 GR_STATIC_ASSERT(0 == kProcessorKeysOffset % sizeof(uint32_t)); 109 GR_STATIC_ASSERT(0 == kProcessorKeysOffset % sizeof(uint32_t));
110 // Make room for everything up to the effect keys. 110 // Make room for everything up to the effect keys.
111 glDesc->key().reset(); 111 glDesc->key().reset();
112 glDesc->key().push_back_n(kProcessorKeysOffset); 112 glDesc->key().push_back_n(kProcessorKeysOffset);
113 113
114 GrProcessorKeyBuilder b(&glDesc->key()); 114 GrProcessorKeyBuilder b(&glDesc->key());
115 115
116 primProc.getGLSLProcessorKey(*gpu->glCaps().glslCaps(), &b); 116 primProc.getGLSLProcessorKey(*gpu->glCaps().glslCaps(), &b);
117 //**** use glslCaps here? 117 //**** use glslCaps here?
118 if (!gen_meta_key(primProc, gpu->glCaps(), 0, &b)) { 118 if (!get_meta_key(primProc, gpu->glCaps(), 0, &b)) {
119 glDesc->key().reset(); 119 glDesc->key().reset();
120 return false; 120 return false;
121 } 121 }
122 122
123 for (int i = 0; i < pipeline.numFragmentProcessors(); ++i) { 123 for (int i = 0; i < pipeline.numFragmentProcessors(); ++i) {
124 const GrFragmentProcessor& fp = pipeline.getFragmentProcessor(i); 124 const GrFragmentProcessor& fp = pipeline.getFragmentProcessor(i);
125 if (!gen_frag_proc_and_meta_keys(primProc, fp, gpu->glCaps(), &b)) { 125 if (!get_frag_proc_and_meta_keys(primProc, fp, gpu->glCaps(), &b)) {
126 glDesc->key().reset(); 126 glDesc->key().reset();
127 return false; 127 return false;
128 } 128 }
129 } 129 }
130 130
131 const GrXferProcessor& xp = *pipeline.getXferProcessor(); 131 const GrXferProcessor& xp = *pipeline.getXferProcessor();
132 xp.getGLSLProcessorKey(*gpu->glCaps().glslCaps(), &b); 132 xp.getGLSLProcessorKey(*gpu->glCaps().glslCaps(), &b);
133 //**** use glslCaps here? 133 //**** use glslCaps here?
134 if (!gen_meta_key(xp, gpu->glCaps(), 0, &b)) { 134 if (!get_meta_key(xp, gpu->glCaps(), 0, &b)) {
135 glDesc->key().reset(); 135 glDesc->key().reset();
136 return false; 136 return false;
137 } 137 }
138 138
139 // --------DO NOT MOVE HEADER ABOVE THIS LINE------------------------------- ------------------- 139 // --------DO NOT MOVE HEADER ABOVE THIS LINE------------------------------- -------------------
140 // Because header is a pointer into the dynamic array, we can't push any new data into the key 140 // Because header is a pointer into the dynamic array, we can't push any new data into the key
141 // below here. 141 // below here.
142 KeyHeader* header = glDesc->atOffset<KeyHeader, kHeaderOffset>(); 142 KeyHeader* header = glDesc->atOffset<KeyHeader, kHeaderOffset>();
143 143
144 // make sure any padding in the header is zeroed. 144 // make sure any padding in the header is zeroed.
145 memset(header, 0, kHeaderSize); 145 memset(header, 0, kHeaderSize);
146 146
147 if (pipeline.readsFragPosition()) { 147 if (pipeline.readsFragPosition()) {
148 header->fFragPosKey = 148 header->fFragPosKey =
149 GrGLSLFragmentShaderBuilder::KeyForFragmentPosition(pipeline.get RenderTarget()); 149 GrGLSLFragmentShaderBuilder::KeyForFragmentPosition(pipeline.get RenderTarget());
150 } else { 150 } else {
151 header->fFragPosKey = 0; 151 header->fFragPosKey = 0;
152 } 152 }
153 header->fSnapVerticesToPixelCenters = pipeline.snapVerticesToPixelCenters(); 153 header->fSnapVerticesToPixelCenters = pipeline.snapVerticesToPixelCenters();
154 header->fColorEffectCnt = pipeline.numColorFragmentProcessors(); 154 header->fColorEffectCnt = pipeline.numColorFragmentProcessors();
155 header->fCoverageEffectCnt = pipeline.numCoverageFragmentProcessors(); 155 header->fCoverageEffectCnt = pipeline.numCoverageFragmentProcessors();
156 glDesc->finalize(); 156 glDesc->finalize();
157 return true; 157 return true;
158 } 158 }
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