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Unified Diff: src/gpu/glsl/GrGLSLVarying.cpp

Issue 1462123003: Create GrGLSLVaryingHandler class for program building (Closed) Base URL: https://skia.googlesource.com/skia.git@putCapsOnArgs
Patch Set: fix release builder Created 5 years, 1 month ago
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Index: src/gpu/glsl/GrGLSLVarying.cpp
diff --git a/src/gpu/glsl/GrGLSLVarying.cpp b/src/gpu/glsl/GrGLSLVarying.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..279dd5937e92a911b67891012a93cde96895b4f3
--- /dev/null
+++ b/src/gpu/glsl/GrGLSLVarying.cpp
@@ -0,0 +1,132 @@
+/*
+ * Copyright 2015 Google Inc.
+ *
+ * Use of this source code is governed by a BSD-style license that can be
+ * found in the LICENSE file.
+ */
+
+#include "glsl/GrGLSLVarying.h"
+
+#include "glsl/GrGLSLProgramBuilder.h"
+
+void GrGLSLVaryingHandler::addPassThroughAttribute(const GrGeometryProcessor::Attribute* input,
+ const char* output) {
+ GrSLType type = GrVertexAttribTypeToSLType(input->fType);
+ GrGLSLVertToFrag v(type);
+ this->addVarying(input->fName, &v);
+ fProgramBuilder->fVS.codeAppendf("%s = %s;", v.vsOut(), input->fName);
+
+ if (fProgramBuilder->primitiveProcessor().willUseGeoShader()) {
+ fProgramBuilder->fGS.codeAppendf("%s = %s[0];", v.gsOut(), v.gsIn());
+ }
+
+ fProgramBuilder->fFS.codeAppendf("%s = %s;", output, v.fsIn());
+}
+
+void GrGLSLVaryingHandler::addVarying(const char* name,
+ GrGLSLVarying* varying,
+ GrSLPrecision precision) {
+ SkASSERT(varying);
+ if (varying->vsVarying()) {
+ this->addVertexVarying(name, precision, varying);
+ }
+ if (fProgramBuilder->primitiveProcessor().willUseGeoShader()) {
+ this->addGeomVarying(name, precision, varying);
+ }
+ if (varying->fsVarying()) {
+ this->addFragVarying(precision, varying);
+ }
+}
+
+void GrGLSLVaryingHandler::addVertexVarying(const char* name,
+ GrSLPrecision precision,
+ GrGLSLVarying* v) {
+ fVertexOutputs.push_back();
+ fVertexOutputs.back().setType(v->fType);
+ fVertexOutputs.back().setTypeModifier(GrGLSLShaderVar::kVaryingOut_TypeModifier);
+ fVertexOutputs.back().setPrecision(precision);
+ fProgramBuilder->nameVariable(fVertexOutputs.back().accessName(), 'v', name);
+ v->fVsOut = fVertexOutputs.back().getName().c_str();
+}
+void GrGLSLVaryingHandler::addGeomVarying(const char* name,
+ GrSLPrecision precision,
+ GrGLSLVarying* v) {
+ // if we have a GS take each varying in as an array
+ // and output as non-array.
+ if (v->vsVarying()) {
+ fGeomInputs.push_back();
+ fGeomInputs.back().setType(v->fType);
+ fGeomInputs.back().setTypeModifier(GrGLSLShaderVar::kVaryingIn_TypeModifier);
+ fGeomInputs.back().setPrecision(precision);
+ fGeomInputs.back().setUnsizedArray();
+ *fGeomInputs.back().accessName() = v->fVsOut;
+ v->fGsIn = v->fVsOut;
+ }
+
+ if (v->fsVarying()) {
+ fGeomOutputs.push_back();
+ fGeomOutputs.back().setType(v->fType);
+ fGeomOutputs.back().setTypeModifier(GrGLSLShaderVar::kVaryingOut_TypeModifier);
+ fGeomOutputs.back().setPrecision(precision);
+ fProgramBuilder->nameVariable(fGeomOutputs.back().accessName(), 'g', name);
+ v->fGsOut = fGeomOutputs.back().getName().c_str();
+ }
+}
+
+void GrGLSLVaryingHandler::addFragVarying(GrSLPrecision precision, GrGLSLVarying* v) {
+ v->fFsIn = v->fGsOut ? v->fGsOut : v->fVsOut;
+ fFragInputs.push_back().set(v->fType,
+ GrGLSLShaderVar::kVaryingIn_TypeModifier,
+ v->fFsIn,
+ precision);
+}
+
+void GrGLSLVaryingHandler::emitAttributes(const GrGeometryProcessor& gp) {
+ int vaCount = gp.numAttribs();
+ for (int i = 0; i < vaCount; i++) {
+ const GrGeometryProcessor::Attribute& attr = gp.getAttrib(i);
+ this->addAttribute(GrShaderVar(attr.fName,
+ GrVertexAttribTypeToSLType(attr.fType),
+ GrShaderVar::kAttribute_TypeModifier,
+ GrShaderVar::kNonArray,
+ attr.fPrecision));
+ }
+}
+
+void GrGLSLVaryingHandler::addAttribute(const GrShaderVar& var) {
+ SkASSERT(GrShaderVar::kAttribute_TypeModifier == var.getTypeModifier());
+ for (int j = 0; j < fVertexInputs.count(); ++j) {
+ const GrGLSLShaderVar& attr = fVertexInputs[j];
+ // if attribute already added, don't add it again
+ if (attr.getName().equals(var.getName())) {
+ return;
+ }
+ }
+ fVertexInputs.push_back(var);
+}
+
+void GrGLSLVaryingHandler::appendDecls(const VarArray& vars, SkString* out) const {
+ for (int i = 0; i < vars.count(); ++i) {
+ vars[i].appendDecl(fProgramBuilder->glslCaps(), out);
+ out->append(";");
+ }
+}
+
+void GrGLSLVaryingHandler::getVertexDecls(SkString* inputDecls, SkString* outputDecls) const {
+ this->appendDecls(fVertexInputs, inputDecls);
+ this->appendDecls(fVertexOutputs, outputDecls);
+}
+
+void GrGLSLVaryingHandler::getGeomDecls(SkString* inputDecls, SkString* outputDecls) const {
+ this->appendDecls(fGeomInputs, inputDecls);
+ this->appendDecls(fGeomOutputs, outputDecls);
+}
+
+void GrGLSLVaryingHandler::getFragDecls(SkString* inputDecls, SkString* outputDecls) const {
+ // We should not have any outputs in the fragment shader when using version 1.10
+ SkASSERT(k110_GrGLSLGeneration != fProgramBuilder->glslCaps()->generation() ||
+ fFragOutputs.empty());
+ this->appendDecls(fFragInputs, inputDecls);
+ this->appendDecls(fFragOutputs, outputDecls);
+}
+
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