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Side by Side Diff: src/gpu/effects/GrBicubicEffect.cpp

Issue 1490283004: Create GLSLUniformHandler class for gpu backend (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: clean up public api of uniformhandler Created 5 years 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 "GrBicubicEffect.h" 8 #include "GrBicubicEffect.h"
9 #include "GrInvariantOutput.h" 9 #include "GrInvariantOutput.h"
10 #include "glsl/GrGLSLFragmentShaderBuilder.h" 10 #include "glsl/GrGLSLFragmentShaderBuilder.h"
11 #include "glsl/GrGLSLProgramBuilder.h"
12 #include "glsl/GrGLSLProgramDataManager.h" 11 #include "glsl/GrGLSLProgramDataManager.h"
12 #include "glsl/GrGLSLUniformHandler.h"
13 13
14 #define DS(x) SkDoubleToScalar(x) 14 #define DS(x) SkDoubleToScalar(x)
15 15
16 const SkScalar GrBicubicEffect::gMitchellCoefficients[16] = { 16 const SkScalar GrBicubicEffect::gMitchellCoefficients[16] = {
17 DS( 1.0 / 18.0), DS(-9.0 / 18.0), DS( 15.0 / 18.0), DS( -7.0 / 18.0), 17 DS( 1.0 / 18.0), DS(-9.0 / 18.0), DS( 15.0 / 18.0), DS( -7.0 / 18.0),
18 DS(16.0 / 18.0), DS( 0.0 / 18.0), DS(-36.0 / 18.0), DS( 21.0 / 18.0), 18 DS(16.0 / 18.0), DS( 0.0 / 18.0), DS(-36.0 / 18.0), DS( 21.0 / 18.0),
19 DS( 1.0 / 18.0), DS( 9.0 / 18.0), DS( 27.0 / 18.0), DS(-21.0 / 18.0), 19 DS( 1.0 / 18.0), DS( 9.0 / 18.0), DS( 27.0 / 18.0), DS(-21.0 / 18.0),
20 DS( 0.0 / 18.0), DS( 0.0 / 18.0), DS( -6.0 / 18.0), DS( 7.0 / 18.0), 20 DS( 0.0 / 18.0), DS( 0.0 / 18.0), DS( -6.0 / 18.0), DS( 7.0 / 18.0),
21 }; 21 };
22 22
(...skipping 22 matching lines...) Expand all
45 45
46 typedef GrGLSLFragmentProcessor INHERITED; 46 typedef GrGLSLFragmentProcessor INHERITED;
47 }; 47 };
48 48
49 GrGLBicubicEffect::GrGLBicubicEffect(const GrProcessor&) { 49 GrGLBicubicEffect::GrGLBicubicEffect(const GrProcessor&) {
50 } 50 }
51 51
52 void GrGLBicubicEffect::emitCode(EmitArgs& args) { 52 void GrGLBicubicEffect::emitCode(EmitArgs& args) {
53 const GrTextureDomain& domain = args.fFp.cast<GrBicubicEffect>().domain(); 53 const GrTextureDomain& domain = args.fFp.cast<GrBicubicEffect>().domain();
54 54
55 fCoefficientsUni = args.fBuilder->addUniform(GrGLSLProgramBuilder::kFragment _Visibility, 55 GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
56 kMat44f_GrSLType, kDefault_GrSLPrecis ion, 56 fCoefficientsUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragmen t_Visibility,
57 "Coefficients"); 57 kMat44f_GrSLType, kDefault_GrS LPrecision,
58 fImageIncrementUni = args.fBuilder->addUniform(GrGLSLProgramBuilder::kFragme nt_Visibility, 58 "Coefficients");
59 kVec2f_GrSLType, kDefault_GrSLPreci sion, 59 fImageIncrementUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragm ent_Visibility,
60 "ImageIncrement"); 60 kVec2f_GrSLType, kDefault_Gr SLPrecision,
61 "ImageIncrement");
61 62
62 const char* imgInc = args.fBuilder->getUniformCStr(fImageIncrementUni); 63 const char* imgInc = uniformHandler->getUniformCStr(fImageIncrementUni);
63 const char* coeff = args.fBuilder->getUniformCStr(fCoefficientsUni); 64 const char* coeff = uniformHandler->getUniformCStr(fCoefficientsUni);
64 65
65 SkString cubicBlendName; 66 SkString cubicBlendName;
66 67
67 static const GrGLSLShaderVar gCubicBlendArgs[] = { 68 static const GrGLSLShaderVar gCubicBlendArgs[] = {
68 GrGLSLShaderVar("coefficients", kMat44f_GrSLType), 69 GrGLSLShaderVar("coefficients", kMat44f_GrSLType),
69 GrGLSLShaderVar("t", kFloat_GrSLType), 70 GrGLSLShaderVar("t", kFloat_GrSLType),
70 GrGLSLShaderVar("c0", kVec4f_GrSLType), 71 GrGLSLShaderVar("c0", kVec4f_GrSLType),
71 GrGLSLShaderVar("c1", kVec4f_GrSLType), 72 GrGLSLShaderVar("c1", kVec4f_GrSLType),
72 GrGLSLShaderVar("c2", kVec4f_GrSLType), 73 GrGLSLShaderVar("c2", kVec4f_GrSLType),
73 GrGLSLShaderVar("c3", kVec4f_GrSLType), 74 GrGLSLShaderVar("c3", kVec4f_GrSLType),
(...skipping 17 matching lines...) Expand all
91 fragBuilder->codeAppend("\tvec2 f = fract(coord);\n"); 92 fragBuilder->codeAppend("\tvec2 f = fract(coord);\n");
92 fragBuilder->codeAppendf("\tcoord = (coord - f + vec2(0.5)) * %s;\n", imgInc ); 93 fragBuilder->codeAppendf("\tcoord = (coord - f + vec2(0.5)) * %s;\n", imgInc );
93 fragBuilder->codeAppend("\tvec4 rowColors[4];\n"); 94 fragBuilder->codeAppend("\tvec4 rowColors[4];\n");
94 for (int y = 0; y < 4; ++y) { 95 for (int y = 0; y < 4; ++y) {
95 for (int x = 0; x < 4; ++x) { 96 for (int x = 0; x < 4; ++x) {
96 SkString coord; 97 SkString coord;
97 coord.printf("coord + %s * vec2(%d, %d)", imgInc, x - 1, y - 1); 98 coord.printf("coord + %s * vec2(%d, %d)", imgInc, x - 1, y - 1);
98 SkString sampleVar; 99 SkString sampleVar;
99 sampleVar.printf("rowColors[%d]", x); 100 sampleVar.printf("rowColors[%d]", x);
100 fDomain.sampleTexture(fragBuilder, 101 fDomain.sampleTexture(fragBuilder,
102 args.fUniformHandler,
101 args.fGLSLCaps, 103 args.fGLSLCaps,
102 domain, 104 domain,
103 sampleVar.c_str(), 105 sampleVar.c_str(),
104 coord, 106 coord,
105 args.fSamplers[0]); 107 args.fSamplers[0]);
106 } 108 }
107 fragBuilder->codeAppendf( 109 fragBuilder->codeAppendf(
108 "\tvec4 s%d = %s(%s, f.x, rowColors[0], rowColors[1], rowColors[2], rowColors[3]);\n", 110 "\tvec4 s%d = %s(%s, f.x, rowColors[0], rowColors[1], rowColors[2], rowColors[3]);\n",
109 y, cubicBlendName.c_str(), coeff); 111 y, cubicBlendName.c_str(), coeff);
110 } 112 }
(...skipping 106 matching lines...) Expand 10 before | Expand all | Expand 10 after
217 // Use bilerp to handle rotation or fractional translation. 219 // Use bilerp to handle rotation or fractional translation.
218 *filterMode = GrTextureParams::kBilerp_FilterMode; 220 *filterMode = GrTextureParams::kBilerp_FilterMode;
219 } 221 }
220 return false; 222 return false;
221 } 223 }
222 // When we use the bicubic filtering effect each sample is read from the tex ture using 224 // When we use the bicubic filtering effect each sample is read from the tex ture using
223 // nearest neighbor sampling. 225 // nearest neighbor sampling.
224 *filterMode = GrTextureParams::kNone_FilterMode; 226 *filterMode = GrTextureParams::kNone_FilterMode;
225 return true; 227 return true;
226 } 228 }
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