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Side by Side Diff: src/gpu/effects/GrYUVtoRGBEffect.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 "GrYUVtoRGBEffect.h" 8 #include "GrYUVtoRGBEffect.h"
9 9
10 #include "GrCoordTransform.h" 10 #include "GrCoordTransform.h"
11 #include "GrFragmentProcessor.h"
11 #include "GrInvariantOutput.h" 12 #include "GrInvariantOutput.h"
12 #include "GrProcessor.h" 13 #include "GrProcessor.h"
13 #include "glsl/GrGLSLFragmentProcessor.h" 14 #include "glsl/GrGLSLFragmentProcessor.h"
14 #include "glsl/GrGLSLFragmentShaderBuilder.h" 15 #include "glsl/GrGLSLFragmentShaderBuilder.h"
15 #include "glsl/GrGLSLProgramBuilder.h"
16 #include "glsl/GrGLSLProgramDataManager.h" 16 #include "glsl/GrGLSLProgramDataManager.h"
17 #include "glsl/GrGLSLUniformHandler.h"
17 18
18 namespace { 19 namespace {
19 20
20 class YUVtoRGBEffect : public GrFragmentProcessor { 21 class YUVtoRGBEffect : public GrFragmentProcessor {
21 public: 22 public:
22 static GrFragmentProcessor* Create(GrTexture* yTexture, GrTexture* uTexture, 23 static GrFragmentProcessor* Create(GrTexture* yTexture, GrTexture* uTexture,
23 GrTexture* vTexture, const SkISize sizes[ 3], 24 GrTexture* vTexture, const SkISize sizes[ 3],
24 SkYUVColorSpace colorSpace) { 25 SkYUVColorSpace colorSpace) {
25 SkScalar w[3], h[3]; 26 SkScalar w[3], h[3];
26 w[0] = SkIntToScalar(sizes[0].fWidth) / SkIntToScalar(yTexture->width() ); 27 w[0] = SkIntToScalar(sizes[0].fWidth) / SkIntToScalar(yTexture->width() );
(...skipping 33 matching lines...) Expand 10 before | Expand all | Expand 10 after
60 61
61 // this class always generates the same code. 62 // this class always generates the same code.
62 static void GenKey(const GrProcessor&, const GrGLSLCaps&, GrProcessorKey Builder*) {} 63 static void GenKey(const GrProcessor&, const GrGLSLCaps&, GrProcessorKey Builder*) {}
63 64
64 GLSLProcessor(const GrProcessor&) {} 65 GLSLProcessor(const GrProcessor&) {}
65 66
66 virtual void emitCode(EmitArgs& args) override { 67 virtual void emitCode(EmitArgs& args) override {
67 GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder; 68 GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
68 69
69 const char* yuvMatrix = nullptr; 70 const char* yuvMatrix = nullptr;
70 fMatrixUni = args.fBuilder->addUniform(GrGLSLProgramBuilder::kFragme nt_Visibility, 71 fMatrixUni = args.fUniformHandler->addUniform(
71 kMat44f_GrSLType, kDefault_Gr SLPrecision, 72 GrGLSLUniformHandler::k Fragment_Visibility,
72 "YUVMatrix", &yuvMatrix); 73 kMat44f_GrSLType, kDefa ult_GrSLPrecision,
74 "YUVMatrix", &yuvMatrix );
73 fragBuilder->codeAppendf("\t%s = vec4(\n\t\t", args.fOutputColor); 75 fragBuilder->codeAppendf("\t%s = vec4(\n\t\t", args.fOutputColor);
74 fragBuilder->appendTextureLookup(args.fSamplers[0], args.fCoords[0]. c_str(), 76 fragBuilder->appendTextureLookup(args.fSamplers[0], args.fCoords[0]. c_str(),
75 args.fCoords[0].getType()); 77 args.fCoords[0].getType());
76 fragBuilder->codeAppend(".r,\n\t\t"); 78 fragBuilder->codeAppend(".r,\n\t\t");
77 fragBuilder->appendTextureLookup(args.fSamplers[1], args.fCoords[1]. c_str(), 79 fragBuilder->appendTextureLookup(args.fSamplers[1], args.fCoords[1]. c_str(),
78 args.fCoords[1].getType()); 80 args.fCoords[1].getType());
79 fragBuilder->codeAppend(".r,\n\t\t"); 81 fragBuilder->codeAppend(".r,\n\t\t");
80 fragBuilder->appendTextureLookup(args.fSamplers[2], args.fCoords[2]. c_str(), 82 fragBuilder->appendTextureLookup(args.fSamplers[2], args.fCoords[2]. c_str(),
81 args.fCoords[2].getType()); 83 args.fCoords[2].getType());
82 fragBuilder->codeAppendf(".r,\n\t\t1.0) * %s;\n", yuvMatrix); 84 fragBuilder->codeAppendf(".r,\n\t\t1.0) * %s;\n", yuvMatrix);
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174 } 176 }
175 177
176 ////////////////////////////////////////////////////////////////////////////// 178 //////////////////////////////////////////////////////////////////////////////
177 179
178 GrFragmentProcessor* 180 GrFragmentProcessor*
179 GrYUVtoRGBEffect::Create(GrTexture* yTexture, GrTexture* uTexture, GrTexture* vT exture, 181 GrYUVtoRGBEffect::Create(GrTexture* yTexture, GrTexture* uTexture, GrTexture* vT exture,
180 const SkISize sizes[3], SkYUVColorSpace colorSpace) { 182 const SkISize sizes[3], SkYUVColorSpace colorSpace) {
181 SkASSERT(yTexture && uTexture && vTexture && sizes); 183 SkASSERT(yTexture && uTexture && vTexture && sizes);
182 return YUVtoRGBEffect::Create(yTexture, uTexture, vTexture, sizes, colorSpac e); 184 return YUVtoRGBEffect::Create(yTexture, uTexture, vTexture, sizes, colorSpac e);
183 } 185 }
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