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Unified Diff: src/effects/SkLightingImageFilter.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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Index: src/effects/SkLightingImageFilter.cpp
diff --git a/src/effects/SkLightingImageFilter.cpp b/src/effects/SkLightingImageFilter.cpp
index 9b6a20f0efb05061ca547dfde5df1c0b919e89f4..ac7488be6b7e9acb5f1f90f7e049ce45792f97d1 100644
--- a/src/effects/SkLightingImageFilter.cpp
+++ b/src/effects/SkLightingImageFilter.cpp
@@ -23,8 +23,8 @@
#include "effects/GrSingleTextureEffect.h"
#include "glsl/GrGLSLFragmentProcessor.h"
#include "glsl/GrGLSLFragmentShaderBuilder.h"
-#include "glsl/GrGLSLProgramBuilder.h"
#include "glsl/GrGLSLProgramDataManager.h"
+#include "glsl/GrGLSLUniformHandler.h"
class GrGLDiffuseLightingEffect;
class GrGLSpecularLightingEffect;
@@ -599,7 +599,7 @@ public:
* This is called by GrGLLightingEffect::emitCode() before either of the two virtual functions
* below. It adds a vec3f uniform visible in the FS that represents the constant light color.
*/
- void emitLightColorUniform(GrGLSLFPBuilder*);
+ void emitLightColorUniform(GrGLSLUniformHandler*);
/**
* These two functions are called from GrGLLightingEffect's emitCode() function.
@@ -609,8 +609,10 @@ public:
* the FS. The default of emitLightColor appends the name of the constant light color uniform
* and so this function only needs to be overridden if the light color varies spatially.
*/
- virtual void emitSurfaceToLight(GrGLSLFPBuilder*, GrGLSLFragmentBuilder*, const char* z) = 0;
- virtual void emitLightColor(GrGLSLFPBuilder*,
+ virtual void emitSurfaceToLight(GrGLSLUniformHandler*,
+ GrGLSLFragmentBuilder*,
+ const char* z) = 0;
+ virtual void emitLightColor(GrGLSLUniformHandler*,
GrGLSLFragmentBuilder*,
const char *surfaceToLight);
@@ -637,7 +639,7 @@ class GrGLDistantLight : public GrGLLight {
public:
virtual ~GrGLDistantLight() {}
void setData(const GrGLSLProgramDataManager&, const SkImageFilterLight* light) const override;
- void emitSurfaceToLight(GrGLSLFPBuilder*, GrGLSLFragmentBuilder*, const char* z) override;
+ void emitSurfaceToLight(GrGLSLUniformHandler*, GrGLSLFragmentBuilder*, const char* z) override;
private:
typedef GrGLLight INHERITED;
@@ -650,7 +652,7 @@ class GrGLPointLight : public GrGLLight {
public:
virtual ~GrGLPointLight() {}
void setData(const GrGLSLProgramDataManager&, const SkImageFilterLight* light) const override;
- void emitSurfaceToLight(GrGLSLFPBuilder*, GrGLSLFragmentBuilder*, const char* z) override;
+ void emitSurfaceToLight(GrGLSLUniformHandler*, GrGLSLFragmentBuilder*, const char* z) override;
private:
typedef GrGLLight INHERITED;
@@ -663,8 +665,8 @@ class GrGLSpotLight : public GrGLLight {
public:
virtual ~GrGLSpotLight() {}
void setData(const GrGLSLProgramDataManager&, const SkImageFilterLight* light) const override;
- void emitSurfaceToLight(GrGLSLFPBuilder*, GrGLSLFragmentBuilder*, const char* z) override;
- void emitLightColor(GrGLSLFPBuilder*,
+ void emitSurfaceToLight(GrGLSLUniformHandler*, GrGLSLFragmentBuilder*, const char* z) override;
+ void emitLightColor(GrGLSLUniformHandler*,
GrGLSLFragmentBuilder*,
const char *surfaceToLight) override;
@@ -1528,7 +1530,9 @@ protected:
*/
void onSetData(const GrGLSLProgramDataManager&, const GrProcessor&) override;
- virtual void emitLightFunc(GrGLSLFPBuilder*, GrGLSLFragmentBuilder*, SkString* funcName) = 0;
+ virtual void emitLightFunc(GrGLSLUniformHandler*,
+ GrGLSLFragmentBuilder*,
+ SkString* funcName) = 0;
private:
typedef GrGLSLFragmentProcessor INHERITED;
@@ -1544,7 +1548,7 @@ private:
class GrGLDiffuseLightingEffect : public GrGLLightingEffect {
public:
GrGLDiffuseLightingEffect(const GrProcessor&);
- void emitLightFunc(GrGLSLFPBuilder*, GrGLSLFragmentBuilder*, SkString* funcName) override;
+ void emitLightFunc(GrGLSLUniformHandler*, GrGLSLFragmentBuilder*, SkString* funcName) override;
protected:
void onSetData(const GrGLSLProgramDataManager&, const GrProcessor&) override;
@@ -1560,7 +1564,7 @@ private:
class GrGLSpecularLightingEffect : public GrGLLightingEffect {
public:
GrGLSpecularLightingEffect(const GrProcessor&);
- void emitLightFunc(GrGLSLFPBuilder*, GrGLSLFragmentBuilder*, SkString* funcName) override;
+ void emitLightFunc(GrGLSLUniformHandler*, GrGLSLFragmentBuilder*, SkString* funcName) override;
protected:
void onSetData(const GrGLSLProgramDataManager&, const GrProcessor&) override;
@@ -1657,16 +1661,17 @@ GrGLLightingEffect::~GrGLLightingEffect() {
}
void GrGLLightingEffect::emitCode(EmitArgs& args) {
- fImageIncrementUni = args.fBuilder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kVec2f_GrSLType, kDefault_GrSLPrecision,
- "ImageIncrement");
- fSurfaceScaleUni = args.fBuilder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kFloat_GrSLType, kDefault_GrSLPrecision,
- "SurfaceScale");
- fLight->emitLightColorUniform(args.fBuilder);
+ GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
+ fImageIncrementUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kVec2f_GrSLType, kDefault_GrSLPrecision,
+ "ImageIncrement");
+ fSurfaceScaleUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kFloat_GrSLType, kDefault_GrSLPrecision,
+ "SurfaceScale");
+ fLight->emitLightColorUniform(uniformHandler);
GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
SkString lightFunc;
- this->emitLightFunc(args.fBuilder, fragBuilder, &lightFunc);
+ this->emitLightFunc(uniformHandler, fragBuilder, &lightFunc);
static const GrGLSLShaderVar gSobelArgs[] = {
GrGLSLShaderVar("a", kFloat_GrSLType),
GrGLSLShaderVar("b", kFloat_GrSLType),
@@ -1716,8 +1721,8 @@ void GrGLLightingEffect::emitCode(EmitArgs& args) {
fragBuilder->codeAppendf("\t\tvec2 coord = %s;\n", coords2D.c_str());
fragBuilder->codeAppend("\t\tfloat m[9];\n");
- const char* imgInc = args.fBuilder->getUniformCStr(fImageIncrementUni);
- const char* surfScale = args.fBuilder->getUniformCStr(fSurfaceScaleUni);
+ const char* imgInc = uniformHandler->getUniformCStr(fImageIncrementUni);
+ const char* surfScale = uniformHandler->getUniformCStr(fSurfaceScaleUni);
int index = 0;
for (int dy = 1; dy >= -1; dy--) {
@@ -1732,11 +1737,11 @@ void GrGLLightingEffect::emitCode(EmitArgs& args) {
fragBuilder->codeAppend("\t\tvec3 surfaceToLight = ");
SkString arg;
arg.appendf("%s * m[4]", surfScale);
- fLight->emitSurfaceToLight(args.fBuilder, fragBuilder, arg.c_str());
+ fLight->emitSurfaceToLight(uniformHandler, fragBuilder, arg.c_str());
fragBuilder->codeAppend(";\n");
fragBuilder->codeAppendf("\t\t%s = %s(%s(m, %s), surfaceToLight, ",
args.fOutputColor, lightFunc.c_str(), normalName.c_str(), surfScale);
- fLight->emitLightColor(args.fBuilder, fragBuilder, "surfaceToLight");
+ fLight->emitLightColor(uniformHandler, fragBuilder, "surfaceToLight");
fragBuilder->codeAppend(");\n");
SkString modulate;
GrGLSLMulVarBy4f(&modulate, args.fOutputColor, args.fInputColor);
@@ -1769,11 +1774,11 @@ GrGLDiffuseLightingEffect::GrGLDiffuseLightingEffect(const GrProcessor& proc)
: INHERITED(proc) {
}
-void GrGLDiffuseLightingEffect::emitLightFunc(GrGLSLFPBuilder* builder,
+void GrGLDiffuseLightingEffect::emitLightFunc(GrGLSLUniformHandler* uniformHandler,
GrGLSLFragmentBuilder* fragBuilder,
SkString* funcName) {
const char* kd;
- fKDUni = builder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
+ fKDUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
kFloat_GrSLType, kDefault_GrSLPrecision,
"KD", &kd);
@@ -1853,19 +1858,19 @@ GrGLSpecularLightingEffect::GrGLSpecularLightingEffect(const GrProcessor& proc)
: INHERITED(proc) {
}
-void GrGLSpecularLightingEffect::emitLightFunc(GrGLSLFPBuilder* builder,
+void GrGLSpecularLightingEffect::emitLightFunc(GrGLSLUniformHandler* uniformHandler,
GrGLSLFragmentBuilder* fragBuilder,
SkString* funcName) {
const char* ks;
const char* shininess;
- fKSUni = builder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kFloat_GrSLType, kDefault_GrSLPrecision, "KS", &ks);
- fShininessUni = builder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kFloat_GrSLType,
- kDefault_GrSLPrecision,
- "Shininess",
- &shininess);
+ fKSUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kFloat_GrSLType, kDefault_GrSLPrecision, "KS", &ks);
+ fShininessUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kFloat_GrSLType,
+ kDefault_GrSLPrecision,
+ "Shininess",
+ &shininess);
static const GrGLSLShaderVar gLightArgs[] = {
GrGLSLShaderVar("normal", kVec3f_GrSLType),
@@ -1894,16 +1899,16 @@ void GrGLSpecularLightingEffect::onSetData(const GrGLSLProgramDataManager& pdman
}
///////////////////////////////////////////////////////////////////////////////
-void GrGLLight::emitLightColorUniform(GrGLSLFPBuilder* builder) {
- fColorUni = builder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kVec3f_GrSLType, kDefault_GrSLPrecision,
- "LightColor");
+void GrGLLight::emitLightColorUniform(GrGLSLUniformHandler* uniformHandler) {
+ fColorUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kVec3f_GrSLType, kDefault_GrSLPrecision,
+ "LightColor");
}
-void GrGLLight::emitLightColor(GrGLSLFPBuilder* builder,
+void GrGLLight::emitLightColor(GrGLSLUniformHandler* uniformHandler,
GrGLSLFragmentBuilder* fragBuilder,
const char *surfaceToLight) {
- fragBuilder->codeAppend(builder->getUniformCStr(this->lightColorUni()));
+ fragBuilder->codeAppend(uniformHandler->getUniformCStr(this->lightColorUni()));
}
void GrGLLight::setData(const GrGLSLProgramDataManager& pdman,
@@ -1922,13 +1927,13 @@ void GrGLDistantLight::setData(const GrGLSLProgramDataManager& pdman,
setUniformNormal3(pdman, fDirectionUni, distantLight->direction());
}
-void GrGLDistantLight::emitSurfaceToLight(GrGLSLFPBuilder* builder,
+void GrGLDistantLight::emitSurfaceToLight(GrGLSLUniformHandler* uniformHandler,
GrGLSLFragmentBuilder* fragBuilder,
const char* z) {
const char* dir;
- fDirectionUni = builder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kVec3f_GrSLType, kDefault_GrSLPrecision,
- "LightDirection", &dir);
+ fDirectionUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kVec3f_GrSLType, kDefault_GrSLPrecision,
+ "LightDirection", &dir);
fragBuilder->codeAppend(dir);
}
@@ -1942,13 +1947,13 @@ void GrGLPointLight::setData(const GrGLSLProgramDataManager& pdman,
setUniformPoint3(pdman, fLocationUni, pointLight->location());
}
-void GrGLPointLight::emitSurfaceToLight(GrGLSLFPBuilder* builder,
+void GrGLPointLight::emitSurfaceToLight(GrGLSLUniformHandler* uniformHandler,
GrGLSLFragmentBuilder* fragBuilder,
const char* z) {
const char* loc;
- fLocationUni = builder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kVec3f_GrSLType, kDefault_GrSLPrecision,
- "LightLocation", &loc);
+ fLocationUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kVec3f_GrSLType, kDefault_GrSLPrecision,
+ "LightLocation", &loc);
fragBuilder->codeAppendf("normalize(%s - vec3(%s.xy, %s))",
loc, fragBuilder->fragmentPosition(), z);
}
@@ -1968,43 +1973,43 @@ void GrGLSpotLight::setData(const GrGLSLProgramDataManager& pdman,
setUniformNormal3(pdman, fSUni, spotLight->s());
}
-void GrGLSpotLight::emitSurfaceToLight(GrGLSLFPBuilder* builder,
+void GrGLSpotLight::emitSurfaceToLight(GrGLSLUniformHandler* uniformHandler,
GrGLSLFragmentBuilder* fragBuilder,
const char* z) {
const char* location;
- fLocationUni = builder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kVec3f_GrSLType, kDefault_GrSLPrecision,
- "LightLocation", &location);
+ fLocationUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kVec3f_GrSLType, kDefault_GrSLPrecision,
+ "LightLocation", &location);
fragBuilder->codeAppendf("normalize(%s - vec3(%s.xy, %s))",
location, fragBuilder->fragmentPosition(), z);
}
-void GrGLSpotLight::emitLightColor(GrGLSLFPBuilder* builder,
+void GrGLSpotLight::emitLightColor(GrGLSLUniformHandler* uniformHandler,
GrGLSLFragmentBuilder* fragBuilder,
const char *surfaceToLight) {
- const char* color = builder->getUniformCStr(this->lightColorUni()); // created by parent class.
+ const char* color = uniformHandler->getUniformCStr(this->lightColorUni()); // created by parent class.
const char* exponent;
const char* cosInner;
const char* cosOuter;
const char* coneScale;
const char* s;
- fExponentUni = builder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kFloat_GrSLType, kDefault_GrSLPrecision,
- "Exponent", &exponent);
- fCosInnerConeAngleUni = builder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kFloat_GrSLType, kDefault_GrSLPrecision,
- "CosInnerConeAngle", &cosInner);
- fCosOuterConeAngleUni = builder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kFloat_GrSLType, kDefault_GrSLPrecision,
- "CosOuterConeAngle", &cosOuter);
- fConeScaleUni = builder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kFloat_GrSLType, kDefault_GrSLPrecision,
- "ConeScale", &coneScale);
- fSUni = builder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kVec3f_GrSLType, kDefault_GrSLPrecision, "S", &s);
+ fExponentUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kFloat_GrSLType, kDefault_GrSLPrecision,
+ "Exponent", &exponent);
+ fCosInnerConeAngleUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kFloat_GrSLType, kDefault_GrSLPrecision,
+ "CosInnerConeAngle", &cosInner);
+ fCosOuterConeAngleUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kFloat_GrSLType, kDefault_GrSLPrecision,
+ "CosOuterConeAngle", &cosOuter);
+ fConeScaleUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kFloat_GrSLType, kDefault_GrSLPrecision,
+ "ConeScale", &coneScale);
+ fSUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kVec3f_GrSLType, kDefault_GrSLPrecision, "S", &s);
static const GrGLSLShaderVar gLightColorArgs[] = {
GrGLSLShaderVar("surfaceToLight", kVec3f_GrSLType)
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