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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 "GrSwizzle.h" |
8 #include "glsl/GrGLSLShaderBuilder.h" | 9 #include "glsl/GrGLSLShaderBuilder.h" |
9 #include "glsl/GrGLSLCaps.h" | 10 #include "glsl/GrGLSLCaps.h" |
10 #include "glsl/GrGLSLShaderVar.h" | 11 #include "glsl/GrGLSLShaderVar.h" |
11 #include "glsl/GrGLSLTextureSampler.h" | 12 #include "glsl/GrGLSLTextureSampler.h" |
12 #include "glsl/GrGLSLProgramBuilder.h" | 13 #include "glsl/GrGLSLProgramBuilder.h" |
13 | 14 |
14 static void map_swizzle(const char* swizzleMap, const char* swizzle, char* mangl
edSwizzle) { | |
15 int i; | |
16 for (i = 0; '\0' != swizzle[i]; ++i) { | |
17 switch (swizzle[i]) { | |
18 case 'r': | |
19 mangledSwizzle[i] = swizzleMap[0]; | |
20 break; | |
21 case 'g': | |
22 mangledSwizzle[i] = swizzleMap[1]; | |
23 break; | |
24 case 'b': | |
25 mangledSwizzle[i] = swizzleMap[2]; | |
26 break; | |
27 case 'a': | |
28 mangledSwizzle[i] = swizzleMap[3]; | |
29 break; | |
30 default: | |
31 SkFAIL("Unsupported swizzle"); | |
32 } | |
33 } | |
34 mangledSwizzle[i] ='\0'; | |
35 } | |
36 | |
37 static void append_texture_lookup(SkString* out, | |
38 const GrGLSLCaps* glslCaps, | |
39 const char* samplerName, | |
40 const char* coordName, | |
41 GrPixelConfig config, | |
42 const char* swizzle, | |
43 GrSLType varyingType = kVec2f_GrSLType) { | |
44 SkASSERT(coordName); | |
45 | |
46 out->appendf("%s(%s, %s)", | |
47 GrGLSLTexture2DFunctionName(varyingType, glslCaps->generation()
), | |
48 samplerName, | |
49 coordName); | |
50 | |
51 char mangledSwizzle[5]; | |
52 | |
53 // This refers to any swizzling we may need to get from some backend interna
l format to the | |
54 // format used in GrPixelConfig. Some backends will automatically do the siz
zling for us. | |
55 if (glslCaps->mustSwizzleInShader()) { | |
56 const char* swizzleMap = glslCaps->getSwizzleMap(config); | |
57 // if the map is simply 'rgba' then we don't need to do any manual swizz
ling to get us to | |
58 // a GrPixelConfig format. | |
59 if (memcmp(swizzleMap, "rgba", 4)) { | |
60 // Manually 'swizzle' the swizzle using our mapping | |
61 map_swizzle(swizzleMap, swizzle, mangledSwizzle); | |
62 swizzle = mangledSwizzle; | |
63 } | |
64 } | |
65 | |
66 // For shader prettiness we omit the swizzle rather than appending ".rgba". | |
67 if (memcmp(swizzle, "rgba", 4)) { | |
68 out->appendf(".%s", swizzle); | |
69 } | |
70 } | |
71 | |
72 GrGLSLShaderBuilder::GrGLSLShaderBuilder(GrGLSLProgramBuilder* program) | 15 GrGLSLShaderBuilder::GrGLSLShaderBuilder(GrGLSLProgramBuilder* program) |
73 : fProgramBuilder(program) | 16 : fProgramBuilder(program) |
74 , fInputs(GrGLSLProgramBuilder::kVarsPerBlock) | 17 , fInputs(GrGLSLProgramBuilder::kVarsPerBlock) |
75 , fOutputs(GrGLSLProgramBuilder::kVarsPerBlock) | 18 , fOutputs(GrGLSLProgramBuilder::kVarsPerBlock) |
76 , fFeaturesAddedMask(0) | 19 , fFeaturesAddedMask(0) |
77 , fCodeIndex(kCode) | 20 , fCodeIndex(kCode) |
78 , fFinalized(false) { | 21 , fFinalized(false) { |
79 // We push back some dummy pointers which will later become our header | 22 // We push back some dummy pointers which will later become our header |
80 for (int i = 0; i <= kCode; i++) { | 23 for (int i = 0; i <= kCode; i++) { |
81 fShaderStrings.push_back(); | 24 fShaderStrings.push_back(); |
(...skipping 28 matching lines...) Expand all Loading... |
110 } | 53 } |
111 this->functions().append(") {\n"); | 54 this->functions().append(") {\n"); |
112 this->functions().append(body); | 55 this->functions().append(body); |
113 this->functions().append("}\n\n"); | 56 this->functions().append("}\n\n"); |
114 } | 57 } |
115 | 58 |
116 void GrGLSLShaderBuilder::appendTextureLookup(SkString* out, | 59 void GrGLSLShaderBuilder::appendTextureLookup(SkString* out, |
117 const GrGLSLTextureSampler& sample
r, | 60 const GrGLSLTextureSampler& sample
r, |
118 const char* coordName, | 61 const char* coordName, |
119 GrSLType varyingType) const { | 62 GrSLType varyingType) const { |
| 63 const GrGLSLCaps* glslCaps = fProgramBuilder->glslCaps(); |
120 GrGLSLUniformHandler* uniformHandler = fProgramBuilder->uniformHandler(); | 64 GrGLSLUniformHandler* uniformHandler = fProgramBuilder->uniformHandler(); |
121 append_texture_lookup(out, | 65 out->appendf("%s(%s, %s)", |
122 fProgramBuilder->glslCaps(), | 66 GrGLSLTexture2DFunctionName(varyingType, glslCaps->generation()
), |
123 uniformHandler->getUniformCStr(sampler.fSamplerUniform
), | 67 uniformHandler->getUniformCStr(sampler.fSamplerUniform), |
124 coordName, | 68 coordName); |
125 sampler.config(), | 69 |
126 sampler.swizzle(), | 70 // This refers to any swizzling we may need to get from some backend interna
l format to the |
127 varyingType); | 71 // format used in GrPixelConfig. If this is implemented by the GrGpu object,
then swizzle will |
| 72 // be rgba. For shader prettiness we omit the swizzle rather than appending
".rgba". |
| 73 const GrSwizzle& configSwizzle = glslCaps->configTextureSwizzle(sampler.conf
ig()); |
| 74 |
| 75 if (configSwizzle != GrSwizzle::RGBA()) { |
| 76 out->appendf(".%s", configSwizzle.c_str()); |
| 77 } |
128 } | 78 } |
129 | 79 |
130 void GrGLSLShaderBuilder::appendTextureLookup(const GrGLSLTextureSampler& sample
r, | 80 void GrGLSLShaderBuilder::appendTextureLookup(const GrGLSLTextureSampler& sample
r, |
131 const char* coordName, | 81 const char* coordName, |
132 GrSLType varyingType) { | 82 GrSLType varyingType) { |
133 this->appendTextureLookup(&this->code(), sampler, coordName, varyingType); | 83 this->appendTextureLookup(&this->code(), sampler, coordName, varyingType); |
134 } | 84 } |
135 | 85 |
136 void GrGLSLShaderBuilder::appendTextureLookupAndModulate(const char* modulation, | 86 void GrGLSLShaderBuilder::appendTextureLookupAndModulate(const char* modulation, |
137 const GrGLSLTextureSamp
ler& sampler, | 87 const GrGLSLTextureSamp
ler& sampler, |
(...skipping 59 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
197 this->code().append("}"); | 147 this->code().append("}"); |
198 | 148 |
199 for (int i = 0; i <= fCodeIndex; i++) { | 149 for (int i = 0; i <= fCodeIndex; i++) { |
200 fCompilerStrings[i] = fShaderStrings[i].c_str(); | 150 fCompilerStrings[i] = fShaderStrings[i].c_str(); |
201 fCompilerStringLengths[i] = (int)fShaderStrings[i].size(); | 151 fCompilerStringLengths[i] = (int)fShaderStrings[i].size(); |
202 } | 152 } |
203 | 153 |
204 fFinalized = true; | 154 fFinalized = true; |
205 } | 155 } |
206 | 156 |
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