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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" | |
9 #include "glsl/GrGLSLShaderBuilder.h" | 8 #include "glsl/GrGLSLShaderBuilder.h" |
10 #include "glsl/GrGLSLCaps.h" | 9 #include "glsl/GrGLSLCaps.h" |
11 #include "glsl/GrGLSLShaderVar.h" | 10 #include "glsl/GrGLSLShaderVar.h" |
12 #include "glsl/GrGLSLTextureSampler.h" | 11 #include "glsl/GrGLSLTextureSampler.h" |
13 #include "glsl/GrGLSLProgramBuilder.h" | 12 #include "glsl/GrGLSLProgramBuilder.h" |
14 | 13 |
| 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 |
15 GrGLSLShaderBuilder::GrGLSLShaderBuilder(GrGLSLProgramBuilder* program) | 72 GrGLSLShaderBuilder::GrGLSLShaderBuilder(GrGLSLProgramBuilder* program) |
16 : fProgramBuilder(program) | 73 : fProgramBuilder(program) |
17 , fInputs(GrGLSLProgramBuilder::kVarsPerBlock) | 74 , fInputs(GrGLSLProgramBuilder::kVarsPerBlock) |
18 , fOutputs(GrGLSLProgramBuilder::kVarsPerBlock) | 75 , fOutputs(GrGLSLProgramBuilder::kVarsPerBlock) |
19 , fFeaturesAddedMask(0) | 76 , fFeaturesAddedMask(0) |
20 , fCodeIndex(kCode) | 77 , fCodeIndex(kCode) |
21 , fFinalized(false) { | 78 , fFinalized(false) { |
22 // We push back some dummy pointers which will later become our header | 79 // We push back some dummy pointers which will later become our header |
23 for (int i = 0; i <= kCode; i++) { | 80 for (int i = 0; i <= kCode; i++) { |
24 fShaderStrings.push_back(); | 81 fShaderStrings.push_back(); |
(...skipping 28 matching lines...) Expand all Loading... |
53 } | 110 } |
54 this->functions().append(") {\n"); | 111 this->functions().append(") {\n"); |
55 this->functions().append(body); | 112 this->functions().append(body); |
56 this->functions().append("}\n\n"); | 113 this->functions().append("}\n\n"); |
57 } | 114 } |
58 | 115 |
59 void GrGLSLShaderBuilder::appendTextureLookup(SkString* out, | 116 void GrGLSLShaderBuilder::appendTextureLookup(SkString* out, |
60 const GrGLSLTextureSampler& sample
r, | 117 const GrGLSLTextureSampler& sample
r, |
61 const char* coordName, | 118 const char* coordName, |
62 GrSLType varyingType) const { | 119 GrSLType varyingType) const { |
63 const GrGLSLCaps* glslCaps = fProgramBuilder->glslCaps(); | |
64 GrGLSLUniformHandler* uniformHandler = fProgramBuilder->uniformHandler(); | 120 GrGLSLUniformHandler* uniformHandler = fProgramBuilder->uniformHandler(); |
65 out->appendf("%s(%s, %s)", | 121 append_texture_lookup(out, |
66 GrGLSLTexture2DFunctionName(varyingType, glslCaps->generation()
), | 122 fProgramBuilder->glslCaps(), |
67 uniformHandler->getUniformCStr(sampler.fSamplerUniform), | 123 uniformHandler->getUniformCStr(sampler.fSamplerUniform
), |
68 coordName); | 124 coordName, |
69 | 125 sampler.config(), |
70 // This refers to any swizzling we may need to get from some backend interna
l format to the | 126 sampler.swizzle(), |
71 // format used in GrPixelConfig. If this is implemented by the GrGpu object,
then swizzle will | 127 varyingType); |
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 } | |
78 } | 128 } |
79 | 129 |
80 void GrGLSLShaderBuilder::appendTextureLookup(const GrGLSLTextureSampler& sample
r, | 130 void GrGLSLShaderBuilder::appendTextureLookup(const GrGLSLTextureSampler& sample
r, |
81 const char* coordName, | 131 const char* coordName, |
82 GrSLType varyingType) { | 132 GrSLType varyingType) { |
83 this->appendTextureLookup(&this->code(), sampler, coordName, varyingType); | 133 this->appendTextureLookup(&this->code(), sampler, coordName, varyingType); |
84 } | 134 } |
85 | 135 |
86 void GrGLSLShaderBuilder::appendTextureLookupAndModulate(const char* modulation, | 136 void GrGLSLShaderBuilder::appendTextureLookupAndModulate(const char* modulation, |
87 const GrGLSLTextureSamp
ler& sampler, | 137 const GrGLSLTextureSamp
ler& sampler, |
(...skipping 59 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
147 this->code().append("}"); | 197 this->code().append("}"); |
148 | 198 |
149 for (int i = 0; i <= fCodeIndex; i++) { | 199 for (int i = 0; i <= fCodeIndex; i++) { |
150 fCompilerStrings[i] = fShaderStrings[i].c_str(); | 200 fCompilerStrings[i] = fShaderStrings[i].c_str(); |
151 fCompilerStringLengths[i] = (int)fShaderStrings[i].size(); | 201 fCompilerStringLengths[i] = (int)fShaderStrings[i].size(); |
152 } | 202 } |
153 | 203 |
154 fFinalized = true; | 204 fFinalized = true; |
155 } | 205 } |
156 | 206 |
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