OLD | NEW |
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 "GrSwizzle.h" |
9 #include "glsl/GrGLSLShaderBuilder.h" | 9 #include "glsl/GrGLSLShaderBuilder.h" |
10 #include "glsl/GrGLSLCaps.h" | 10 #include "glsl/GrGLSLCaps.h" |
(...skipping 45 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
56 this->functions().append("}\n\n"); | 56 this->functions().append("}\n\n"); |
57 } | 57 } |
58 | 58 |
59 void GrGLSLShaderBuilder::appendTextureLookup(SkString* out, | 59 void GrGLSLShaderBuilder::appendTextureLookup(SkString* out, |
60 const GrGLSLTextureSampler& sample
r, | 60 const GrGLSLTextureSampler& sample
r, |
61 const char* coordName, | 61 const char* coordName, |
62 GrSLType varyingType) const { | 62 GrSLType varyingType) const { |
63 const GrGLSLCaps* glslCaps = fProgramBuilder->glslCaps(); | 63 const GrGLSLCaps* glslCaps = fProgramBuilder->glslCaps(); |
64 GrGLSLUniformHandler* uniformHandler = fProgramBuilder->uniformHandler(); | 64 GrGLSLUniformHandler* uniformHandler = fProgramBuilder->uniformHandler(); |
65 GrSLType samplerType = uniformHandler->getUniformVariable(sampler.fSamplerUn
iform).getType(); | 65 GrSLType samplerType = uniformHandler->getUniformVariable(sampler.fSamplerUn
iform).getType(); |
66 out->appendf("%s(%s, %s)", | 66 if (samplerType == kSampler2DRect_GrSLType) { |
67 GrGLSLTexture2DFunctionName(varyingType, samplerType, glslCaps-
>generation()), | 67 if (varyingType == kVec2f_GrSLType) { |
68 uniformHandler->getUniformCStr(sampler.fSamplerUniform), | 68 out->appendf("%s(%s, textureSize(%s) * %s)", |
69 coordName); | 69 GrGLSLTexture2DFunctionName(varyingType, samplerType, |
| 70 glslCaps->generation()), |
| 71 uniformHandler->getUniformCStr(sampler.fSamplerUniform)
, |
| 72 uniformHandler->getUniformCStr(sampler.fSamplerUniform)
, |
| 73 coordName); |
| 74 } else { |
| 75 out->appendf("%s(%s, vec3(textureSize(%s) * %s.xy, %s.z))", |
| 76 GrGLSLTexture2DFunctionName(varyingType, samplerType, |
| 77 glslCaps->generation()), |
| 78 uniformHandler->getUniformCStr(sampler.fSamplerUniform)
, |
| 79 uniformHandler->getUniformCStr(sampler.fSamplerUniform)
, |
| 80 coordName, |
| 81 coordName); |
| 82 } |
| 83 } else { |
| 84 out->appendf("%s(%s, %s)", |
| 85 GrGLSLTexture2DFunctionName(varyingType, samplerType, glslC
aps->generation()), |
| 86 uniformHandler->getUniformCStr(sampler.fSamplerUniform), |
| 87 coordName); |
| 88 } |
70 | 89 |
71 // This refers to any swizzling we may need to get from some backend interna
l format to the | 90 // This refers to any swizzling we may need to get from some backend interna
l format to the |
72 // format used in GrPixelConfig. If this is implemented by the GrGpu object,
then swizzle will | 91 // format used in GrPixelConfig. If this is implemented by the GrGpu object,
then swizzle will |
73 // be rgba. For shader prettiness we omit the swizzle rather than appending
".rgba". | 92 // be rgba. For shader prettiness we omit the swizzle rather than appending
".rgba". |
74 const GrSwizzle& configSwizzle = glslCaps->configTextureSwizzle(sampler.conf
ig()); | 93 const GrSwizzle& configSwizzle = glslCaps->configTextureSwizzle(sampler.conf
ig()); |
75 | 94 |
76 if (configSwizzle != GrSwizzle::RGBA()) { | 95 if (configSwizzle != GrSwizzle::RGBA()) { |
77 out->appendf(".%s", configSwizzle.c_str()); | 96 out->appendf(".%s", configSwizzle.c_str()); |
78 } | 97 } |
79 } | 98 } |
(...skipping 68 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
148 this->code().append("}"); | 167 this->code().append("}"); |
149 | 168 |
150 for (int i = 0; i <= fCodeIndex; i++) { | 169 for (int i = 0; i <= fCodeIndex; i++) { |
151 fCompilerStrings[i] = fShaderStrings[i].c_str(); | 170 fCompilerStrings[i] = fShaderStrings[i].c_str(); |
152 fCompilerStringLengths[i] = (int)fShaderStrings[i].size(); | 171 fCompilerStringLengths[i] = (int)fShaderStrings[i].size(); |
153 } | 172 } |
154 | 173 |
155 fFinalized = true; | 174 fFinalized = true; |
156 } | 175 } |
157 | 176 |
OLD | NEW |