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1 /* | 1 /* |
2 * Copyright 2016 Google Inc. | 2 * Copyright 2016 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 "vk/GrVkProgramBuilder.h" | 8 #include "vk/GrVkProgramBuilder.h" |
9 | 9 |
10 #include "vk/GrVkGpu.h" | 10 #include "vk/GrVkGpu.h" |
11 #include "vk/GrVkRenderPass.h" | 11 #include "vk/GrVkRenderPass.h" |
12 #include "vk/GrVkProgram.h" | 12 #include "vk/GrVkProgram.h" |
13 | 13 |
14 GrVkProgram* GrVkProgramBuilder::CreateProgram(GrVkGpu* gpu, | 14 GrVkProgram* GrVkProgramBuilder::CreateProgram(GrVkGpu* gpu, |
15 const DrawArgs& args, | 15 const DrawArgs& args, |
16 GrPrimitiveType primitiveType, | 16 GrPrimitiveType primitiveType, |
17 const GrVkRenderPass& renderPass)
{ | 17 const GrVkRenderPass& renderPass)
{ |
18 // create a builder. This will be handed off to effects so they can use it
to add | 18 // create a builder. This will be handed off to effects so they can use it
to add |
19 // uniforms, varyings, textures, etc | 19 // uniforms, varyings, textures, etc |
20 GrVkProgramBuilder builder(gpu, args); | 20 GrVkProgramBuilder builder(gpu, args); |
21 | 21 |
22 GrGLSLExpr4 inputColor; | 22 GrGLSLExpr4 inputColor; |
23 GrGLSLExpr4 inputCoverage; | 23 GrGLSLExpr4 inputCoverage; |
24 | 24 |
25 if (!builder.emitAndInstallProcs(&inputColor, | 25 if (!builder.emitAndInstallProcs(&inputColor, &inputCoverage)) { |
26 &inputCoverage, | |
27 gpu->vkCaps().maxSampledTextures())) { | |
28 builder.cleanupFragmentProcessors(); | 26 builder.cleanupFragmentProcessors(); |
29 return nullptr; | 27 return nullptr; |
30 } | 28 } |
31 | 29 |
32 return builder.finalize(args, primitiveType, renderPass); | 30 return builder.finalize(args, primitiveType, renderPass); |
33 } | 31 } |
34 | 32 |
35 GrVkProgramBuilder::GrVkProgramBuilder(GrVkGpu* gpu, const DrawArgs& args) | 33 GrVkProgramBuilder::GrVkProgramBuilder(GrVkGpu* gpu, const DrawArgs& args) |
36 : INHERITED(args) | 34 : INHERITED(args) |
37 , fGpu(gpu) | 35 , fGpu(gpu) |
38 , fVaryingHandler(this) | 36 , fVaryingHandler(this) |
39 , fUniformHandler(this) { | 37 , fUniformHandler(this) { |
40 } | 38 } |
41 | 39 |
42 const GrCaps* GrVkProgramBuilder::caps() const { | 40 const GrCaps* GrVkProgramBuilder::caps() const { |
43 return fGpu->caps(); | 41 return fGpu->caps(); |
44 } | 42 } |
45 const GrGLSLCaps* GrVkProgramBuilder::glslCaps() const { | 43 const GrGLSLCaps* GrVkProgramBuilder::glslCaps() const { |
46 return fGpu->vkCaps().glslCaps(); | 44 return fGpu->vkCaps().glslCaps(); |
47 } | 45 } |
48 | 46 |
49 void GrVkProgramBuilder::finalizeFragmentOutputColor(GrGLSLShaderVar& outputColo
r) { | 47 void GrVkProgramBuilder::finalizeFragmentOutputColor(GrGLSLShaderVar& outputColo
r) { |
50 outputColor.setLayoutQualifier("location = 0"); | 48 outputColor.setLayoutQualifier("location = 0"); |
51 } | 49 } |
52 | 50 |
53 void GrVkProgramBuilder::emitSamplers(const GrProcessor& processor, | |
54 GrGLSLTextureSampler::TextureSamplerArray*
outSamplers) { | |
55 int numTextures = processor.numTextures(); | |
56 UniformHandle* localSamplerUniforms = fSamplerUniforms.push_back_n(numTextur
es); | |
57 SkString name; | |
58 for (int t = 0; t < numTextures; ++t) { | |
59 name.printf("%d", t); | |
60 localSamplerUniforms[t] = | |
61 fUniformHandler.addUniform(kFragment_GrShaderFlag, | |
62 kSampler2D_GrSLType, kDefault_GrSLPrecisi
on, | |
63 name.c_str()); | |
64 outSamplers->emplace_back(localSamplerUniforms[t], processor.textureAcce
ss(t)); | |
65 } | |
66 } | |
67 | |
68 VkShaderStageFlags visibility_to_vk_stage_flags(uint32_t visibility) { | 51 VkShaderStageFlags visibility_to_vk_stage_flags(uint32_t visibility) { |
69 VkShaderStageFlags flags = 0; | 52 VkShaderStageFlags flags = 0; |
70 | 53 |
71 if (visibility & kVertex_GrShaderFlag) { | 54 if (visibility & kVertex_GrShaderFlag) { |
72 flags |= VK_SHADER_STAGE_VERTEX_BIT; | 55 flags |= VK_SHADER_STAGE_VERTEX_BIT; |
73 } | 56 } |
74 if (visibility & kGeometry_GrShaderFlag) { | 57 if (visibility & kGeometry_GrShaderFlag) { |
75 flags |= VK_SHADER_STAGE_GEOMETRY_BIT; | 58 flags |= VK_SHADER_STAGE_GEOMETRY_BIT; |
76 } | 59 } |
77 if (visibility & kFragment_GrShaderFlag) { | 60 if (visibility & kFragment_GrShaderFlag) { |
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314 descriptorSets, | 297 descriptorSets, |
315 fUniformHandles, | 298 fUniformHandles, |
316 fUniformHandler.fUniforms, | 299 fUniformHandler.fUniforms, |
317 fUniformHandler.fCurrentVertexUBOOffset, | 300 fUniformHandler.fCurrentVertexUBOOffset, |
318 fUniformHandler.fCurrentFragmentUBOOffset, | 301 fUniformHandler.fCurrentFragmentUBOOffset, |
319 numSamplers, | 302 numSamplers, |
320 fGeometryProcessor, | 303 fGeometryProcessor, |
321 fXferProcessor, | 304 fXferProcessor, |
322 fFragmentProcessors); | 305 fFragmentProcessors); |
323 } | 306 } |
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