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Side by Side Diff: src/gpu/glsl/GrGLSLShaderBuilder.cpp

Issue 1785873003: Implement GL support for buffer textures (Closed) Base URL: https://skia.googlesource.com/skia.git@upload_glTexBuffer
Patch Set: rebase Created 4 years, 9 months ago
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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 "GrSwizzle.h"
9 #include "glsl/GrGLSLShaderBuilder.h" 9 #include "glsl/GrGLSLShaderBuilder.h"
10 #include "glsl/GrGLSLCaps.h" 10 #include "glsl/GrGLSLCaps.h"
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52 } 52 }
53 } 53 }
54 this->functions().append(") {\n"); 54 this->functions().append(") {\n");
55 this->functions().append(body); 55 this->functions().append(body);
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 coordType) 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 if (samplerType == kSampler2DRect_GrSLType) { 66 if (samplerType == kSampler2DRect_GrSLType) {
67 if (varyingType == kVec2f_GrSLType) { 67 if (coordType == kVec2f_GrSLType) {
68 out->appendf("%s(%s, textureSize(%s) * %s)", 68 out->appendf("%s(%s, textureSize(%s) * %s)",
69 GrGLSLTexture2DFunctionName(varyingType, samplerType, 69 GrGLSLTextureFunctionName(coordType, samplerType, glslC aps->generation()),
70 glslCaps->generation()),
71 uniformHandler->getUniformCStr(sampler.fSamplerUniform) , 70 uniformHandler->getUniformCStr(sampler.fSamplerUniform) ,
72 uniformHandler->getUniformCStr(sampler.fSamplerUniform) , 71 uniformHandler->getUniformCStr(sampler.fSamplerUniform) ,
73 coordName); 72 coordName);
74 } else { 73 } else {
75 out->appendf("%s(%s, vec3(textureSize(%s) * %s.xy, %s.z))", 74 out->appendf("%s(%s, vec3(textureSize(%s) * %s.xy, %s.z))",
76 GrGLSLTexture2DFunctionName(varyingType, samplerType, 75 GrGLSLTextureFunctionName(coordType, samplerType, glslC aps->generation()),
77 glslCaps->generation()),
78 uniformHandler->getUniformCStr(sampler.fSamplerUniform) , 76 uniformHandler->getUniformCStr(sampler.fSamplerUniform) ,
79 uniformHandler->getUniformCStr(sampler.fSamplerUniform) , 77 uniformHandler->getUniformCStr(sampler.fSamplerUniform) ,
80 coordName, 78 coordName,
81 coordName); 79 coordName);
82 } 80 }
83 } else { 81 } else {
84 out->appendf("%s(%s, %s)", 82 out->appendf("%s(%s, %s)",
85 GrGLSLTexture2DFunctionName(varyingType, samplerType, glslC aps->generation()), 83 GrGLSLTextureFunctionName(coordType, samplerType, glslCaps- >generation()),
86 uniformHandler->getUniformCStr(sampler.fSamplerUniform), 84 uniformHandler->getUniformCStr(sampler.fSamplerUniform),
87 coordName); 85 coordName);
88 } 86 }
89 87
90 // This refers to any swizzling we may need to get from some backend interna l format to the 88 // This refers to any swizzling we may need to get from some backend interna l format to the
91 // format used in GrPixelConfig. If this is implemented by the GrGpu object, then swizzle will 89 // format used in GrPixelConfig. If this is implemented by the GrGpu object, then swizzle will
92 // be rgba. For shader prettiness we omit the swizzle rather than appending ".rgba". 90 // be rgba. For shader prettiness we omit the swizzle rather than appending ".rgba".
93 const GrSwizzle& configSwizzle = glslCaps->configTextureSwizzle(sampler.conf ig()); 91 const GrSwizzle& configSwizzle = glslCaps->configTextureSwizzle(sampler.conf ig());
94 92
95 if (configSwizzle != GrSwizzle::RGBA()) { 93 if (configSwizzle != GrSwizzle::RGBA()) {
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168 this->code().append("}"); 166 this->code().append("}");
169 167
170 for (int i = 0; i <= fCodeIndex; i++) { 168 for (int i = 0; i <= fCodeIndex; i++) {
171 fCompilerStrings[i] = fShaderStrings[i].c_str(); 169 fCompilerStrings[i] = fShaderStrings[i].c_str();
172 fCompilerStringLengths[i] = (int)fShaderStrings[i].size(); 170 fCompilerStringLengths[i] = (int)fShaderStrings[i].size();
173 } 171 }
174 172
175 fFinalized = true; 173 fFinalized = true;
176 } 174 }
177 175
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