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| 1 /* | 1 /* |
| 2 * Copyright 2015 Google Inc. | 2 * Copyright 2015 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 #include "GrVkProgramDesc.h" | 7 #include "GrVkProgramDesc.h" |
| 8 | 8 |
| 9 //#include "GrVkProcessor.h" | 9 //#include "GrVkProcessor.h" |
| 10 #include "GrProcessor.h" | 10 #include "GrProcessor.h" |
| 11 #include "GrPipeline.h" | 11 #include "GrPipeline.h" |
| 12 #include "GrRenderTargetPriv.h" | 12 #include "GrRenderTargetPriv.h" |
| 13 #include "GrVkGpu.h" | 13 #include "GrVkGpu.h" |
| 14 #include "GrVkUtil.h" | 14 #include "GrVkUtil.h" |
| 15 #include "SkChecksum.h" | 15 #include "SkChecksum.h" |
| 16 #include "glsl/GrGLSLFragmentProcessor.h" | 16 #include "glsl/GrGLSLFragmentProcessor.h" |
| 17 #include "glsl/GrGLSLFragmentShaderBuilder.h" | 17 #include "glsl/GrGLSLFragmentShaderBuilder.h" |
| 18 #include "glsl/GrGLSLCaps.h" | 18 #include "glsl/GrGLSLCaps.h" |
| 19 | 19 |
| 20 #include "shaderc/shaderc.h" | 20 #include "shaderc/shaderc.h" |
| 21 | 21 |
| 22 static void add_texture_key(GrProcessorKeyBuilder* b, const GrProcessor& proc, | 22 static void add_texture_key(GrProcessorKeyBuilder* b, const GrProcessor& proc, |
| 23 const GrGLSLCaps& caps) { | 23 const GrGLSLCaps& caps) { |
| 24 int numTextures = proc.numTextures(); | 24 int numTextures = proc.numTextures(); |
| 25 // Need two bytes per key (swizzle and target). | 25 // Need two bytes per key (swizzle, sampler type, and precision). |
| 26 int word32Count = (proc.numTextures() + 1) / 2; | 26 int word32Count = (proc.numTextures() + 1) / 2; |
| 27 if (0 == word32Count) { | 27 if (0 == word32Count) { |
| 28 return; | 28 return; |
| 29 } | 29 } |
| 30 uint16_t* k16 = SkTCast<uint16_t*>(b->add32n(word32Count)); | 30 uint16_t* k16 = SkTCast<uint16_t*>(b->add32n(word32Count)); |
| 31 for (int i = 0; i < numTextures; ++i) { | 31 for (int i = 0; i < numTextures; ++i) { |
| 32 const GrTextureAccess& access = proc.textureAccess(i); | 32 const GrTextureAccess& access = proc.textureAccess(i); |
| 33 GrTexture* texture = access.getTexture(); | 33 GrTexture* texture = access.getTexture(); |
| 34 k16[i] = SkToU16(caps.configTextureSwizzle(texture->config()).asKey()); | 34 k16[i] = SkToU16(caps.configTextureSwizzle(texture->config()).asKey() | |
| 35 (caps.samplerPrecision(texture->config(), access.getVis
ibility()) << 8)); |
| 35 } | 36 } |
| 36 // zero the last 16 bits if the number of textures is odd. | 37 // zero the last 16 bits if the number of textures is odd. |
| 37 if (numTextures & 0x1) { | 38 if (numTextures & 0x1) { |
| 38 k16[numTextures] = 0; | 39 k16[numTextures] = 0; |
| 39 } | 40 } |
| 40 } | 41 } |
| 41 | 42 |
| 42 /** | 43 /** |
| 43 * A function which emits a meta key into the key builder. This is required beca
use shader code may | 44 * A function which emits a meta key into the key builder. This is required beca
use shader code may |
| 44 * be dependent on properties of the effect that the effect itself doesn't use | 45 * be dependent on properties of the effect that the effect itself doesn't use |
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| 159 } else { | 160 } else { |
| 160 header->fIgnoresCoverage = 0; | 161 header->fIgnoresCoverage = 0; |
| 161 } | 162 } |
| 162 | 163 |
| 163 header->fSnapVerticesToPixelCenters = pipeline.snapVerticesToPixelCenters(); | 164 header->fSnapVerticesToPixelCenters = pipeline.snapVerticesToPixelCenters(); |
| 164 header->fColorEffectCnt = pipeline.numColorFragmentProcessors(); | 165 header->fColorEffectCnt = pipeline.numColorFragmentProcessors(); |
| 165 header->fCoverageEffectCnt = pipeline.numCoverageFragmentProcessors(); | 166 header->fCoverageEffectCnt = pipeline.numCoverageFragmentProcessors(); |
| 166 vkDesc->finalize(); | 167 vkDesc->finalize(); |
| 167 return true; | 168 return true; |
| 168 } | 169 } |
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