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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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86 coordName, | 86 coordName, |
87 coordName); | 87 coordName); |
88 } | 88 } |
89 } else { | 89 } else { |
90 out->appendf("%s(%s, %s)", | 90 out->appendf("%s(%s, %s)", |
91 GrGLSLTexture2DFunctionName(varyingType, samplerType, glslC
aps->generation()), | 91 GrGLSLTexture2DFunctionName(varyingType, samplerType, glslC
aps->generation()), |
92 uniformHandler->getUniformCStr(sampler.fSamplerUniform), | 92 uniformHandler->getUniformCStr(sampler.fSamplerUniform), |
93 coordName); | 93 coordName); |
94 } | 94 } |
95 | 95 |
96 // This refers to any swizzling we may need to get from some backend interna
l format to the | 96 this->appendTextureSwizzle(out, sampler.config()); |
97 // format used in GrPixelConfig. If this is implemented by the GrGpu object,
then swizzle will | |
98 // be rgba. For shader prettiness we omit the swizzle rather than appending
".rgba". | |
99 const GrSwizzle& configSwizzle = glslCaps->configTextureSwizzle(sampler.conf
ig()); | |
100 | |
101 if (configSwizzle != GrSwizzle::RGBA()) { | |
102 out->appendf(".%s", configSwizzle.c_str()); | |
103 } | |
104 } | 97 } |
105 | 98 |
106 void GrGLSLShaderBuilder::appendTextureLookup(const GrGLSLSampler& sampler, | 99 void GrGLSLShaderBuilder::appendTextureLookup(const GrGLSLSampler& sampler, |
107 const char* coordName, | 100 const char* coordName, |
108 GrSLType varyingType) { | 101 GrSLType varyingType) { |
109 this->appendTextureLookup(&this->code(), sampler, coordName, varyingType); | 102 this->appendTextureLookup(&this->code(), sampler, coordName, varyingType); |
110 } | 103 } |
111 | 104 |
112 void GrGLSLShaderBuilder::appendTextureLookupAndModulate(const char* modulation, | 105 void GrGLSLShaderBuilder::appendTextureLookupAndModulate(const char* modulation, |
113 const GrGLSLSampler& sa
mpler, | 106 const GrGLSLSampler& sa
mpler, |
114 const char* coordName, | 107 const char* coordName, |
115 GrSLType varyingType) { | 108 GrSLType varyingType) { |
116 SkString lookup; | 109 SkString lookup; |
117 this->appendTextureLookup(&lookup, sampler, coordName, varyingType); | 110 this->appendTextureLookup(&lookup, sampler, coordName, varyingType); |
118 this->codeAppend((GrGLSLExpr4(modulation) * GrGLSLExpr4(lookup)).c_str()); | 111 this->codeAppend((GrGLSLExpr4(modulation) * GrGLSLExpr4(lookup)).c_str()); |
119 } | 112 } |
120 | 113 |
| 114 void GrGLSLShaderBuilder::appendTexelFetch(SkString* out, |
| 115 const GrGLSLSampler& sampler, |
| 116 const char* coordExpr) const { |
| 117 const GrGLSLUniformHandler* uniformHandler = fProgramBuilder->uniformHandler
(); |
| 118 SkASSERT(fProgramBuilder->glslCaps()->texelFetchSupport()); |
| 119 SkASSERT(GrSLTypeIsSamplerType( |
| 120 uniformHandler->getUniformVariable(sampler.fSamplerUniform).getType
())); |
| 121 |
| 122 out->appendf("texelFetch(%s, %s)", |
| 123 uniformHandler->getUniformCStr(sampler.fSamplerUniform), |
| 124 coordExpr); |
| 125 |
| 126 this->appendTextureSwizzle(out, sampler.config()); |
| 127 } |
| 128 |
| 129 void GrGLSLShaderBuilder::appendTexelFetch(const GrGLSLSampler& sampler, const c
har* coordExpr) { |
| 130 this->appendTexelFetch(&this->code(), sampler, coordExpr); |
| 131 } |
| 132 |
| 133 void GrGLSLShaderBuilder::appendTextureSwizzle(SkString* out, GrPixelConfig conf
ig) const { |
| 134 const GrSwizzle& configSwizzle = fProgramBuilder->glslCaps()->configTextureS
wizzle(config); |
| 135 |
| 136 if (configSwizzle != GrSwizzle::RGBA()) { |
| 137 out->appendf(".%s", configSwizzle.c_str()); |
| 138 } |
| 139 } |
| 140 |
121 bool GrGLSLShaderBuilder::addFeature(uint32_t featureBit, const char* extensionN
ame) { | 141 bool GrGLSLShaderBuilder::addFeature(uint32_t featureBit, const char* extensionN
ame) { |
122 if (featureBit & fFeaturesAddedMask) { | 142 if (featureBit & fFeaturesAddedMask) { |
123 return false; | 143 return false; |
124 } | 144 } |
125 this->extensions().appendf("#extension %s: require\n", extensionName); | 145 this->extensions().appendf("#extension %s: require\n", extensionName); |
126 fFeaturesAddedMask |= featureBit; | 146 fFeaturesAddedMask |= featureBit; |
127 return true; | 147 return true; |
128 } | 148 } |
129 | 149 |
130 void GrGLSLShaderBuilder::appendDecls(const VarArray& vars, SkString* out) const
{ | 150 void GrGLSLShaderBuilder::appendDecls(const VarArray& vars, SkString* out) const
{ |
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173 // append the 'footer' to code | 193 // append the 'footer' to code |
174 this->code().append("}"); | 194 this->code().append("}"); |
175 | 195 |
176 for (int i = 0; i <= fCodeIndex; i++) { | 196 for (int i = 0; i <= fCodeIndex; i++) { |
177 fCompilerStrings[i] = fShaderStrings[i].c_str(); | 197 fCompilerStrings[i] = fShaderStrings[i].c_str(); |
178 fCompilerStringLengths[i] = (int)fShaderStrings[i].size(); | 198 fCompilerStringLengths[i] = (int)fShaderStrings[i].size(); |
179 } | 199 } |
180 | 200 |
181 fFinalized = true; | 201 fFinalized = true; |
182 } | 202 } |
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