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1 /* | 1 /* |
2 * Copyright 2011 Google Inc. | 2 * Copyright 2011 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 "GrGLProgram.h" | 8 #include "GrGLProgram.h" |
9 | 9 |
10 #include "GrAllocator.h" | 10 #include "GrAllocator.h" |
11 #include "GrProcessor.h" | 11 #include "GrProcessor.h" |
12 #include "GrCoordTransform.h" | 12 #include "GrCoordTransform.h" |
13 #include "GrGLGpu.h" | 13 #include "GrGLGpu.h" |
| 14 #include "GrGLBuffer.h" |
14 #include "GrGLPathRendering.h" | 15 #include "GrGLPathRendering.h" |
15 #include "GrPathProcessor.h" | 16 #include "GrPathProcessor.h" |
16 #include "GrPipeline.h" | 17 #include "GrPipeline.h" |
17 #include "GrXferProcessor.h" | 18 #include "GrXferProcessor.h" |
18 #include "glsl/GrGLSLFragmentProcessor.h" | 19 #include "glsl/GrGLSLFragmentProcessor.h" |
19 #include "glsl/GrGLSLGeometryProcessor.h" | 20 #include "glsl/GrGLSLGeometryProcessor.h" |
20 #include "glsl/GrGLSLXferProcessor.h" | 21 #include "glsl/GrGLSLXferProcessor.h" |
21 #include "SkXfermode.h" | 22 #include "SkXfermode.h" |
22 | 23 |
23 #define GL_CALL(X) GR_GL_CALL(fGpu->glInterface(), X) | 24 #define GL_CALL(X) GR_GL_CALL(fGpu->glInterface(), X) |
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59 delete fFragmentProcessors[i]; | 60 delete fFragmentProcessors[i]; |
60 } | 61 } |
61 } | 62 } |
62 | 63 |
63 void GrGLProgram::abandon() { | 64 void GrGLProgram::abandon() { |
64 fProgramID = 0; | 65 fProgramID = 0; |
65 } | 66 } |
66 | 67 |
67 /////////////////////////////////////////////////////////////////////////////// | 68 /////////////////////////////////////////////////////////////////////////////// |
68 | 69 |
69 static void append_texture_bindings(const GrProcessor& processor, | |
70 SkTArray<const GrTextureAccess*>* textureBin
dings) { | |
71 if (int numTextures = processor.numTextures()) { | |
72 const GrTextureAccess** bindings = textureBindings->push_back_n(numTextu
res); | |
73 int i = 0; | |
74 do { | |
75 bindings[i] = &processor.textureAccess(i); | |
76 } while (++i < numTextures); | |
77 } | |
78 } | |
79 | |
80 void GrGLProgram::setData(const GrPrimitiveProcessor& primProc, | 70 void GrGLProgram::setData(const GrPrimitiveProcessor& primProc, |
81 const GrPipeline& pipeline, | 71 const GrPipeline& pipeline, |
82 SkTArray<const GrTextureAccess*>* textureBindings) { | 72 bool allowSRGBInputs) { |
83 this->setRenderTargetState(primProc, pipeline); | 73 this->setRenderTargetState(primProc, pipeline); |
84 | 74 |
85 // we set the textures, and uniforms for installed processors in a generic w
ay, but subclasses | 75 // we set the textures, and uniforms for installed processors in a generic w
ay, but subclasses |
86 // of GLProgram determine how to set coord transforms | 76 // of GLProgram determine how to set coord transforms |
| 77 int nextSamplerIdx = 0; |
87 fGeometryProcessor->setData(fProgramDataManager, primProc); | 78 fGeometryProcessor->setData(fProgramDataManager, primProc); |
88 append_texture_bindings(primProc, textureBindings); | 79 this->bindTextures(primProc, allowSRGBInputs, &nextSamplerIdx); |
89 | 80 |
90 this->setFragmentData(primProc, pipeline, textureBindings); | 81 this->setFragmentData(primProc, pipeline, allowSRGBInputs, &nextSamplerIdx); |
91 | 82 |
92 if (primProc.getPixelLocalStorageState() != | 83 if (primProc.getPixelLocalStorageState() != |
93 GrPixelLocalStorageState::kDraw_GrPixelLocalStorageState) { | 84 GrPixelLocalStorageState::kDraw_GrPixelLocalStorageState) { |
94 const GrXferProcessor& xp = pipeline.getXferProcessor(); | 85 const GrXferProcessor& xp = pipeline.getXferProcessor(); |
95 fXferProcessor->setData(fProgramDataManager, xp); | 86 fXferProcessor->setData(fProgramDataManager, xp); |
96 append_texture_bindings(xp, textureBindings); | 87 this->bindTextures(xp, allowSRGBInputs, &nextSamplerIdx); |
97 } | 88 } |
98 } | 89 } |
99 | 90 |
100 void GrGLProgram::setFragmentData(const GrPrimitiveProcessor& primProc, | 91 void GrGLProgram::setFragmentData(const GrPrimitiveProcessor& primProc, |
101 const GrPipeline& pipeline, | 92 const GrPipeline& pipeline, |
102 SkTArray<const GrTextureAccess*>* textureBindi
ngs) { | 93 bool allowSRGBInputs, |
| 94 int* nextSamplerIdx) { |
103 int numProcessors = fFragmentProcessors.count(); | 95 int numProcessors = fFragmentProcessors.count(); |
104 for (int i = 0; i < numProcessors; ++i) { | 96 for (int i = 0; i < numProcessors; ++i) { |
105 const GrFragmentProcessor& processor = pipeline.getFragmentProcessor(i); | 97 const GrFragmentProcessor& processor = pipeline.getFragmentProcessor(i); |
106 fFragmentProcessors[i]->setData(fProgramDataManager, processor); | 98 fFragmentProcessors[i]->setData(fProgramDataManager, processor); |
107 this->setTransformData(primProc, processor, i); | 99 this->setTransformData(primProc, processor, i); |
108 append_texture_bindings(processor, textureBindings); | 100 this->bindTextures(processor, allowSRGBInputs, nextSamplerIdx); |
109 } | 101 } |
110 } | 102 } |
111 void GrGLProgram::setTransformData(const GrPrimitiveProcessor& primProc, | 103 void GrGLProgram::setTransformData(const GrPrimitiveProcessor& primProc, |
112 const GrFragmentProcessor& processor, | 104 const GrFragmentProcessor& processor, |
113 int index) { | 105 int index) { |
114 fGeometryProcessor->setTransformData(primProc, fProgramDataManager, index, | 106 fGeometryProcessor->setTransformData(primProc, fProgramDataManager, index, |
115 processor.coordTransforms()); | 107 processor.coordTransforms()); |
116 } | 108 } |
117 | 109 |
118 void GrGLProgram::setRenderTargetState(const GrPrimitiveProcessor& primProc, | 110 void GrGLProgram::setRenderTargetState(const GrPrimitiveProcessor& primProc, |
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138 fRenderTargetState.getRTAdjustmentVec(rtAdjustmentVec); | 130 fRenderTargetState.getRTAdjustmentVec(rtAdjustmentVec); |
139 fProgramDataManager.set4fv(fBuiltinUniformHandles.fRTAdjustmentUni,
1, rtAdjustmentVec); | 131 fProgramDataManager.set4fv(fBuiltinUniformHandles.fRTAdjustmentUni,
1, rtAdjustmentVec); |
140 } | 132 } |
141 } else { | 133 } else { |
142 SkASSERT(fGpu->glCaps().shaderCaps()->pathRenderingSupport()); | 134 SkASSERT(fGpu->glCaps().shaderCaps()->pathRenderingSupport()); |
143 const GrPathProcessor& pathProc = primProc.cast<GrPathProcessor>(); | 135 const GrPathProcessor& pathProc = primProc.cast<GrPathProcessor>(); |
144 fGpu->glPathRendering()->setProjectionMatrix(pathProc.viewMatrix(), | 136 fGpu->glPathRendering()->setProjectionMatrix(pathProc.viewMatrix(), |
145 size, rt->origin()); | 137 size, rt->origin()); |
146 } | 138 } |
147 } | 139 } |
| 140 |
| 141 void GrGLProgram::bindTextures(const GrProcessor& processor, bool allowSRGBInput
s, |
| 142 int* nextSamplerIdx) { |
| 143 for (int i = 0; i < processor.numTextures(); ++i) { |
| 144 const GrTextureAccess& access = processor.textureAccess(i); |
| 145 fGpu->bindTexture((*nextSamplerIdx)++, access.getParams(), |
| 146 allowSRGBInputs, static_cast<GrGLTexture*>(access.getT
exture())); |
| 147 } |
| 148 for (int i = 0; i < processor.numBuffers(); ++i) { |
| 149 const GrBufferAccess& access = processor.bufferAccess(i); |
| 150 fGpu->bindTexelBuffer((*nextSamplerIdx)++, access.offsetInBytes(), acces
s.texelConfig(), |
| 151 static_cast<GrGLBuffer*>(access.buffer())); |
| 152 } |
| 153 } |
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