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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 SkASSERT(0 == proc.numBuffers()); |
25 // Need two bytes per key (swizzle, sampler type, and precision). | 26 // Need two bytes per key (swizzle, sampler type, and precision). |
26 int word32Count = (proc.numTextures() + 1) / 2; | 27 int word32Count = (proc.numTextures() + 1) / 2; |
27 if (0 == word32Count) { | 28 if (0 == word32Count) { |
28 return; | 29 return; |
29 } | 30 } |
30 uint16_t* k16 = SkTCast<uint16_t*>(b->add32n(word32Count)); | 31 uint16_t* k16 = SkTCast<uint16_t*>(b->add32n(word32Count)); |
31 for (int i = 0; i < numTextures; ++i) { | 32 for (int i = 0; i < numTextures; ++i) { |
32 const GrTextureAccess& access = proc.textureAccess(i); | 33 const GrTextureAccess& access = proc.textureAccess(i); |
33 GrTexture* texture = access.getTexture(); | 34 GrTexture* texture = access.getTexture(); |
34 k16[i] = SkToU16(caps.configTextureSwizzle(texture->config()).asKey() | | 35 k16[i] = SkToU16(caps.configTextureSwizzle(texture->config()).asKey() | |
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160 } else { | 161 } else { |
161 header->fIgnoresCoverage = 0; | 162 header->fIgnoresCoverage = 0; |
162 } | 163 } |
163 | 164 |
164 header->fSnapVerticesToPixelCenters = pipeline.snapVerticesToPixelCenters(); | 165 header->fSnapVerticesToPixelCenters = pipeline.snapVerticesToPixelCenters(); |
165 header->fColorEffectCnt = pipeline.numColorFragmentProcessors(); | 166 header->fColorEffectCnt = pipeline.numColorFragmentProcessors(); |
166 header->fCoverageEffectCnt = pipeline.numCoverageFragmentProcessors(); | 167 header->fCoverageEffectCnt = pipeline.numCoverageFragmentProcessors(); |
167 vkDesc->finalize(); | 168 vkDesc->finalize(); |
168 return true; | 169 return true; |
169 } | 170 } |
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