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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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61 this->functions().append(body); | 61 this->functions().append(body); |
62 this->functions().append("}\n\n"); | 62 this->functions().append("}\n\n"); |
63 } | 63 } |
64 | 64 |
65 void GrGLSLShaderBuilder::appendTextureLookup(SkString* out, | 65 void GrGLSLShaderBuilder::appendTextureLookup(SkString* out, |
66 const GrGLSLSampler& sampler, | 66 const GrGLSLSampler& sampler, |
67 const char* coordName, | 67 const char* coordName, |
68 GrSLType varyingType) const { | 68 GrSLType varyingType) const { |
69 const GrGLSLCaps* glslCaps = fProgramBuilder->glslCaps(); | 69 const GrGLSLCaps* glslCaps = fProgramBuilder->glslCaps(); |
70 GrGLSLUniformHandler* uniformHandler = fProgramBuilder->uniformHandler(); | 70 GrGLSLUniformHandler* uniformHandler = fProgramBuilder->uniformHandler(); |
71 GrSLType samplerType = uniformHandler->getUniformVariable(sampler.fSamplerUn
iform).getType(); | 71 GrSLType samplerType = sampler.type(); |
72 if (samplerType == kSampler2DRect_GrSLType) { | 72 if (samplerType == kSampler2DRect_GrSLType) { |
73 if (varyingType == kVec2f_GrSLType) { | 73 if (varyingType == kVec2f_GrSLType) { |
74 out->appendf("%s(%s, textureSize(%s) * %s)", | 74 out->appendf("%s(%s, textureSize(%s) * %s)", |
75 GrGLSLTexture2DFunctionName(varyingType, samplerType, | 75 GrGLSLTexture2DFunctionName(varyingType, samplerType, |
76 glslCaps->generation()), | 76 glslCaps->generation()), |
77 uniformHandler->getUniformCStr(sampler.fSamplerUniform)
, | 77 sampler.getSamplerFunctionName(), |
78 uniformHandler->getUniformCStr(sampler.fSamplerUniform)
, | 78 sampler.getSamplerFunctionName(), |
79 coordName); | 79 coordName); |
80 } else { | 80 } else { |
81 out->appendf("%s(%s, vec3(textureSize(%s) * %s.xy, %s.z))", | 81 out->appendf("%s(%s, vec3(textureSize(%s) * %s.xy, %s.z))", |
82 GrGLSLTexture2DFunctionName(varyingType, samplerType, | 82 GrGLSLTexture2DFunctionName(varyingType, samplerType, |
83 glslCaps->generation()), | 83 glslCaps->generation()), |
84 uniformHandler->getUniformCStr(sampler.fSamplerUniform)
, | 84 sampler.getSamplerFunctionName(), |
85 uniformHandler->getUniformCStr(sampler.fSamplerUniform)
, | 85 sampler.getSamplerFunctionName(), |
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 sampler.getSamplerFunctionName(), |
93 coordName); | 93 coordName); |
94 } | 94 } |
95 | 95 |
96 this->appendTextureSwizzle(out, sampler.config()); | 96 this->appendTextureSwizzle(out, sampler.config()); |
97 } | 97 } |
98 | 98 |
99 void GrGLSLShaderBuilder::appendTextureLookup(const GrGLSLSampler& sampler, | 99 void GrGLSLShaderBuilder::appendTextureLookup(const GrGLSLSampler& sampler, |
100 const char* coordName, | 100 const char* coordName, |
101 GrSLType varyingType) { | 101 GrSLType varyingType) { |
102 this->appendTextureLookup(&this->code(), sampler, coordName, varyingType); | 102 this->appendTextureLookup(&this->code(), sampler, coordName, varyingType); |
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193 // append the 'footer' to code | 193 // append the 'footer' to code |
194 this->code().append("}"); | 194 this->code().append("}"); |
195 | 195 |
196 for (int i = 0; i <= fCodeIndex; i++) { | 196 for (int i = 0; i <= fCodeIndex; i++) { |
197 fCompilerStrings[i] = fShaderStrings[i].c_str(); | 197 fCompilerStrings[i] = fShaderStrings[i].c_str(); |
198 fCompilerStringLengths[i] = (int)fShaderStrings[i].size(); | 198 fCompilerStringLengths[i] = (int)fShaderStrings[i].size(); |
199 } | 199 } |
200 | 200 |
201 fFinalized = true; | 201 fFinalized = true; |
202 } | 202 } |
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