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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 | 7 |
8 #include "glsl/GrGLSLProgramBuilder.h" | 8 #include "glsl/GrGLSLProgramBuilder.h" |
9 | 9 |
10 #include "GrPipeline.h" | 10 #include "GrPipeline.h" |
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80 } | 80 } |
81 | 81 |
82 void GrGLSLProgramBuilder::emitAndInstallPrimProc(const GrPrimitiveProcessor& pr
oc, | 82 void GrGLSLProgramBuilder::emitAndInstallPrimProc(const GrPrimitiveProcessor& pr
oc, |
83 GrGLSLExpr4* outputColor, | 83 GrGLSLExpr4* outputColor, |
84 GrGLSLExpr4* outputCoverage) { | 84 GrGLSLExpr4* outputCoverage) { |
85 // Program builders have a bit of state we need to clear with each effect | 85 // Program builders have a bit of state we need to clear with each effect |
86 AutoStageAdvance adv(this); | 86 AutoStageAdvance adv(this); |
87 this->nameExpression(outputColor, "outputColor"); | 87 this->nameExpression(outputColor, "outputColor"); |
88 this->nameExpression(outputCoverage, "outputCoverage"); | 88 this->nameExpression(outputCoverage, "outputCoverage"); |
89 | 89 |
| 90 if (this->fPipeline.usesDistanceVectorField() && proc.implementsDistanceVect
or()) { |
| 91 fFS.codeAppend( "// Un-normalized vector to the closed geometric edge (i
n source space)\n"); |
| 92 fFS.codeAppendf("vec2 %s = vec2(0.0, 0.0);", fFS.distanceVectorName()); |
| 93 } |
| 94 |
90 // Enclose custom code in a block to avoid namespace conflicts | 95 // Enclose custom code in a block to avoid namespace conflicts |
91 SkString openBrace; | 96 SkString openBrace; |
92 openBrace.printf("{ // Stage %d, %s\n", fStageIndex, proc.name()); | 97 openBrace.printf("{ // Stage %d, %s\n", fStageIndex, proc.name()); |
93 fFS.codeAppend(openBrace.c_str()); | 98 fFS.codeAppend(openBrace.c_str()); |
94 fVS.codeAppendf("// Primitive Processor %s\n", proc.name()); | 99 fVS.codeAppendf("// Primitive Processor %s\n", proc.name()); |
95 | 100 |
96 SkASSERT(!fGeometryProcessor); | 101 SkASSERT(!fGeometryProcessor); |
97 fGeometryProcessor = proc.createGLSLInstance(*this->glslCaps()); | 102 fGeometryProcessor = proc.createGLSLInstance(*this->glslCaps()); |
98 | 103 |
99 SkSTArray<4, SamplerHandle> texSamplers(proc.numTextures()); | 104 SkSTArray<4, SamplerHandle> texSamplers(proc.numTextures()); |
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154 this->emitSamplers(fp, &texSamplers, &bufferSamplers); | 159 this->emitSamplers(fp, &texSamplers, &bufferSamplers); |
155 | 160 |
156 GrGLSLFragmentProcessor::EmitArgs args(&fFS, | 161 GrGLSLFragmentProcessor::EmitArgs args(&fFS, |
157 this->uniformHandler(), | 162 this->uniformHandler(), |
158 this->glslCaps(), | 163 this->glslCaps(), |
159 fp, | 164 fp, |
160 output->c_str(), | 165 output->c_str(), |
161 input.isOnes() ? nullptr : input.c_st
r(), | 166 input.isOnes() ? nullptr : input.c_st
r(), |
162 fOutCoords[index], | 167 fOutCoords[index], |
163 texSamplers.begin(), | 168 texSamplers.begin(), |
164 bufferSamplers.begin()); | 169 bufferSamplers.begin(), |
| 170 this->primitiveProcessor().implements
DistanceVector()); |
| 171 |
165 fragProc->emitCode(args); | 172 fragProc->emitCode(args); |
166 | 173 |
167 // We have to check that effects and the code they emit are consistent, ie i
f an effect | 174 // We have to check that effects and the code they emit are consistent, ie i
f an effect |
168 // asks for dst color, then the emit code needs to follow suit | 175 // asks for dst color, then the emit code needs to follow suit |
169 SkDEBUGCODE(verify(fp);) | 176 SkDEBUGCODE(verify(fp);) |
170 fFragmentProcessors.push_back(fragProc); | 177 fFragmentProcessors.push_back(fragProc); |
171 | 178 |
172 fFS.codeAppend("}"); | 179 fFS.codeAppend("}"); |
173 } | 180 } |
174 | 181 |
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401 delete fFragmentProcessors[i]; | 408 delete fFragmentProcessors[i]; |
402 } | 409 } |
403 } | 410 } |
404 | 411 |
405 void GrGLSLProgramBuilder::finalizeShaders() { | 412 void GrGLSLProgramBuilder::finalizeShaders() { |
406 this->varyingHandler()->finalize(); | 413 this->varyingHandler()->finalize(); |
407 fVS.finalize(kVertex_GrShaderFlag); | 414 fVS.finalize(kVertex_GrShaderFlag); |
408 fFS.finalize(kFragment_GrShaderFlag); | 415 fFS.finalize(kFragment_GrShaderFlag); |
409 | 416 |
410 } | 417 } |
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