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Side by Side Diff: src/gpu/gl/GrGLProgramDesc.cpp

Issue 2143143002: Add Texture2D and Sampler GrSLTypes (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: nits Created 4 years, 5 months ago
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1 /* 1 /*
2 * Copyright 2013 Google Inc. 2 * Copyright 2013 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 "GrGLProgramDesc.h" 7 #include "GrGLProgramDesc.h"
8 8
9 #include "GrProcessor.h" 9 #include "GrProcessor.h"
10 #include "GrPipeline.h" 10 #include "GrPipeline.h"
11 #include "GrRenderTargetPriv.h" 11 #include "GrRenderTargetPriv.h"
12 #include "SkChecksum.h" 12 #include "SkChecksum.h"
13 #include "gl/GrGLDefines.h" 13 #include "gl/GrGLDefines.h"
14 #include "gl/GrGLTexture.h" 14 #include "gl/GrGLTexture.h"
15 #include "gl/GrGLTypes.h" 15 #include "gl/GrGLTypes.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 static uint16_t sampler_key(GrSLType samplerType, GrPixelConfig config, GrShader Flags visibility, 20 static uint16_t sampler_key(GrSLType samplerType, GrPixelConfig config, GrShader Flags visibility,
21 const GrGLSLCaps& caps) { 21 const GrGLSLCaps& caps) {
22 enum { 22 enum {
23 kFirstSamplerType = kSampler2D_GrSLType, 23 kFirstSamplerType = kTexture2DSampler_GrSLType,
24 kLastSamplerType = kSamplerBuffer_GrSLType, 24 kLastSamplerType = kTextureBufferSampler_GrSLType,
25 kSamplerTypeKeyBits = 4 25 kSamplerTypeKeyBits = 4
26 }; 26 };
27 GR_STATIC_ASSERT(kLastSamplerType - kFirstSamplerType < (1 << kSamplerTypeKe yBits)); 27 GR_STATIC_ASSERT(kLastSamplerType - kFirstSamplerType < (1 << kSamplerTypeKe yBits));
28 28
29 SkASSERT((int)samplerType >= kFirstSamplerType && (int)samplerType <= kLastS amplerType); 29 SkASSERT((int)samplerType >= kFirstSamplerType && (int)samplerType <= kLastS amplerType);
30 int samplerTypeKey = samplerType - kFirstSamplerType; 30 int samplerTypeKey = samplerType - kFirstSamplerType;
31 31
32 return SkToU16(caps.configTextureSwizzle(config).asKey() | 32 return SkToU16(caps.configTextureSwizzle(config).asKey() |
33 (samplerTypeKey << 8) | 33 (samplerTypeKey << 8) |
34 (caps.samplerPrecision(config, visibility) << (8 + kSamplerTy peKeyBits))); 34 (caps.samplerPrecision(config, visibility) << (8 + kSamplerTy peKeyBits)));
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45 } 45 }
46 uint16_t* k16 = SkTCast<uint16_t*>(b->add32n(word32Count)); 46 uint16_t* k16 = SkTCast<uint16_t*>(b->add32n(word32Count));
47 int i = 0; 47 int i = 0;
48 for (; i < numTextures; ++i) { 48 for (; i < numTextures; ++i) {
49 const GrTextureAccess& access = proc.textureAccess(i); 49 const GrTextureAccess& access = proc.textureAccess(i);
50 const GrTexture* tex = access.getTexture(); 50 const GrTexture* tex = access.getTexture();
51 k16[i] = sampler_key(tex->samplerType(), tex->config(), access.getVisibi lity(), caps); 51 k16[i] = sampler_key(tex->samplerType(), tex->config(), access.getVisibi lity(), caps);
52 } 52 }
53 for (; i < numSamplers; ++i) { 53 for (; i < numSamplers; ++i) {
54 const GrBufferAccess& access = proc.bufferAccess(i - numTextures); 54 const GrBufferAccess& access = proc.bufferAccess(i - numTextures);
55 k16[i] = sampler_key(kSamplerBuffer_GrSLType, access.texelConfig(), acce ss.visibility(), 55 k16[i] = sampler_key(kTextureBufferSampler_GrSLType, access.texelConfig( ),
56 caps); 56 access.visibility(), caps);
57 } 57 }
58 // zero the last 16 bits if the number of samplers is odd. 58 // zero the last 16 bits if the number of samplers is odd.
59 if (numSamplers & 0x1) { 59 if (numSamplers & 0x1) {
60 k16[numSamplers] = 0; 60 k16[numSamplers] = 0;
61 } 61 }
62 } 62 }
63 63
64 /** 64 /**
65 * A function which emits a meta key into the key builder. This is required bec ause shader code may 65 * A function which emits a meta key into the key builder. This is required bec ause shader code may
66 * be dependent on properties of the effect that the effect itself doesn't use 66 * be dependent on properties of the effect that the effect itself doesn't use
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181 } else { 181 } else {
182 header->fIgnoresCoverage = 0; 182 header->fIgnoresCoverage = 0;
183 } 183 }
184 184
185 header->fSnapVerticesToPixelCenters = pipeline.snapVerticesToPixelCenters(); 185 header->fSnapVerticesToPixelCenters = pipeline.snapVerticesToPixelCenters();
186 header->fColorEffectCnt = pipeline.numColorFragmentProcessors(); 186 header->fColorEffectCnt = pipeline.numColorFragmentProcessors();
187 header->fCoverageEffectCnt = pipeline.numCoverageFragmentProcessors(); 187 header->fCoverageEffectCnt = pipeline.numCoverageFragmentProcessors();
188 glDesc->finalize(); 188 glDesc->finalize();
189 return true; 189 return true;
190 } 190 }
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