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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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46 fFS.addFeature(featureBit, extensionName); | 46 fFS.addFeature(featureBit, extensionName); |
47 } | 47 } |
48 } | 48 } |
49 | 49 |
50 bool GrGLSLProgramBuilder::emitAndInstallProcs(GrGLSLExpr4* inputColor, | 50 bool GrGLSLProgramBuilder::emitAndInstallProcs(GrGLSLExpr4* inputColor, |
51 GrGLSLExpr4* inputCoverage) { | 51 GrGLSLExpr4* inputCoverage) { |
52 // First we loop over all of the installed processors and collect coord tran
sforms. These will | 52 // First we loop over all of the installed processors and collect coord tran
sforms. These will |
53 // be sent to the GrGLSLPrimitiveProcessor in its emitCode function | 53 // be sent to the GrGLSLPrimitiveProcessor in its emitCode function |
54 const GrPrimitiveProcessor& primProc = this->primitiveProcessor(); | 54 const GrPrimitiveProcessor& primProc = this->primitiveProcessor(); |
55 | 55 |
56 for (int i = 0; i < this->pipeline().numFragmentProcessors(); i++) { | |
57 const GrFragmentProcessor& processor = this->pipeline().getFragmentProce
ssor(i); | |
58 | |
59 SkTArray<const GrCoordTransform*, true>& procCoords = fCoordTransforms.p
ush_back(); | |
60 processor.gatherCoordTransforms(&procCoords); | |
61 } | |
62 | |
63 this->emitAndInstallPrimProc(primProc, inputColor, inputCoverage); | 56 this->emitAndInstallPrimProc(primProc, inputColor, inputCoverage); |
64 | 57 |
65 int numProcs = this->pipeline().numFragmentProcessors(); | 58 this->emitAndInstallFragProcs(inputColor, inputCoverage); |
66 this->emitAndInstallFragProcs(0, this->pipeline().numColorFragmentProcessors
(), inputColor); | |
67 this->emitAndInstallFragProcs(this->pipeline().numColorFragmentProcessors(),
numProcs, | |
68 inputCoverage); | |
69 if (primProc.getPixelLocalStorageState() != | 59 if (primProc.getPixelLocalStorageState() != |
70 GrPixelLocalStorageState::kDraw_GrPixelLocalStorageState) { | 60 GrPixelLocalStorageState::kDraw_GrPixelLocalStorageState) { |
71 this->emitAndInstallXferProc(this->pipeline().getXferProcessor(), *input
Color, | 61 this->emitAndInstallXferProc(this->pipeline().getXferProcessor(), *input
Color, |
72 *inputCoverage, this->pipeline().ignoresCov
erage(), | 62 *inputCoverage, this->pipeline().ignoresCov
erage(), |
73 primProc.getPixelLocalStorageState()); | 63 primProc.getPixelLocalStorageState()); |
74 this->emitFSOutputSwizzle(this->pipeline().getXferProcessor().hasSeconda
ryOutput()); | 64 this->emitFSOutputSwizzle(this->pipeline().getXferProcessor().hasSeconda
ryOutput()); |
75 } | 65 } |
76 | 66 |
77 return this->checkSamplerCounts(); | 67 return this->checkSamplerCounts(); |
78 } | 68 } |
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102 fFS.codeAppend(openBrace.c_str()); | 92 fFS.codeAppend(openBrace.c_str()); |
103 fVS.codeAppendf("// Primitive Processor %s\n", proc.name()); | 93 fVS.codeAppendf("// Primitive Processor %s\n", proc.name()); |
104 | 94 |
105 SkASSERT(!fGeometryProcessor); | 95 SkASSERT(!fGeometryProcessor); |
106 fGeometryProcessor = proc.createGLSLInstance(*this->glslCaps()); | 96 fGeometryProcessor = proc.createGLSLInstance(*this->glslCaps()); |
107 | 97 |
108 SkSTArray<4, SamplerHandle> texSamplers(proc.numTextures()); | 98 SkSTArray<4, SamplerHandle> texSamplers(proc.numTextures()); |
109 SkSTArray<2, SamplerHandle> bufferSamplers(proc.numBuffers()); | 99 SkSTArray<2, SamplerHandle> bufferSamplers(proc.numBuffers()); |
110 this->emitSamplers(proc, &texSamplers, &bufferSamplers); | 100 this->emitSamplers(proc, &texSamplers, &bufferSamplers); |
111 | 101 |
| 102 GrGLSLPrimitiveProcessor::FPCoordTransformHandler transformHandler(fPipeline
, |
| 103 &fTransfo
rmedCoordVars); |
112 GrGLSLGeometryProcessor::EmitArgs args(&fVS, | 104 GrGLSLGeometryProcessor::EmitArgs args(&fVS, |
113 &fFS, | 105 &fFS, |
114 this->varyingHandler(), | 106 this->varyingHandler(), |
115 this->uniformHandler(), | 107 this->uniformHandler(), |
116 this->glslCaps(), | 108 this->glslCaps(), |
117 proc, | 109 proc, |
118 outputColor->c_str(), | 110 outputColor->c_str(), |
119 outputCoverage->c_str(), | 111 outputCoverage->c_str(), |
120 distanceVectorName, | 112 distanceVectorName, |
121 texSamplers.begin(), | 113 texSamplers.begin(), |
122 bufferSamplers.begin(), | 114 bufferSamplers.begin(), |
123 fCoordTransforms, | 115 &transformHandler); |
124 &fOutCoords); | |
125 fGeometryProcessor->emitCode(args); | 116 fGeometryProcessor->emitCode(args); |
126 | 117 |
127 // We have to check that effects and the code they emit are consistent, ie i
f an effect | 118 // We have to check that effects and the code they emit are consistent, ie i
f an effect |
128 // asks for dst color, then the emit code needs to follow suit | 119 // asks for dst color, then the emit code needs to follow suit |
129 SkDEBUGCODE(verify(proc);) | 120 SkDEBUGCODE(verify(proc);) |
130 | 121 |
131 fFS.codeAppend("}"); | 122 fFS.codeAppend("}"); |
132 } | 123 } |
133 | 124 |
134 void GrGLSLProgramBuilder::emitAndInstallFragProcs(int procOffset, | 125 void GrGLSLProgramBuilder::emitAndInstallFragProcs(GrGLSLExpr4* color, GrGLSLExp
r4* coverage) { |
135 int numProcs, | 126 int transformedCoordVarsIdx = 0; |
136 GrGLSLExpr4* inOut) { | 127 GrGLSLExpr4** inOut = &color; |
137 for (int i = procOffset; i < numProcs; ++i) { | 128 for (int i = 0; i < this->pipeline().numFragmentProcessors(); ++i) { |
| 129 if (i == this->pipeline().numColorFragmentProcessors()) { |
| 130 inOut = &coverage; |
| 131 } |
138 GrGLSLExpr4 output; | 132 GrGLSLExpr4 output; |
139 const GrFragmentProcessor& fp = this->pipeline().getFragmentProcessor(i)
; | 133 const GrFragmentProcessor& fp = this->pipeline().getFragmentProcessor(i)
; |
140 this->emitAndInstallFragProc(fp, i, *inOut, &output); | 134 this->emitAndInstallFragProc(fp, i, transformedCoordVarsIdx, **inOut, &o
utput); |
141 *inOut = output; | 135 GrFragmentProcessor::Iter iter(&fp); |
| 136 while (const GrFragmentProcessor* fp = iter.next()) { |
| 137 transformedCoordVarsIdx += fp->numCoordTransforms(); |
| 138 } |
| 139 **inOut = output; |
142 } | 140 } |
143 } | 141 } |
144 | 142 |
145 // TODO Processors cannot output zeros because an empty string is all 1s | 143 // TODO Processors cannot output zeros because an empty string is all 1s |
146 // the fix is to allow effects to take the GrGLSLExpr4 directly | 144 // the fix is to allow effects to take the GrGLSLExpr4 directly |
147 void GrGLSLProgramBuilder::emitAndInstallFragProc(const GrFragmentProcessor& fp, | 145 void GrGLSLProgramBuilder::emitAndInstallFragProc(const GrFragmentProcessor& fp, |
148 int index, | 146 int index, |
| 147 int transformedCoordVarsIdx, |
149 const GrGLSLExpr4& input, | 148 const GrGLSLExpr4& input, |
150 GrGLSLExpr4* output) { | 149 GrGLSLExpr4* output) { |
151 // Program builders have a bit of state we need to clear with each effect | 150 // Program builders have a bit of state we need to clear with each effect |
152 AutoStageAdvance adv(this); | 151 AutoStageAdvance adv(this); |
153 this->nameExpression(output, "output"); | 152 this->nameExpression(output, "output"); |
154 | 153 |
155 // Enclose custom code in a block to avoid namespace conflicts | 154 // Enclose custom code in a block to avoid namespace conflicts |
156 SkString openBrace; | 155 SkString openBrace; |
157 openBrace.printf("{ // Stage %d, %s\n", fStageIndex, fp.name()); | 156 openBrace.printf("{ // Stage %d, %s\n", fStageIndex, fp.name()); |
158 fFS.codeAppend(openBrace.c_str()); | 157 fFS.codeAppend(openBrace.c_str()); |
159 | 158 |
160 GrGLSLFragmentProcessor* fragProc = fp.createGLSLInstance(); | 159 GrGLSLFragmentProcessor* fragProc = fp.createGLSLInstance(); |
161 | 160 |
162 SkSTArray<4, SamplerHandle> texSamplers(fp.numTextures()); | 161 SkSTArray<4, SamplerHandle> texSamplers(fp.numTextures()); |
163 SkSTArray<2, SamplerHandle> bufferSamplers(fp.numBuffers()); | 162 SkSTArray<2, SamplerHandle> bufferSamplers(fp.numBuffers()); |
164 this->emitSamplers(fp, &texSamplers, &bufferSamplers); | 163 this->emitSamplers(fp, &texSamplers, &bufferSamplers); |
165 | 164 |
| 165 const GrShaderVar* coordVars = fTransformedCoordVars.begin() + transformedCo
ordVarsIdx; |
| 166 GrGLSLFragmentProcessor::TransformedCoordVars coords(&fp, coordVars); |
166 GrGLSLFragmentProcessor::EmitArgs args(&fFS, | 167 GrGLSLFragmentProcessor::EmitArgs args(&fFS, |
167 this->uniformHandler(), | 168 this->uniformHandler(), |
168 this->glslCaps(), | 169 this->glslCaps(), |
169 fp, | 170 fp, |
170 output->c_str(), | 171 output->c_str(), |
171 input.isOnes() ? nullptr : input.c_st
r(), | 172 input.isOnes() ? nullptr : input.c_st
r(), |
172 fOutCoords[index], | 173 coords, |
173 texSamplers.begin(), | 174 texSamplers.begin(), |
174 bufferSamplers.begin(), | 175 bufferSamplers.begin(), |
175 this->primitiveProcessor().implements
DistanceVector()); | 176 this->primitiveProcessor().implements
DistanceVector()); |
176 | 177 |
177 fragProc->emitCode(args); | 178 fragProc->emitCode(args); |
178 | 179 |
179 // We have to check that effects and the code they emit are consistent, ie i
f an effect | 180 // We have to check that effects and the code they emit are consistent, ie i
f an effect |
180 // asks for dst color, then the emit code needs to follow suit | 181 // asks for dst color, then the emit code needs to follow suit |
181 SkDEBUGCODE(verify(fp);) | 182 SkDEBUGCODE(verify(fp);) |
182 fFragmentProcessors.push_back(fragProc); | 183 fFragmentProcessors.push_back(fragProc); |
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411 void GrGLSLProgramBuilder::cleanupFragmentProcessors() { | 412 void GrGLSLProgramBuilder::cleanupFragmentProcessors() { |
412 for (int i = 0; i < fFragmentProcessors.count(); ++i) { | 413 for (int i = 0; i < fFragmentProcessors.count(); ++i) { |
413 delete fFragmentProcessors[i]; | 414 delete fFragmentProcessors[i]; |
414 } | 415 } |
415 } | 416 } |
416 | 417 |
417 void GrGLSLProgramBuilder::finalizeShaders() { | 418 void GrGLSLProgramBuilder::finalizeShaders() { |
418 this->varyingHandler()->finalize(); | 419 this->varyingHandler()->finalize(); |
419 fVS.finalize(kVertex_GrShaderFlag); | 420 fVS.finalize(kVertex_GrShaderFlag); |
420 fFS.finalize(kFragment_GrShaderFlag); | 421 fFS.finalize(kFragment_GrShaderFlag); |
421 | |
422 } | 422 } |
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