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

Issue 23471008: Add a requiresVertexShader method to GrGLEffect (Closed) Base URL: https://skia.googlecode.com/svn/trunk
Patch Set: Created 7 years, 3 months ago
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1 /* 1 /*
2 * Copyright 2011 Google Inc. 2 * Copyright 2011 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 "GrGLProgram.h" 8 #include "GrGLProgram.h"
9 9
10 #include "GrAllocator.h" 10 #include "GrAllocator.h"
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439 } 439 }
440 440
441 return true; 441 return true;
442 } 442 }
443 443
444 bool GrGLProgram::genProgram(const GrEffectStage* colorStages[], 444 bool GrGLProgram::genProgram(const GrEffectStage* colorStages[],
445 const GrEffectStage* coverageStages[]) { 445 const GrEffectStage* coverageStages[]) {
446 SkASSERT(0 == fProgramID); 446 SkASSERT(0 == fProgramID);
447 447
448 const GrGLProgramDesc::KeyHeader& header = fDesc.getHeader(); 448 const GrGLProgramDesc::KeyHeader& header = fDesc.getHeader();
449 const bool hasExplicitLocalCoords = -1 != header.fLocalCoordAttributeIndex;
449 450
450 bool needsVertexShader = true; 451 // Get the coeffs for the Mode-based color filter, determine if color is nee ded.
452 SkXfermode::Coeff colorCoeff;
453 SkXfermode::Coeff filterColorCoeff;
454 SkAssertResult(
455 SkXfermode::ModeAsCoeff(static_cast<SkXfermode::Mode>(header.fColorFilte rXfermode),
456 &filterColorCoeff,
457 &colorCoeff));
458 bool needColor, needFilterColor;
459 need_blend_inputs(filterColorCoeff, colorCoeff, &needFilterColor, &needColor );
451 460
452 GrGLShaderBuilder builder(fGpu->ctxInfo(), fUniformManager, fDesc, needsVert exShader); 461 // Create the GL effects.
462 bool requiresVertexShader = true;
463
464 SkTArray<GrDrawEffect> colorDrawEffects(needColor ? fDesc.numColorEffects() : 0);
bsalomon 2013/09/06 14:10:03 A couple small style things.. we try to wrap at 10
Chris Dalton 2013/09/06 17:17:24 Will do.
465 if (needColor) {
466 for (int e = 0; e < fDesc.numColorEffects(); ++e) {
467 SkASSERT(NULL != colorStages[e] && NULL != colorStages[e]->getEffect ());
468 SkNEW_APPEND_TO_TARRAY(&colorDrawEffects, GrDrawEffect, (*colorStage s[e], hasExplicitLocalCoords));
469 fColorEffects[e].fGLEffect =
470 (*colorStages[e]->getEffect())->getFactory().createGLInstance(co lorDrawEffects[e]);
471 requiresVertexShader = requiresVertexShader
472 || fColorEffects[e].fGLEffect->requiresVertex Shader(colorDrawEffects[e]);
473 }
474 }
475
476 SkTArray<GrDrawEffect> coverageDrawEffects(fDesc.numCoverageEffects());
477 for (int e = 0; e < fDesc.numCoverageEffects(); ++e) {
478 SkASSERT(NULL != coverageStages[e] && NULL != coverageStages[e]->getEffe ct());
479 SkNEW_APPEND_TO_TARRAY(&coverageDrawEffects, GrDrawEffect, (*coverageSta ges[e], hasExplicitLocalCoords));
480 fCoverageEffects[e].fGLEffect =
481 (*coverageStages[e]->getEffect())->getFactory().createGLInstance(cov erageDrawEffects[e]);
482 requiresVertexShader = requiresVertexShader
483 || fCoverageEffects[e].fGLEffect->requiresVertexS hader(coverageDrawEffects[e]);;
484 }
485
486 GrGLShaderBuilder builder(fGpu->ctxInfo(), fUniformManager, fDesc, requiresV ertexShader);
453 487
454 if (GrGLShaderBuilder::VertexBuilder* vertexBuilder = builder.getVertexBuild er()) { 488 if (GrGLShaderBuilder::VertexBuilder* vertexBuilder = builder.getVertexBuild er()) {
455 const char* viewMName; 489 const char* viewMName;
456 fUniformHandles.fViewMatrixUni = builder.addUniform(GrGLShaderBuilder::k Vertex_Visibility, 490 fUniformHandles.fViewMatrixUni = builder.addUniform(GrGLShaderBuilder::k Vertex_Visibility,
457 kMat33f_GrSLType, "V iewM", &viewMName); 491 kMat33f_GrSLType, "V iewM", &viewMName);
458 492
459 vertexBuilder->vsCodeAppendf("\tvec3 pos3 = %s * vec3(%s, 1);\n" 493 vertexBuilder->vsCodeAppendf("\tvec3 pos3 = %s * vec3(%s, 1);\n"
460 "\tgl_Position = vec4(pos3.xy, 0, pos3.z);\ n", 494 "\tgl_Position = vec4(pos3.xy, 0, pos3.z);\ n",
461 viewMName, vertexBuilder->positionAttribute ().c_str()); 495 viewMName, vertexBuilder->positionAttribute ().c_str());
462 496
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479 declared_color_output_name(), 513 declared_color_output_name(),
480 &colorOutput); 514 &colorOutput);
481 if (isColorDeclared) { 515 if (isColorDeclared) {
482 builder.fsOutputAppend(colorOutput); 516 builder.fsOutputAppend(colorOutput);
483 } 517 }
484 518
485 // incoming color to current stage being processed. 519 // incoming color to current stage being processed.
486 SkString inColor; 520 SkString inColor;
487 GrSLConstantVec knownColorValue = this->genInputColor(&builder, &inColor); 521 GrSLConstantVec knownColorValue = this->genInputColor(&builder, &inColor);
488 522
489 // Get the coeffs for the Mode-based color filter, determine if color is nee ded.
490 SkXfermode::Coeff colorCoeff;
491 SkXfermode::Coeff filterColorCoeff;
492 SkAssertResult(
493 SkXfermode::ModeAsCoeff(static_cast<SkXfermode::Mode>(header.fColorFilte rXfermode),
494 &filterColorCoeff,
495 &colorCoeff));
496 bool needColor, needFilterColor;
497 need_blend_inputs(filterColorCoeff, colorCoeff, &needFilterColor, &needColor );
498
499 // used in order for builder to return the per-stage uniform handles. 523 // used in order for builder to return the per-stage uniform handles.
500 typedef SkTArray<GrGLUniformManager::UniformHandle, true>* UniHandleArrayPtr ; 524 typedef SkTArray<GrGLUniformManager::UniformHandle, true>* UniHandleArrayPtr ;
501 int maxColorOrCovEffectCnt = GrMax(fDesc.numColorEffects(), fDesc.numCoverag eEffects()); 525 int maxColorOrCovEffectCnt = GrMax(fDesc.numColorEffects(), fDesc.numCoverag eEffects());
502 SkAutoTArray<UniHandleArrayPtr> effectUniformArrays(maxColorOrCovEffectCnt); 526 SkAutoTArray<UniHandleArrayPtr> effectUniformArrays(maxColorOrCovEffectCnt);
503 SkAutoTArray<GrGLEffect*> glEffects(maxColorOrCovEffectCnt); 527 SkAutoTArray<GrGLEffect*> glEffects(maxColorOrCovEffectCnt);
504 528
505 if (needColor) { 529 if (needColor) {
506 for (int e = 0; e < fDesc.numColorEffects(); ++e) { 530 for (int e = 0; e < fDesc.numColorEffects(); ++e) {
531 glEffects[e] = fColorEffects[e].fGLEffect;
507 effectUniformArrays[e] = &fColorEffects[e].fSamplerUnis; 532 effectUniformArrays[e] = &fColorEffects[e].fSamplerUnis;
508 } 533 }
509 534
510 builder.emitEffects(colorStages, 535 builder.emitEffects(glEffects.get(),
536 colorDrawEffects.begin(),
511 fDesc.effectKeys(), 537 fDesc.effectKeys(),
512 fDesc.numColorEffects(), 538 fDesc.numColorEffects(),
513 &inColor, 539 &inColor,
514 &knownColorValue, 540 &knownColorValue,
515 effectUniformArrays.get(), 541 effectUniformArrays.get());
516 glEffects.get());
517
518 for (int e = 0; e < fDesc.numColorEffects(); ++e) {
519 fColorEffects[e].fGLEffect = glEffects[e];
520 }
521 } 542 }
522 543
523 // Insert the color filter. This will soon be replaced by a color effect. 544 // Insert the color filter. This will soon be replaced by a color effect.
524 if (SkXfermode::kDst_Mode != header.fColorFilterXfermode) { 545 if (SkXfermode::kDst_Mode != header.fColorFilterXfermode) {
525 const char* colorFilterColorUniName = NULL; 546 const char* colorFilterColorUniName = NULL;
526 fUniformHandles.fColorFilterUni = builder.addUniform(GrGLShaderBuilder:: kFragment_Visibility, 547 fUniformHandles.fColorFilterUni = builder.addUniform(GrGLShaderBuilder:: kFragment_Visibility,
527 kVec4f_GrSLType, "F ilterColor", 548 kVec4f_GrSLType, "F ilterColor",
528 &colorFilterColorUn iName); 549 &colorFilterColorUn iName);
529 550
530 builder.fsCodeAppend("\tvec4 filteredColor;\n"); 551 builder.fsCodeAppend("\tvec4 filteredColor;\n");
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541 colorCoeff, colorFilterColorUniName, color); 562 colorCoeff, colorFilterColorUniName, color);
542 inColor = "filteredColor"; 563 inColor = "filteredColor";
543 } 564 }
544 565
545 /////////////////////////////////////////////////////////////////////////// 566 ///////////////////////////////////////////////////////////////////////////
546 // compute the partial coverage 567 // compute the partial coverage
547 SkString inCoverage; 568 SkString inCoverage;
548 GrSLConstantVec knownCoverageValue = this->genInputCoverage(&builder, &inCov erage); 569 GrSLConstantVec knownCoverageValue = this->genInputCoverage(&builder, &inCov erage);
549 570
550 for (int e = 0; e < fDesc.numCoverageEffects(); ++e) { 571 for (int e = 0; e < fDesc.numCoverageEffects(); ++e) {
572 glEffects[e] = fCoverageEffects[e].fGLEffect;
551 effectUniformArrays[e] = &fCoverageEffects[e].fSamplerUnis; 573 effectUniformArrays[e] = &fCoverageEffects[e].fSamplerUnis;
552 } 574 }
553 575
554 builder.emitEffects(coverageStages, 576 builder.emitEffects(glEffects.get(),
577 coverageDrawEffects.begin(),
555 fDesc.getEffectKeys() + fDesc.numColorEffects(), 578 fDesc.getEffectKeys() + fDesc.numColorEffects(),
556 fDesc.numCoverageEffects(), 579 fDesc.numCoverageEffects(),
557 &inCoverage, 580 &inCoverage,
558 &knownCoverageValue, 581 &knownCoverageValue,
559 effectUniformArrays.get(), 582 effectUniformArrays.get());
560 glEffects.get());
561 for (int e = 0; e < fDesc.numCoverageEffects(); ++e) {
562 fCoverageEffects[e].fGLEffect = glEffects[e];
563 }
564 583
565 // discard if coverage is zero 584 // discard if coverage is zero
566 if (header.fDiscardIfZeroCoverage && kOnes_GrSLConstantVec != knownCoverageV alue) { 585 if (header.fDiscardIfZeroCoverage && kOnes_GrSLConstantVec != knownCoverageV alue) {
567 if (kZeros_GrSLConstantVec == knownCoverageValue) { 586 if (kZeros_GrSLConstantVec == knownCoverageValue) {
568 // This is unfortunate. 587 // This is unfortunate.
569 builder.fsCodeAppend("\tdiscard;\n"); 588 builder.fsCodeAppend("\tdiscard;\n");
570 } else { 589 } else {
571 builder.fsCodeAppendf("\tif (all(lessThanEqual(%s, vec4(0.0)))) {\n\ t\tdiscard;\n\t}\n", 590 builder.fsCodeAppendf("\tif (all(lessThanEqual(%s, vec4(0.0)))) {\n\ t\tdiscard;\n\t}\n",
572 inCoverage.c_str()); 591 inCoverage.c_str());
573 } 592 }
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983 1002
984 fMatrixState.fViewMatrix = drawState.getViewMatrix(); 1003 fMatrixState.fViewMatrix = drawState.getViewMatrix();
985 fMatrixState.fRenderTargetSize = size; 1004 fMatrixState.fRenderTargetSize = size;
986 fMatrixState.fRenderTargetOrigin = rt->origin(); 1005 fMatrixState.fRenderTargetOrigin = rt->origin();
987 1006
988 GrGLfloat viewMatrix[3 * 3]; 1007 GrGLfloat viewMatrix[3 * 3];
989 fMatrixState.getGLMatrix<3>(viewMatrix); 1008 fMatrixState.getGLMatrix<3>(viewMatrix);
990 fUniformManager.setMatrix3f(fUniformHandles.fViewMatrixUni, viewMatrix); 1009 fUniformManager.setMatrix3f(fUniformHandles.fViewMatrixUni, viewMatrix);
991 } 1010 }
992 } 1011 }
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