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