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Side by Side Diff: src/gpu/glsl/GrGLSLShaderBuilder.cpp

Issue 2489673002: added constant folding & branch elimination to skslc (Closed)
Patch Set: textureProj on rectangle textures now working Created 3 years, 8 months ago
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1 /* 1 /*
2 * Copyright 2014 Google Inc. 2 * Copyright 2014 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 "GrShaderVar.h" 8 #include "GrShaderVar.h"
9 #include "GrShaderCaps.h" 9 #include "GrShaderCaps.h"
10 #include "GrSwizzle.h" 10 #include "GrSwizzle.h"
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65 if (swizzle != GrSwizzle::RGBA()) { 65 if (swizzle != GrSwizzle::RGBA()) {
66 out->appendf(".%s", swizzle.c_str()); 66 out->appendf(".%s", swizzle.c_str());
67 } 67 }
68 } 68 }
69 69
70 void GrGLSLShaderBuilder::appendTextureLookup(SkString* out, 70 void GrGLSLShaderBuilder::appendTextureLookup(SkString* out,
71 SamplerHandle samplerHandle, 71 SamplerHandle samplerHandle,
72 const char* coordName, 72 const char* coordName,
73 GrSLType varyingType) const { 73 GrSLType varyingType) const {
74 const GrShaderVar& sampler = fProgramBuilder->samplerVariable(samplerHandle) ; 74 const GrShaderVar& sampler = fProgramBuilder->samplerVariable(samplerHandle) ;
75 GrSLType samplerType = sampler.getType(); 75 out->appendf("texture(%s, %s)", sampler.c_str(), coordName);
76 if (samplerType == kTexture2DRectSampler_GrSLType) {
77 if (varyingType == kVec2f_GrSLType) {
78 out->appendf("texture(%s, textureSize(%s) * %s)",
79 sampler.c_str(), sampler.c_str(), coordName);
80 } else {
81 out->appendf("texture(%s, vec3(textureSize(%s) * %s.xy, %s.z))",
82 sampler.c_str(), sampler.c_str(), coordName, coordName) ;
83 }
84 } else {
85 out->appendf("texture(%s, %s)", sampler.c_str(), coordName);
86 }
87 append_texture_swizzle(out, fProgramBuilder->samplerSwizzle(samplerHandle)); 76 append_texture_swizzle(out, fProgramBuilder->samplerSwizzle(samplerHandle));
88 } 77 }
89 78
90 void GrGLSLShaderBuilder::appendTextureLookup(SamplerHandle samplerHandle, 79 void GrGLSLShaderBuilder::appendTextureLookup(SamplerHandle samplerHandle,
91 const char* coordName, 80 const char* coordName,
92 GrSLType varyingType, 81 GrSLType varyingType,
93 GrGLSLColorSpaceXformHelper* color XformHelper) { 82 GrGLSLColorSpaceXformHelper* color XformHelper) {
94 if (colorXformHelper && colorXformHelper->isValid()) { 83 if (colorXformHelper && colorXformHelper->isValid()) {
95 // With a color gamut transform, we need to wrap the lookup in another f unction call 84 // With a color gamut transform, we need to wrap the lookup in another f unction call
96 SkString lookup; 85 SkString lookup;
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236 // append the 'footer' to code 225 // append the 'footer' to code
237 this->code().append("}"); 226 this->code().append("}");
238 227
239 for (int i = 0; i <= fCodeIndex; i++) { 228 for (int i = 0; i <= fCodeIndex; i++) {
240 fCompilerStrings[i] = fShaderStrings[i].c_str(); 229 fCompilerStrings[i] = fShaderStrings[i].c_str();
241 fCompilerStringLengths[i] = (int)fShaderStrings[i].size(); 230 fCompilerStringLengths[i] = (int)fShaderStrings[i].size();
242 } 231 }
243 232
244 fFinalized = true; 233 fFinalized = true;
245 } 234 }
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