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| 1 /* | |
| 2 * Copyright 2012 Google Inc. | |
| 3 * | |
| 4 * Use of this source code is governed by a BSD-style license that can be | |
| 5 * found in the LICENSE file. | |
| 6 */ | |
| 7 | |
| 8 #include "GrGLSL.h" | |
| 9 #include "GrGLEffect.h" | |
| 10 #include "GrCoordTransform.h" | |
| 11 #include "GrDrawEffect.h" | |
| 12 | |
| 13 GrGLEffect::GrGLEffect(const GrBackendEffectFactory& factory) | |
| 14 : fFactory(factory) { | |
| 15 } | |
| 16 | |
| 17 GrGLEffect::~GrGLEffect() { | |
| 18 } | |
| 19 | |
| 20 /////////////////////////////////////////////////////////////////////////////// | |
| 21 | |
| 22 void GrGLEffect::setData(const GrGLUniformManager&, const GrDrawEffect&) { | |
| 23 } | |
| 24 | |
| 25 GrGLEffect::EffectKey GrGLEffect::GenTextureKey(const GrDrawEffect& drawEffect, | |
| 26 const GrGLCaps& caps) { | |
| 27 EffectKey key = 0; | |
| 28 int numTextures = (*drawEffect.effect())->numTextures(); | |
| 29 for (int index = 0; index < numTextures; ++index) { | |
| 30 const GrTextureAccess& access = (*drawEffect.effect())->textureAccess(in
dex); | |
| 31 EffectKey value = GrGLShaderBuilder::KeyForTextureAccess(access, caps) <
< index; | |
| 32 SkASSERT(0 == (value & key)); // keys for each access ought not to overl
ap | |
| 33 key |= value; | |
| 34 } | |
| 35 return key; | |
| 36 } | |
| 37 | |
| 38 GrGLEffect::EffectKey GrGLEffect::GenTransformKey(const GrDrawEffect& drawEffect
) { | |
| 39 EffectKey key = 0; | |
| 40 int numTransforms = (*drawEffect.effect())->numTransforms(); | |
| 41 for (int index = 0; index < numTransforms; ++index) { | |
| 42 EffectKey value = GrGLCoordTransform::GenKey(drawEffect, index); | |
| 43 value <<= index * GrGLCoordTransform::kKeyBits; | |
| 44 SkASSERT(0 == (value & key)); // keys for each transform ought not to ov
erlap | |
| 45 key |= value; | |
| 46 } | |
| 47 return key; | |
| 48 } | |
| 49 | |
| 50 GrGLEffect::EffectKey GrGLEffect::GenAttribKey(const GrDrawEffect& drawEffect) { | |
| 51 EffectKey key = 0; | |
| 52 | |
| 53 int numAttributes = drawEffect.getVertexAttribIndexCount(); | |
| 54 SkASSERT(numAttributes <= 2); | |
| 55 const int* attributeIndices = drawEffect.getVertexAttribIndices(); | |
| 56 for (int index = 0; index < numAttributes; ++index) { | |
| 57 EffectKey value = attributeIndices[index] << 3*index; | |
| 58 SkASSERT(0 == (value & key)); // keys for each attribute ought not to ov
erlap | |
| 59 key |= value; | |
| 60 } | |
| 61 | |
| 62 return key; | |
| 63 } | |
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