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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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