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Unified Diff: src/gpu/GrAARectRenderer.cpp

Issue 491673002: Initial refactor of shaderbuilder (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: Created 6 years, 4 months ago
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Index: src/gpu/GrAARectRenderer.cpp
diff --git a/src/gpu/GrAARectRenderer.cpp b/src/gpu/GrAARectRenderer.cpp
index 1d350c335bf721cd444a58931ab5886de49de2d0..b4790bb99d9d309f640a9ca0ce0dd217afc5cfb9 100644
--- a/src/gpu/GrAARectRenderer.cpp
+++ b/src/gpu/GrAARectRenderer.cpp
@@ -5,10 +5,10 @@
* found in the LICENSE file.
*/
+#include "gl/builders/GrGLProgramBuilder.h"
#include "GrAARectRenderer.h"
#include "GrGpu.h"
#include "gl/GrGLEffect.h"
-#include "gl/GrGLShaderBuilder.h"
#include "gl/GrGLVertexEffect.h"
#include "GrTBackendEffectFactory.h"
#include "SkColorPriv.h"
@@ -44,7 +44,7 @@ public:
GLEffect(const GrBackendEffectFactory& factory, const GrDrawEffect&)
: INHERITED (factory) {}
- virtual void emitCode(GrGLFullShaderBuilder* builder,
+ virtual void emitCode(GrGLFullProgramBuilder* builder,
const GrDrawEffect& drawEffect,
const GrEffectKey& key,
const char* outputColor,
@@ -56,35 +56,38 @@ public:
// zw -> w/2+0.5, h/2+0.5
const char *vsRectName, *fsRectName;
builder->addVarying(kVec4f_GrSLType, "Rect", &vsRectName, &fsRectName);
+
+ GrGLVertexShaderBuilder* vsBuilder = builder->getVertexShaderBuilder();
const SkString* attr0Name =
- builder->getEffectAttributeName(drawEffect.getVertexAttribIndices()[0]);
- builder->vsCodeAppendf("\t%s = %s;\n", vsRectName, attr0Name->c_str());
+ vsBuilder->getEffectAttributeName(drawEffect.getVertexAttribIndices()[0]);
+ vsBuilder->codeAppendf("\t%s = %s;\n", vsRectName, attr0Name->c_str());
+ GrGLFragmentShaderBuilder* fsBuilder = builder->getFragmentShaderBuilder();
// TODO: compute all these offsets, spans, and scales in the VS
- builder->fsCodeAppendf("\tfloat insetW = min(1.0, %s.z) - 0.5;\n", fsRectName);
- builder->fsCodeAppendf("\tfloat insetH = min(1.0, %s.w) - 0.5;\n", fsRectName);
- builder->fsCodeAppend("\tfloat outset = 0.5;\n");
+ fsBuilder->codeAppendf("\tfloat insetW = min(1.0, %s.z) - 0.5;\n", fsRectName);
+ fsBuilder->codeAppendf("\tfloat insetH = min(1.0, %s.w) - 0.5;\n", fsRectName);
+ fsBuilder->codeAppend("\tfloat outset = 0.5;\n");
// For rects > 1 pixel wide and tall the span's are noops (i.e., 1.0). For rects
// < 1 pixel wide or tall they serve to normalize the < 1 ramp to a 0 .. 1 range.
- builder->fsCodeAppend("\tfloat spanW = insetW + outset;\n");
- builder->fsCodeAppend("\tfloat spanH = insetH + outset;\n");
+ fsBuilder->codeAppend("\tfloat spanW = insetW + outset;\n");
+ fsBuilder->codeAppend("\tfloat spanH = insetH + outset;\n");
// For rects < 1 pixel wide or tall, these scale factors are used to cap the maximum
// value of coverage that is used. In other words it is the coverage that is
// used in the interior of the rect after the ramp.
- builder->fsCodeAppend("\tfloat scaleW = min(1.0, 2.0*insetW/spanW);\n");
- builder->fsCodeAppend("\tfloat scaleH = min(1.0, 2.0*insetH/spanH);\n");
+ fsBuilder->codeAppend("\tfloat scaleW = min(1.0, 2.0*insetW/spanW);\n");
+ fsBuilder->codeAppend("\tfloat scaleH = min(1.0, 2.0*insetH/spanH);\n");
// Compute the coverage for the rect's width
- builder->fsCodeAppendf(
+ fsBuilder->codeAppendf(
"\tfloat coverage = scaleW*clamp((%s.z-abs(%s.x))/spanW, 0.0, 1.0);\n", fsRectName,
fsRectName);
// Compute the coverage for the rect's height and merge with the width
- builder->fsCodeAppendf(
+ fsBuilder->codeAppendf(
"\tcoverage = coverage*scaleH*clamp((%s.w-abs(%s.y))/spanH, 0.0, 1.0);\n",
fsRectName, fsRectName);
- builder->fsCodeAppendf("\t%s = %s;\n", outputColor,
+ fsBuilder->codeAppendf("\t%s = %s;\n", outputColor,
(GrGLSLExpr4(inputColor) * GrGLSLExpr1("coverage")).c_str());
}
@@ -160,7 +163,7 @@ public:
GLEffect(const GrBackendEffectFactory& factory, const GrDrawEffect&)
: INHERITED (factory) {}
- virtual void emitCode(GrGLFullShaderBuilder* builder,
+ virtual void emitCode(GrGLFullProgramBuilder* builder,
const GrDrawEffect& drawEffect,
const GrEffectKey& key,
const char* outputColor,
@@ -172,50 +175,53 @@ public:
const char *vsRectEdgeName, *fsRectEdgeName;
builder->addVarying(kVec4f_GrSLType, "RectEdge",
&vsRectEdgeName, &fsRectEdgeName);
+
+ GrGLVertexShaderBuilder* vsBuilder = builder->getVertexShaderBuilder();
const SkString* attr0Name =
- builder->getEffectAttributeName(drawEffect.getVertexAttribIndices()[0]);
- builder->vsCodeAppendf("\t%s = %s;\n", vsRectEdgeName, attr0Name->c_str());
+ vsBuilder->getEffectAttributeName(drawEffect.getVertexAttribIndices()[0]);
+ vsBuilder->codeAppendf("\t%s = %s;\n", vsRectEdgeName, attr0Name->c_str());
// setup the varying for width/2+.5 and height/2+.5
const char *vsWidthHeightName, *fsWidthHeightName;
builder->addVarying(kVec2f_GrSLType, "WidthHeight",
&vsWidthHeightName, &fsWidthHeightName);
const SkString* attr1Name =
- builder->getEffectAttributeName(drawEffect.getVertexAttribIndices()[1]);
- builder->vsCodeAppendf("\t%s = %s;\n", vsWidthHeightName, attr1Name->c_str());
+ vsBuilder->getEffectAttributeName(drawEffect.getVertexAttribIndices()[1]);
+ vsBuilder->codeAppendf("\t%s = %s;\n", vsWidthHeightName, attr1Name->c_str());
+ GrGLFragmentShaderBuilder* fsBuilder = builder->getFragmentShaderBuilder();
// TODO: compute all these offsets, spans, and scales in the VS
- builder->fsCodeAppendf("\tfloat insetW = min(1.0, %s.x) - 0.5;\n", fsWidthHeightName);
- builder->fsCodeAppendf("\tfloat insetH = min(1.0, %s.y) - 0.5;\n", fsWidthHeightName);
- builder->fsCodeAppend("\tfloat outset = 0.5;\n");
+ fsBuilder->codeAppendf("\tfloat insetW = min(1.0, %s.x) - 0.5;\n", fsWidthHeightName);
+ fsBuilder->codeAppendf("\tfloat insetH = min(1.0, %s.y) - 0.5;\n", fsWidthHeightName);
+ fsBuilder->codeAppend("\tfloat outset = 0.5;\n");
// For rects > 1 pixel wide and tall the span's are noops (i.e., 1.0). For rects
// < 1 pixel wide or tall they serve to normalize the < 1 ramp to a 0 .. 1 range.
- builder->fsCodeAppend("\tfloat spanW = insetW + outset;\n");
- builder->fsCodeAppend("\tfloat spanH = insetH + outset;\n");
+ fsBuilder->codeAppend("\tfloat spanW = insetW + outset;\n");
+ fsBuilder->codeAppend("\tfloat spanH = insetH + outset;\n");
// For rects < 1 pixel wide or tall, these scale factors are used to cap the maximum
// value of coverage that is used. In other words it is the coverage that is
// used in the interior of the rect after the ramp.
- builder->fsCodeAppend("\tfloat scaleW = min(1.0, 2.0*insetW/spanW);\n");
- builder->fsCodeAppend("\tfloat scaleH = min(1.0, 2.0*insetH/spanH);\n");
+ fsBuilder->codeAppend("\tfloat scaleW = min(1.0, 2.0*insetW/spanW);\n");
+ fsBuilder->codeAppend("\tfloat scaleH = min(1.0, 2.0*insetH/spanH);\n");
// Compute the coverage for the rect's width
- builder->fsCodeAppendf("\tvec2 offset = %s.xy - %s.xy;\n",
- builder->fragmentPosition(), fsRectEdgeName);
- builder->fsCodeAppendf("\tfloat perpDot = abs(offset.x * %s.w - offset.y * %s.z);\n",
+ fsBuilder->codeAppendf("\tvec2 offset = %s.xy - %s.xy;\n",
+ fsBuilder->fragmentPosition(), fsRectEdgeName);
+ fsBuilder->codeAppendf("\tfloat perpDot = abs(offset.x * %s.w - offset.y * %s.z);\n",
fsRectEdgeName, fsRectEdgeName);
- builder->fsCodeAppendf(
+ fsBuilder->codeAppendf(
"\tfloat coverage = scaleW*clamp((%s.x-perpDot)/spanW, 0.0, 1.0);\n",
fsWidthHeightName);
// Compute the coverage for the rect's height and merge with the width
- builder->fsCodeAppendf("\tperpDot = abs(dot(offset, %s.zw));\n",
+ fsBuilder->codeAppendf("\tperpDot = abs(dot(offset, %s.zw));\n",
fsRectEdgeName);
- builder->fsCodeAppendf(
+ fsBuilder->codeAppendf(
"\tcoverage = coverage*scaleH*clamp((%s.y-perpDot)/spanH, 0.0, 1.0);\n",
fsWidthHeightName);
- builder->fsCodeAppendf("\t%s = %s;\n", outputColor,
+ fsBuilder->codeAppendf("\t%s = %s;\n", outputColor,
(GrGLSLExpr4(inputColor) * GrGLSLExpr1("coverage")).c_str());
}
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