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1 /* | 1 /* |
2 * Copyright 2011 Google Inc. | 2 * Copyright 2011 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 "GrGLProgram.h" | 8 #include "GrGLProgram.h" |
9 | 9 |
| 10 #include "builders/GrGLFullProgramBuilder.h" |
10 #include "builders/GrGLFragmentOnlyProgramBuilder.h" | 11 #include "builders/GrGLFragmentOnlyProgramBuilder.h" |
11 #include "builders/GrGLFullProgramBuilder.h" | |
12 #include "GrAllocator.h" | 12 #include "GrAllocator.h" |
13 #include "GrEffect.h" | 13 #include "GrProcessor.h" |
14 #include "GrCoordTransform.h" | 14 #include "GrCoordTransform.h" |
15 #include "GrGLEffect.h" | 15 #include "GrGLProcessor.h" |
16 #include "GrGpuGL.h" | 16 #include "GrGpuGL.h" |
17 #include "GrGLPathRendering.h" | 17 #include "GrGLPathRendering.h" |
18 #include "GrGLShaderVar.h" | 18 #include "GrGLShaderVar.h" |
19 #include "GrGLSL.h" | 19 #include "GrGLSL.h" |
20 #include "GrOptDrawState.h" | 20 #include "GrOptDrawState.h" |
21 #include "SkXfermode.h" | 21 #include "SkXfermode.h" |
22 | 22 |
23 #define GL_CALL(X) GR_GL_CALL(fGpu->glInterface(), X) | 23 #define GL_CALL(X) GR_GL_CALL(fGpu->glInterface(), X) |
24 #define GL_CALL_RET(R, X) GR_GL_CALL_RET(fGpu->glInterface(), R, X) | 24 #define GL_CALL_RET(R, X) GR_GL_CALL_RET(fGpu->glInterface(), R, X) |
25 | 25 |
26 GrGLProgram* GrGLProgram::Create(GrGpuGL* gpu, | 26 GrGLProgram* GrGLProgram::Create(GrGpuGL* gpu, |
27 const GrGLProgramDesc& desc, | 27 const GrGLProgramDesc& desc, |
28 const GrEffectStage* geometryProcessor, | 28 const GrGeometryStage* geometryProcessor, |
29 const GrEffectStage* colorStages[], | 29 const GrFragmentStage* colorStages[], |
30 const GrEffectStage* coverageStages[]) { | 30 const GrFragmentStage* coverageStages[]) { |
31 SkAutoTDelete<GrGLProgramBuilder> builder; | 31 SkAutoTDelete<GrGLProgramBuilder> builder; |
32 if (desc.getHeader().fUseFragShaderOnly) { | 32 if (desc.getHeader().fUseFragShaderOnly) { |
33 SkASSERT(gpu->glCaps().pathRenderingSupport()); | 33 SkASSERT(gpu->glCaps().pathRenderingSupport()); |
34 SkASSERT(gpu->glPathRendering()->texturingMode() == | 34 SkASSERT(gpu->glPathRendering()->texturingMode() == |
35 GrGLPathRendering::FixedFunction_TexturingMode); | 35 GrGLPathRendering::FixedFunction_TexturingMode); |
36 SkASSERT(NULL == geometryProcessor); | 36 SkASSERT(NULL == geometryProcessor); |
37 builder.reset(SkNEW_ARGS(GrGLFragmentOnlyProgramBuilder, (gpu, desc))); | 37 builder.reset(SkNEW_ARGS(GrGLFragmentOnlyProgramBuilder, (gpu, desc))); |
38 } else { | 38 } else { |
39 builder.reset(SkNEW_ARGS(GrGLFullProgramBuilder, (gpu, desc))); | 39 builder.reset(SkNEW_ARGS(GrGLFullProgramBuilder, (gpu, desc))); |
40 } | 40 } |
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85 fGeometryProcessor->initSamplers(fProgramDataManager, &texUnitIdx); | 85 fGeometryProcessor->initSamplers(fProgramDataManager, &texUnitIdx); |
86 } | 86 } |
87 fColorEffects->initSamplers(fProgramDataManager, &texUnitIdx); | 87 fColorEffects->initSamplers(fProgramDataManager, &texUnitIdx); |
88 fCoverageEffects->initSamplers(fProgramDataManager, &texUnitIdx); | 88 fCoverageEffects->initSamplers(fProgramDataManager, &texUnitIdx); |
89 } | 89 } |
90 | 90 |
91 /////////////////////////////////////////////////////////////////////////////// | 91 /////////////////////////////////////////////////////////////////////////////// |
92 | 92 |
93 void GrGLProgram::setData(const GrOptDrawState& optState, | 93 void GrGLProgram::setData(const GrOptDrawState& optState, |
94 GrGpu::DrawType drawType, | 94 GrGpu::DrawType drawType, |
95 const GrEffectStage* geometryProcessor, | 95 const GrGeometryStage* geometryProcessor, |
96 const GrEffectStage* colorStages[], | 96 const GrFragmentStage* colorStages[], |
97 const GrEffectStage* coverageStages[], | 97 const GrFragmentStage* coverageStages[], |
98 const GrDeviceCoordTexture* dstCopy, | 98 const GrDeviceCoordTexture* dstCopy, |
99 SharedGLState* sharedState) { | 99 SharedGLState* sharedState) { |
100 GrColor color = optState.getColor(); | 100 GrColor color = optState.getColor(); |
101 GrColor coverage = optState.getCoverageColor(); | 101 GrColor coverage = optState.getCoverageColor(); |
102 | 102 |
103 this->setColor(optState, color, sharedState); | 103 this->setColor(optState, color, sharedState); |
104 this->setCoverage(optState, coverage, sharedState); | 104 this->setCoverage(optState, coverage, sharedState); |
105 this->setMatrixAndRenderTargetHeight(drawType, optState); | 105 this->setMatrixAndRenderTargetHeight(drawType, optState); |
106 | 106 |
107 if (dstCopy) { | 107 if (dstCopy) { |
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120 SkASSERT(!fBuiltinUniformHandles.fDstCopySamplerUni.isValid()); | 120 SkASSERT(!fBuiltinUniformHandles.fDstCopySamplerUni.isValid()); |
121 } | 121 } |
122 } else { | 122 } else { |
123 SkASSERT(!fBuiltinUniformHandles.fDstCopyTopLeftUni.isValid()); | 123 SkASSERT(!fBuiltinUniformHandles.fDstCopyTopLeftUni.isValid()); |
124 SkASSERT(!fBuiltinUniformHandles.fDstCopyScaleUni.isValid()); | 124 SkASSERT(!fBuiltinUniformHandles.fDstCopyScaleUni.isValid()); |
125 SkASSERT(!fBuiltinUniformHandles.fDstCopySamplerUni.isValid()); | 125 SkASSERT(!fBuiltinUniformHandles.fDstCopySamplerUni.isValid()); |
126 } | 126 } |
127 | 127 |
128 if (fGeometryProcessor.get()) { | 128 if (fGeometryProcessor.get()) { |
129 SkASSERT(geometryProcessor); | 129 SkASSERT(geometryProcessor); |
130 fGeometryProcessor->setData(fGpu, drawType, fProgramDataManager, &geomet
ryProcessor); | 130 fGeometryProcessor->setData(fGpu, drawType, fProgramDataManager, geometr
yProcessor); |
131 } | 131 } |
132 fColorEffects->setData(fGpu, drawType, fProgramDataManager, colorStages); | 132 fColorEffects->setData(fGpu, drawType, fProgramDataManager, colorStages); |
133 fCoverageEffects->setData(fGpu, drawType, fProgramDataManager, coverageStage
s); | 133 fCoverageEffects->setData(fGpu, drawType, fProgramDataManager, coverageStage
s); |
134 | 134 |
135 // PathTexGen state applies to the the fixed function vertex shader. For | 135 // PathTexGen state applies to the the fixed function vertex shader. For |
136 // custom shaders, it's ignored, so we don't need to change the texgen | 136 // custom shaders, it's ignored, so we don't need to change the texgen |
137 // settings in that case. | 137 // settings in that case. |
138 if (!fHasVertexShader) { | 138 if (!fHasVertexShader) { |
139 fGpu->glPathRendering()->flushPathTexGenSettings(fTexCoordSetCnt); | 139 fGpu->glPathRendering()->flushPathTexGenSettings(fTexCoordSetCnt); |
140 } | 140 } |
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243 | 243 |
244 GrGLfloat viewMatrix[3 * 3]; | 244 GrGLfloat viewMatrix[3 * 3]; |
245 fMatrixState.getGLMatrix<3>(viewMatrix); | 245 fMatrixState.getGLMatrix<3>(viewMatrix); |
246 fProgramDataManager.setMatrix3f(fBuiltinUniformHandles.fViewMatrixUni, v
iewMatrix); | 246 fProgramDataManager.setMatrix3f(fBuiltinUniformHandles.fViewMatrixUni, v
iewMatrix); |
247 | 247 |
248 GrGLfloat rtAdjustmentVec[4]; | 248 GrGLfloat rtAdjustmentVec[4]; |
249 fMatrixState.getRTAdjustmentVec(rtAdjustmentVec); | 249 fMatrixState.getRTAdjustmentVec(rtAdjustmentVec); |
250 fProgramDataManager.set4fv(fBuiltinUniformHandles.fRTAdjustmentUni, 1, r
tAdjustmentVec); | 250 fProgramDataManager.set4fv(fBuiltinUniformHandles.fRTAdjustmentUni, 1, r
tAdjustmentVec); |
251 } | 251 } |
252 } | 252 } |
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