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Unified Diff: src/gpu/gl/builders/GrGLLegacyNvprProgramBuilder.cpp

Issue 611653002: Cleanup of shader building system (Closed) Base URL: https://skia.googlesource.com/skia.git@solo_gp
Patch Set: Created 6 years, 2 months ago
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Index: src/gpu/gl/builders/GrGLLegacyNvprProgramBuilder.cpp
diff --git a/src/gpu/gl/builders/GrGLLegacyNvprProgramBuilder.cpp b/src/gpu/gl/builders/GrGLLegacyNvprProgramBuilder.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..acb4af10be10e3dcdcc0ec104eae58b0fd8d1f70
--- /dev/null
+++ b/src/gpu/gl/builders/GrGLLegacyNvprProgramBuilder.cpp
@@ -0,0 +1,55 @@
+/*
+ * Copyright 2014 Google Inc.
+ *
+ * Use of this source code is governed by a BSD-style license that can be
+ * found in the LICENSE file.
+ */
+
+#include "GrGLLegacyNvprProgramBuilder.h"
+#include "../GrGpuGL.h"
+
+GrGLLegacyNvprProgramBuilder::GrGLLegacyNvprProgramBuilder(GrGpuGL* gpu,
+ const GrOptDrawState& optState,
+ const GrGLProgramDesc& desc)
+ : INHERITED(gpu, optState, desc)
+ , fTexCoordSetCnt(0) {
+ SkASSERT(GrGLProgramDesc::kAttribute_ColorInput != desc.getHeader().fColorInput);
+ SkASSERT(GrGLProgramDesc::kAttribute_ColorInput != desc.getHeader().fCoverageInput);
+}
+
+int GrGLLegacyNvprProgramBuilder::addTexCoordSets(int count) {
+ int firstFreeCoordSet = fTexCoordSetCnt;
+ fTexCoordSetCnt += count;
+ SkASSERT(gpu()->glCaps().maxFixedFunctionTextureCoords() >= fTexCoordSetCnt);
+ return firstFreeCoordSet;
+}
+
+void GrGLLegacyNvprProgramBuilder::emitTransforms(const GrProcessorStage& processorStage,
+ GrGLProcessor::TransformedCoordsArray* outCoords,
+ GrGLInstalledProcessors* installedProcessors) {
+ int numTransforms = processorStage.getProcessor()->numTransforms();
+ int texCoordIndex = this->addTexCoordSets(numTransforms);
+
+ SkTArray<GrGLInstalledProcessors::Transform, true>& transforms =
+ installedProcessors->addTransforms();
+
+ // Use the first uniform location as the texcoord index. This may seem a bit hacky but it
+ // allows us to use one program effects object for all of our programs which really simplifies
+ // the code overall
+ transforms.push_back_n(1);
+ transforms[0].fHandle = GrGLInstalledProcessors::ShaderVarHandle(texCoordIndex);
+
+ SkString name;
+ for (int t = 0; t < numTransforms; ++t) {
+ GrSLType type = processorStage.isPerspectiveCoordTransform(t, false) ? kVec3f_GrSLType :
+ kVec2f_GrSLType;
+
+ name.printf("%s(gl_TexCoord[%i])", GrGLSLTypeString(type), texCoordIndex++);
+ SkNEW_APPEND_TO_TARRAY(outCoords, GrGLProcessor::TransformedCoords, (name, type));
+ }
+}
+
+GrGLProgram* GrGLLegacyNvprProgramBuilder::createProgram(GrGLuint programID) {
+ return SkNEW_ARGS(GrGLLegacyNvprProgram, (fGpu, fDesc, fUniformHandles, programID, fUniforms,
+ fColorEffects, fCoverageEffects, fTexCoordSetCnt));
+}
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