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Side by Side Diff: src/gpu/GrAARectRenderer.cpp

Issue 635533005: Revert of 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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1 /* 1 /*
2 * Copyright 2012 Google Inc. 2 * Copyright 2012 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 "GrAARectRenderer.h" 8 #include "GrAARectRenderer.h"
9 #include "GrGpu.h" 9 #include "GrGpu.h"
10 #include "gl/builders/GrGLProgramBuilder.h" 10 #include "gl/builders/GrGLFullProgramBuilder.h"
11 #include "gl/GrGLProcessor.h" 11 #include "gl/GrGLProcessor.h"
12 #include "gl/GrGLGeometryProcessor.h" 12 #include "gl/GrGLGeometryProcessor.h"
13 #include "GrTBackendProcessorFactory.h" 13 #include "GrTBackendProcessorFactory.h"
14 #include "SkColorPriv.h" 14 #include "SkColorPriv.h"
15 #include "GrGeometryProcessor.h" 15 #include "GrGeometryProcessor.h"
16 16
17 /////////////////////////////////////////////////////////////////////////////// 17 ///////////////////////////////////////////////////////////////////////////////
18 class GrGLAlignedRectEffect; 18 class GrGLAlignedRectEffect;
19 19
20 // Axis Aligned special case 20 // Axis Aligned special case
(...skipping 13 matching lines...) Expand all
34 34
35 virtual const GrBackendGeometryProcessorFactory& getFactory() const SK_OVERR IDE { 35 virtual const GrBackendGeometryProcessorFactory& getFactory() const SK_OVERR IDE {
36 return GrTBackendGeometryProcessorFactory<GrAlignedRectEffect>::getInsta nce(); 36 return GrTBackendGeometryProcessorFactory<GrAlignedRectEffect>::getInsta nce();
37 } 37 }
38 38
39 class GLProcessor : public GrGLGeometryProcessor { 39 class GLProcessor : public GrGLGeometryProcessor {
40 public: 40 public:
41 GLProcessor(const GrBackendProcessorFactory& factory, const GrProcessor& ) 41 GLProcessor(const GrBackendProcessorFactory& factory, const GrProcessor& )
42 : INHERITED (factory) {} 42 : INHERITED (factory) {}
43 43
44 virtual void emitCode(GrGLGPBuilder* builder, 44 virtual void emitCode(GrGLFullProgramBuilder* builder,
45 const GrGeometryProcessor& geometryProcessor, 45 const GrGeometryProcessor& geometryProcessor,
46 const GrProcessorKey& key, 46 const GrProcessorKey& key,
47 const char* outputColor, 47 const char* outputColor,
48 const char* inputColor, 48 const char* inputColor,
49 const TransformedCoordsArray&, 49 const TransformedCoordsArray&,
50 const TextureSamplerArray& samplers) SK_OVERRIDE { 50 const TextureSamplerArray& samplers) SK_OVERRIDE {
51 // setup the varying for the Axis aligned rect effect 51 // setup the varying for the Axis aligned rect effect
52 // xy -> interpolated offset 52 // xy -> interpolated offset
53 // zw -> w/2+0.5, h/2+0.5 53 // zw -> w/2+0.5, h/2+0.5
54 const char *vsRectName, *fsRectName; 54 const char *vsRectName, *fsRectName;
55 builder->addVarying(kVec4f_GrSLType, "Rect", &vsRectName, &fsRectNam e); 55 builder->addVarying(kVec4f_GrSLType, "Rect", &vsRectName, &fsRectNam e);
56 56
57 const GrShaderVar& inRect = geometryProcessor.cast<GrAlignedRectEffe ct>().inRect(); 57 const GrShaderVar& inRect = geometryProcessor.cast<GrAlignedRectEffe ct>().inRect();
58 GrGLVertexBuilder* vsBuilder = builder->getVertexShaderBuilder(); 58 GrGLVertexShaderBuilder* vsBuilder = builder->getVertexShaderBuilder ();
59 vsBuilder->codeAppendf("\t%s = %s;\n", vsRectName, inRect.c_str()); 59 vsBuilder->codeAppendf("\t%s = %s;\n", vsRectName, inRect.c_str());
60 60
61 GrGLGPFragmentBuilder* fsBuilder = builder->getFragmentShaderBuilder (); 61 GrGLProcessorFragmentShaderBuilder* fsBuilder = builder->getFragment ShaderBuilder();
62 // TODO: compute all these offsets, spans, and scales in the VS 62 // TODO: compute all these offsets, spans, and scales in the VS
63 fsBuilder->codeAppendf("\tfloat insetW = min(1.0, %s.z) - 0.5;\n", f sRectName); 63 fsBuilder->codeAppendf("\tfloat insetW = min(1.0, %s.z) - 0.5;\n", f sRectName);
64 fsBuilder->codeAppendf("\tfloat insetH = min(1.0, %s.w) - 0.5;\n", f sRectName); 64 fsBuilder->codeAppendf("\tfloat insetH = min(1.0, %s.w) - 0.5;\n", f sRectName);
65 fsBuilder->codeAppend("\tfloat outset = 0.5;\n"); 65 fsBuilder->codeAppend("\tfloat outset = 0.5;\n");
66 // For rects > 1 pixel wide and tall the span's are noops (i.e., 1.0 ). For rects 66 // For rects > 1 pixel wide and tall the span's are noops (i.e., 1.0 ). For rects
67 // < 1 pixel wide or tall they serve to normalize the < 1 ramp to a 0 .. 1 range. 67 // < 1 pixel wide or tall they serve to normalize the < 1 ramp to a 0 .. 1 range.
68 fsBuilder->codeAppend("\tfloat spanW = insetW + outset;\n"); 68 fsBuilder->codeAppend("\tfloat spanW = insetW + outset;\n");
69 fsBuilder->codeAppend("\tfloat spanH = insetH + outset;\n"); 69 fsBuilder->codeAppend("\tfloat spanH = insetH + outset;\n");
70 // For rects < 1 pixel wide or tall, these scale factors are used to cap the maximum 70 // For rects < 1 pixel wide or tall, these scale factors are used to cap the maximum
71 // value of coverage that is used. In other words it is the coverage that is 71 // value of coverage that is used. In other words it is the coverage that is
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160 160
161 virtual const GrBackendGeometryProcessorFactory& getFactory() const SK_OVERR IDE { 161 virtual const GrBackendGeometryProcessorFactory& getFactory() const SK_OVERR IDE {
162 return GrTBackendGeometryProcessorFactory<GrRectEffect>::getInstance(); 162 return GrTBackendGeometryProcessorFactory<GrRectEffect>::getInstance();
163 } 163 }
164 164
165 class GLProcessor : public GrGLGeometryProcessor { 165 class GLProcessor : public GrGLGeometryProcessor {
166 public: 166 public:
167 GLProcessor(const GrBackendProcessorFactory& factory, const GrProcessor& ) 167 GLProcessor(const GrBackendProcessorFactory& factory, const GrProcessor& )
168 : INHERITED (factory) {} 168 : INHERITED (factory) {}
169 169
170 virtual void emitCode(GrGLGPBuilder* builder, 170 virtual void emitCode(GrGLFullProgramBuilder* builder,
171 const GrGeometryProcessor& geometryProcessor, 171 const GrGeometryProcessor& geometryProcessor,
172 const GrProcessorKey& key, 172 const GrProcessorKey& key,
173 const char* outputColor, 173 const char* outputColor,
174 const char* inputColor, 174 const char* inputColor,
175 const TransformedCoordsArray&, 175 const TransformedCoordsArray&,
176 const TextureSamplerArray& samplers) SK_OVERRIDE { 176 const TextureSamplerArray& samplers) SK_OVERRIDE {
177 // setup the varying for the center point and the unit vector 177 // setup the varying for the center point and the unit vector
178 // that points down the height of the rect 178 // that points down the height of the rect
179 const char *vsRectEdgeName, *fsRectEdgeName; 179 const char *vsRectEdgeName, *fsRectEdgeName;
180 builder->addVarying(kVec4f_GrSLType, "RectEdge", 180 builder->addVarying(kVec4f_GrSLType, "RectEdge",
181 &vsRectEdgeName, &fsRectEdgeName); 181 &vsRectEdgeName, &fsRectEdgeName);
182 182
183 const GrRectEffect& rectEffect = geometryProcessor.cast<GrRectEffect >(); 183 const GrRectEffect& rectEffect = geometryProcessor.cast<GrRectEffect >();
184 GrGLVertexBuilder* vsBuilder = builder->getVertexShaderBuilder(); 184 GrGLVertexShaderBuilder* vsBuilder = builder->getVertexShaderBuilder ();
185 vsBuilder->codeAppendf("%s = %s;", vsRectEdgeName, rectEffect.inRect Edge().c_str()); 185 vsBuilder->codeAppendf("%s = %s;", vsRectEdgeName, rectEffect.inRect Edge().c_str());
186 186
187 // setup the varying for width/2+.5 and height/2+.5 187 // setup the varying for width/2+.5 and height/2+.5
188 const char *vsWidthHeightName, *fsWidthHeightName; 188 const char *vsWidthHeightName, *fsWidthHeightName;
189 builder->addVarying(kVec2f_GrSLType, "WidthHeight", 189 builder->addVarying(kVec2f_GrSLType, "WidthHeight",
190 &vsWidthHeightName, &fsWidthHeightName); 190 &vsWidthHeightName, &fsWidthHeightName);
191 vsBuilder->codeAppendf("%s = %s;", 191 vsBuilder->codeAppendf("%s = %s;",
192 vsWidthHeightName, 192 vsWidthHeightName,
193 rectEffect.inWidthHeight().c_str()); 193 rectEffect.inWidthHeight().c_str());
194 194
195 GrGLGPFragmentBuilder* fsBuilder = builder->getFragmentShaderBuilder (); 195 GrGLProcessorFragmentShaderBuilder* fsBuilder = builder->getFragment ShaderBuilder();
196 // TODO: compute all these offsets, spans, and scales in the VS 196 // TODO: compute all these offsets, spans, and scales in the VS
197 fsBuilder->codeAppendf("\tfloat insetW = min(1.0, %s.x) - 0.5;\n", f sWidthHeightName); 197 fsBuilder->codeAppendf("\tfloat insetW = min(1.0, %s.x) - 0.5;\n", f sWidthHeightName);
198 fsBuilder->codeAppendf("\tfloat insetH = min(1.0, %s.y) - 0.5;\n", f sWidthHeightName); 198 fsBuilder->codeAppendf("\tfloat insetH = min(1.0, %s.y) - 0.5;\n", f sWidthHeightName);
199 fsBuilder->codeAppend("\tfloat outset = 0.5;\n"); 199 fsBuilder->codeAppend("\tfloat outset = 0.5;\n");
200 // For rects > 1 pixel wide and tall the span's are noops (i.e., 1.0 ). For rects 200 // For rects > 1 pixel wide and tall the span's are noops (i.e., 1.0 ). For rects
201 // < 1 pixel wide or tall they serve to normalize the < 1 ramp to a 0 .. 1 range. 201 // < 1 pixel wide or tall they serve to normalize the < 1 ramp to a 0 .. 1 range.
202 fsBuilder->codeAppend("\tfloat spanW = insetW + outset;\n"); 202 fsBuilder->codeAppend("\tfloat spanW = insetW + outset;\n");
203 fsBuilder->codeAppend("\tfloat spanH = insetH + outset;\n"); 203 fsBuilder->codeAppend("\tfloat spanH = insetH + outset;\n");
204 // For rects < 1 pixel wide or tall, these scale factors are used to cap the maximum 204 // For rects < 1 pixel wide or tall, these scale factors are used to cap the maximum
205 // value of coverage that is used. In other words it is the coverage that is 205 // value of coverage that is used. In other words it is the coverage that is
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963 // can't call mapRect for devInside since it calls sort 963 // can't call mapRect for devInside since it calls sort
964 combinedMatrix.mapPoints((SkPoint*)&devInside, (const SkPoint*)&rects[1], 2) ; 964 combinedMatrix.mapPoints((SkPoint*)&devInside, (const SkPoint*)&rects[1], 2) ;
965 965
966 if (devInside.isEmpty()) { 966 if (devInside.isEmpty()) {
967 this->fillAARect(gpu, target, devOutside, SkMatrix::I(), devOutside); 967 this->fillAARect(gpu, target, devOutside, SkMatrix::I(), devOutside);
968 return; 968 return;
969 } 969 }
970 970
971 this->geometryStrokeAARect(gpu, target, devOutside, devOutsideAssist, devIns ide, true); 971 this->geometryStrokeAARect(gpu, target, devOutside, devOutsideAssist, devIns ide, true);
972 } 972 }
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