OLD | NEW |
1 /* | 1 /* |
2 * Copyright 2014 Google Inc. | 2 * Copyright 2014 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 "GrGLProgramBuilder.h" | 8 #include "GrGLProgramBuilder.h" |
9 #include "gl/GrGLProgram.h" | 9 #include "gl/GrGLProgram.h" |
10 #include "gl/GrGLSLPrettyPrint.h" | 10 #include "gl/GrGLSLPrettyPrint.h" |
(...skipping 37 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
48 && !gpu->glCaps().fbFetchSupport()) { | 48 && !gpu->glCaps().fbFetchSupport()) { |
49 pb->fFS.emitCodeToReadDstTexture(); | 49 pb->fFS.emitCodeToReadDstTexture(); |
50 } | 50 } |
51 | 51 |
52 // get the initial color and coverage to feed into the first effect in each
effect chain | 52 // get the initial color and coverage to feed into the first effect in each
effect chain |
53 GrGLSLExpr4 inputColor, inputCoverage; | 53 GrGLSLExpr4 inputColor, inputCoverage; |
54 pb->setupUniformColorAndCoverageIfNeeded(&inputColor, &inputCoverage); | 54 pb->setupUniformColorAndCoverageIfNeeded(&inputColor, &inputCoverage); |
55 | 55 |
56 // if we have a vertex shader(we don't only if we are using NVPR or NVPR ES)
, then we may have | 56 // if we have a vertex shader(we don't only if we are using NVPR or NVPR ES)
, then we may have |
57 // to setup a few more things like builtin vertex attributes | 57 // to setup a few more things like builtin vertex attributes |
58 bool hasVertexShader = !header.fUseFragShaderOnly; | 58 bool hasVertexShader = !(header.fUseNvpr && |
| 59 gpu->glPathRendering()->texturingMode() == |
| 60 GrGLPathRendering::FixedFunction_TexturingMode); |
59 if (hasVertexShader) { | 61 if (hasVertexShader) { |
60 pb->fVS.setupLocalCoords(); | 62 pb->fVS.setupLocalCoords(); |
61 pb->fVS.transformGLToSkiaCoords(); | 63 pb->fVS.transformGLToSkiaCoords(); |
62 if (header.fEmitsPointSize) { | 64 if (header.fEmitsPointSize) { |
63 pb->fVS.codeAppend("gl_PointSize = 1.0;"); | 65 pb->fVS.codeAppend("gl_PointSize = 1.0;"); |
64 } | 66 } |
65 if (GrGLProgramDesc::kAttribute_ColorInput == header.fColorInput) { | 67 if (GrGLProgramDesc::kAttribute_ColorInput == header.fColorInput) { |
66 pb->fVS.setupBuiltinVertexAttribute("Color", &inputColor); | 68 pb->fVS.setupBuiltinVertexAttribute("Color", &inputColor); |
67 } | 69 } |
68 if (GrGLProgramDesc::kAttribute_ColorInput == header.fCoverageInput) { | 70 if (GrGLProgramDesc::kAttribute_ColorInput == header.fCoverageInput) { |
(...skipping 16 matching lines...) Expand all Loading... |
85 | 87 |
86 return pb->finalize(); | 88 return pb->finalize(); |
87 } | 89 } |
88 | 90 |
89 GrGLProgramBuilder* | 91 GrGLProgramBuilder* |
90 GrGLProgramBuilder::CreateProgramBuilder(const GrGLProgramDesc& desc, | 92 GrGLProgramBuilder::CreateProgramBuilder(const GrGLProgramDesc& desc, |
91 const GrOptDrawState& optState, | 93 const GrOptDrawState& optState, |
92 GrGpu::DrawType drawType, | 94 GrGpu::DrawType drawType, |
93 bool hasGeometryProcessor, | 95 bool hasGeometryProcessor, |
94 GrGpuGL* gpu) { | 96 GrGpuGL* gpu) { |
95 if (desc.getHeader().fUseFragShaderOnly) { | 97 if (desc.getHeader().fUseNvpr) { |
96 SkASSERT(gpu->glCaps().pathRenderingSupport()); | 98 SkASSERT(gpu->glCaps().pathRenderingSupport()); |
97 SkASSERT(gpu->glPathRendering()->texturingMode() == | |
98 GrGLPathRendering::FixedFunction_TexturingMode); | |
99 SkASSERT(!hasGeometryProcessor); | 99 SkASSERT(!hasGeometryProcessor); |
100 return SkNEW_ARGS(GrGLLegacyNvprProgramBuilder, (gpu, optState, desc)); | 100 if (gpu->glPathRendering()->texturingMode() == |
101 } else if (GrGpu::IsPathRenderingDrawType(drawType)) { | 101 GrGLPathRendering::FixedFunction_TexturingMode) { |
102 SkASSERT(gpu->glCaps().pathRenderingSupport()); | 102 return SkNEW_ARGS(GrGLLegacyNvprProgramBuilder, (gpu, optState, desc
)); |
103 SkASSERT(gpu->glPathRendering()->texturingMode() == | 103 } else { |
104 GrGLPathRendering::SeparableShaders_TexturingMode); | 104 return SkNEW_ARGS(GrGLNvprProgramBuilder, (gpu, optState, desc)); |
105 SkASSERT(!hasGeometryProcessor); | 105 } |
106 return SkNEW_ARGS(GrGLNvprProgramBuilder, (gpu, optState, desc)); | |
107 } else { | 106 } else { |
108 return SkNEW_ARGS(GrGLProgramBuilder, (gpu, optState, desc)); | 107 return SkNEW_ARGS(GrGLProgramBuilder, (gpu, optState, desc)); |
109 } | 108 } |
110 } | 109 } |
111 | 110 |
112 ///////////////////////////////////////////////////////////////////////////// | 111 ///////////////////////////////////////////////////////////////////////////// |
113 | 112 |
114 GrGLProgramBuilder::GrGLProgramBuilder(GrGpuGL* gpu, | 113 GrGLProgramBuilder::GrGLProgramBuilder(GrGpuGL* gpu, |
115 const GrOptDrawState& optState, | 114 const GrOptDrawState& optState, |
116 const GrGLProgramDesc& desc) | 115 const GrGLProgramDesc& desc) |
(...skipping 296 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
413 if (0 == programID) { | 412 if (0 == programID) { |
414 return NULL; | 413 return NULL; |
415 } | 414 } |
416 | 415 |
417 // compile shaders and bind attributes / uniforms | 416 // compile shaders and bind attributes / uniforms |
418 SkTDArray<GrGLuint> shadersToDelete; | 417 SkTDArray<GrGLuint> shadersToDelete; |
419 if (!fFS.compileAndAttachShaders(programID, &shadersToDelete)) { | 418 if (!fFS.compileAndAttachShaders(programID, &shadersToDelete)) { |
420 this->cleanupProgram(programID, shadersToDelete); | 419 this->cleanupProgram(programID, shadersToDelete); |
421 return NULL; | 420 return NULL; |
422 } | 421 } |
423 if (!this->header().fUseFragShaderOnly) { | 422 if (!(this->header().fUseNvpr && |
| 423 fGpu->glPathRendering()->texturingMode() == |
| 424 GrGLPathRendering::FixedFunction_TexturingMode)) { |
424 if (!fVS.compileAndAttachShaders(programID, &shadersToDelete)) { | 425 if (!fVS.compileAndAttachShaders(programID, &shadersToDelete)) { |
425 this->cleanupProgram(programID, shadersToDelete); | 426 this->cleanupProgram(programID, shadersToDelete); |
426 return NULL; | 427 return NULL; |
427 } | 428 } |
428 fVS.bindVertexAttributes(programID); | 429 fVS.bindVertexAttributes(programID); |
429 } | 430 } |
430 bool usingBindUniform = fGpu->glInterface()->fFunctions.fBindUniformLocation
!= NULL; | 431 bool usingBindUniform = fGpu->glInterface()->fFunctions.fBindUniformLocation
!= NULL; |
431 if (usingBindUniform) { | 432 if (usingBindUniform) { |
432 this->bindUniformLocations(programID); | 433 this->bindUniformLocations(programID); |
433 } | 434 } |
(...skipping 74 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
508 } | 509 } |
509 | 510 |
510 ////////////////////////////////////////////////////////////////////////////////
/////////////////// | 511 ////////////////////////////////////////////////////////////////////////////////
/////////////////// |
511 | 512 |
512 GrGLInstalledFragProcs::~GrGLInstalledFragProcs() { | 513 GrGLInstalledFragProcs::~GrGLInstalledFragProcs() { |
513 int numProcs = fProcs.count(); | 514 int numProcs = fProcs.count(); |
514 for (int e = 0; e < numProcs; ++e) { | 515 for (int e = 0; e < numProcs; ++e) { |
515 SkDELETE(fProcs[e]); | 516 SkDELETE(fProcs[e]); |
516 } | 517 } |
517 } | 518 } |
OLD | NEW |