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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 "GrGLLegacyNvprProgramBuilder.h" | 8 #include "GrGLLegacyNvprProgramBuilder.h" |
9 #include "../GrGpuGL.h" | 9 #include "../GrGpuGL.h" |
10 | 10 |
11 GrGLLegacyNvprProgramBuilder::GrGLLegacyNvprProgramBuilder(GrGpuGL* gpu, | 11 GrGLLegacyNvprProgramBuilder::GrGLLegacyNvprProgramBuilder(GrGpuGL* gpu, |
12 const GrOptDrawState& optState) | 12 const GrOptDrawState& optState) |
13 : INHERITED(gpu, optState) | 13 : INHERITED(gpu, optState) |
14 , fTexCoordSetCnt(0) { | 14 , fTexCoordSetCnt(0) { |
15 } | 15 } |
16 | 16 |
17 int GrGLLegacyNvprProgramBuilder::addTexCoordSets(int count) { | 17 int GrGLLegacyNvprProgramBuilder::addTexCoordSets(int count) { |
18 int firstFreeCoordSet = fTexCoordSetCnt; | 18 int firstFreeCoordSet = fTexCoordSetCnt; |
19 fTexCoordSetCnt += count; | 19 fTexCoordSetCnt += count; |
20 SkASSERT(gpu()->glCaps().maxFixedFunctionTextureCoords() >= fTexCoordSetCnt) ; | 20 SkASSERT(gpu()->glCaps().maxFixedFunctionTextureCoords() >= fTexCoordSetCnt) ; |
21 return firstFreeCoordSet; | 21 return firstFreeCoordSet; |
22 } | 22 } |
23 | 23 |
24 void GrGLLegacyNvprProgramBuilder::emitTransforms(const GrFragmentStage& process orStage, | 24 void GrGLLegacyNvprProgramBuilder::emitTransforms(const GrPendingFragmentStage& processorStage, |
25 GrGLProcessor::TransformedCoordsArra y* outCoords, | 25 GrGLProcessor::TransformedCoordsArra y* outCoords, |
26 GrGLInstalledFragProc* ifp) { | 26 GrGLInstalledFragProc* ifp) { |
27 int numTransforms = processorStage.getProcessor()->numTransforms(); | 27 int numTransforms = processorStage.getProcessor()->numTransforms(); |
28 int texCoordIndex = this->addTexCoordSets(numTransforms); | 28 int texCoordIndex = this->addTexCoordSets(numTransforms); |
29 | 29 |
30 // Use the first uniform location as the texcoord index. This may seem a bi t hacky but it | 30 // Use the first uniform location as the texcoord index. This may seem a bi t hacky but it |
31 // allows us to use one program effects object for all of our programs which really simplifies | 31 // allows us to use one program effects object for all of our programs which really simplifies |
32 // the code overall | 32 // the code overall |
33 ifp->fTransforms.push_back_n(1); | 33 ifp->fTransforms.push_back_n(1); |
34 ifp->fTransforms[0].fHandle = GrGLInstalledFragProc::ShaderVarHandle(texCoor dIndex); | 34 ifp->fTransforms[0].fHandle = GrGLInstalledFragProc::ShaderVarHandle(texCoor dIndex); |
35 | 35 |
36 SkString name; | 36 SkString name; |
37 for (int t = 0; t < numTransforms; ++t) { | 37 for (int t = 0; t < numTransforms; ++t) { |
38 GrSLType type = processorStage.isPerspectiveCoordTransform(t, false) ? k Vec3f_GrSLType : | 38 GrSLType type = processorStage.isPerspectiveCoordTransform(t) ? kVec3f_G rSLType : |
39 k Vec2f_GrSLType; | 39 k Vec2f_GrSLType; |
40 | 40 |
joshualitt
2014/11/19 14:22:39
align
bsalomon
2014/11/19 15:04:43
Done.
| |
41 name.printf("%s(gl_TexCoord[%i])", GrGLSLTypeString(type), texCoordIndex ++); | 41 name.printf("%s(gl_TexCoord[%i])", GrGLSLTypeString(type), texCoordIndex ++); |
42 SkNEW_APPEND_TO_TARRAY(outCoords, GrGLProcessor::TransformedCoords, (nam e, type)); | 42 SkNEW_APPEND_TO_TARRAY(outCoords, GrGLProcessor::TransformedCoords, (nam e, type)); |
43 } | 43 } |
44 } | 44 } |
45 | 45 |
46 GrGLProgram* GrGLLegacyNvprProgramBuilder::createProgram(GrGLuint programID) { | 46 GrGLProgram* GrGLLegacyNvprProgramBuilder::createProgram(GrGLuint programID) { |
47 return SkNEW_ARGS(GrGLLegacyNvprProgram, (fGpu, fDesc, fUniformHandles, prog ramID, fUniforms, | 47 return SkNEW_ARGS(GrGLLegacyNvprProgram, (fGpu, fDesc, fUniformHandles, prog ramID, fUniforms, |
48 fFragmentProcessors.get(), fTexCo ordSetCnt)); | 48 fFragmentProcessors.get(), fTexCo ordSetCnt)); |
49 } | 49 } |
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