GrSLType bgCoordsType = fBackgroundEffectMatrix.emitCode(builder, key, &bgCoords, NULL, "BG");
dstColor = "bgColor";
builder->fsCodeAppendf("\t\tvec4 %s = ", dstColor);
- builder->appendTextureLookup(GrGLShaderBuilder::kFragment_ShaderType,
- samplers[0],
- bgCoords.c_str(),
- bgCoordsType);
+ builder->fsAppendTextureLookup(samplers[0], bgCoords.c_str(), bgCoordsType);
builder->fsCodeAppendf(";\n");
} else {
dstColor = builder->dstColor();
GrGLShaderVar("color", kVec3f_GrSLType),
};
SkString getLumBody("\treturn dot(vec3(0.3, 0.59, 0.11), color);\n");
- builder->emitFunction(GrGLShaderBuilder::kFragment_ShaderType,
- kFloat_GrSLType,
- "luminance",
- SK_ARRAY_COUNT(getLumArgs), getLumArgs,
- getLumBody.c_str(),
- &getFunction);
+ builder->fsEmitFunction(kFloat_GrSLType,
+ "luminance",
+ SK_ARRAY_COUNT(getLumArgs), getLumArgs,
+ getLumBody.c_str(),
+ &getFunction);
// Emit the set luminance function.
GrGLShaderVar setLumArgs[] = {
"\t\toutColor = outLum + ((outColor - vec3(outLum, outLum, outLum)) * (alpha - outLum)) / (maxComp - outLum);\n"
"\t}\n"
"\treturn outColor;\n");
- builder->emitFunction(GrGLShaderBuilder::kFragment_ShaderType,
- kVec3f_GrSLType,
- "set_luminance",
- SK_ARRAY_COUNT(setLumArgs), setLumArgs,
- setLumBody.c_str(),
- setLumFunction);
+ builder->fsEmitFunction(kVec3f_GrSLType,
+ "set_luminance",
+ SK_ARRAY_COUNT(setLumArgs), setLumArgs,
+ setLumBody.c_str(),
+ setLumFunction);
}
// Adds a function that creates a color with the hue and luminosity of one input color and
SkString getSatBody;
getSatBody.printf("\treturn max(max(color.r, color.g), color.b) - "
"min(min(color.r, color.g), color.b);\n");
- builder->emitFunction(GrGLShaderBuilder::kFragment_ShaderType,
- kFloat_GrSLType,
- "saturation",
- SK_ARRAY_COUNT(getSatArgs), getSatArgs,
- getSatBody.c_str(),
- &getFunction);
+ builder->fsEmitFunction(kFloat_GrSLType,
+ "saturation",
+ SK_ARRAY_COUNT(getSatArgs), getSatArgs,
+ getSatBody.c_str(),
+ &getFunction);
// Emit a helper that sets the saturation given sorted input channels. This used
// to use inout params for min, mid, and max components but that seems to cause
"\t} else {\n"
"\t\treturn vec3(0, 0, 0);\n"
"\t}\n";
- builder->emitFunction(GrGLShaderBuilder::kFragment_ShaderType,
- kVec3f_GrSLType,
- "set_saturation_helper",
- SK_ARRAY_COUNT(helperArgs), helperArgs,
- kHelperBody,
- &helperFunction);
+ builder->fsEmitFunction(kVec3f_GrSLType,
+ "set_saturation_helper",
+ SK_ARRAY_COUNT(helperArgs), helperArgs,
+ kHelperBody,
+ &helperFunction);
GrGLShaderVar setSatArgs[] = {
GrGLShaderVar("hueLumColor", kVec3f_GrSLType),
"\treturn hueLumColor;\n",
getFunction.c_str(), helpFunc, helpFunc, helpFunc, helpFunc,
helpFunc, helpFunc);
- builder->emitFunction(GrGLShaderBuilder::kFragment_ShaderType,
- kVec3f_GrSLType,
- "set_saturation",
- SK_ARRAY_COUNT(setSatArgs), setSatArgs,
- setSatBody.c_str(),
- setSatFunction);
+ builder->fsEmitFunction(kVec3f_GrSLType,
+ "set_saturation",
+ SK_ARRAY_COUNT(setSatArgs), setSatArgs,
+ setSatBody.c_str(),
+ setSatFunction);
}
SkString bgCoords;
GrSLType bgCoordsType = fBackgroundEffectMatrix.emitCode(builder, key, &bgCoords, NULL, "BG");
builder->fsCodeAppend("\t\tvec4 bgColor = ");
- builder->appendTextureLookup(GrGLShaderBuilder::kFragment_ShaderType,
- samplers[0],
- bgCoords.c_str(),
- bgCoordsType);
+ builder->fsAppendTextureLookup(samplers[0], bgCoords.c_str(), bgCoordsType);
builder->fsCodeAppendf(";\n");
dstColor = "bgColor";
} else {
}
SkASSERT(NULL != dstColor);
- fKUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
+ fKUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
kVec4f_GrSLType, "k");
const char* kUni = builder->getUniformCStr(fKUni);
const TextureSamplerArray& samplers) {
SkString coords;
fEffectMatrix.emitCodeMakeFSCoords2D(builder, key, &coords);
- fCoefficientsUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
+ fCoefficientsUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
kMat44f_GrSLType, "Coefficients");
- fImageIncrementUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
+ fImageIncrementUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
kVec2f_GrSLType, "ImageIncrement");
const char* imgInc = builder->getUniformCStr(fImageIncrementUni);
GrGLShaderVar("c2", kVec4f_GrSLType),
GrGLShaderVar("c3", kVec4f_GrSLType),
};
- builder->emitFunction(GrGLShaderBuilder::kFragment_ShaderType,
- kVec4f_GrSLType,
- "cubicBlend",
- SK_ARRAY_COUNT(gCubicBlendArgs),
- gCubicBlendArgs,
- "\tvec4 ts = vec4(1.0, t, t * t, t * t * t);\n"
- "\tvec4 c = coefficients * ts;\n"
- "\treturn c.x * c0 + c.y * c1 + c.z * c2 + c.w * c3;\n",
- &cubicBlendName);
+ builder->fsEmitFunction(kVec4f_GrSLType,
+ "cubicBlend",
+ SK_ARRAY_COUNT(gCubicBlendArgs),
+ gCubicBlendArgs,
+ "\tvec4 ts = vec4(1.0, t, t * t, t * t * t);\n"
+ "\tvec4 c = coefficients * ts;\n"
+ "\treturn c.x * c0 + c.y * c1 + c.z * c2 + c.w * c3;\n",
+ &cubicBlendName);
builder->fsCodeAppendf("\tvec2 coord = %s - %s * vec2(0.5, 0.5);\n", coords.c_str(), imgInc);
builder->fsCodeAppendf("\tvec2 f = fract(coord / %s);\n", imgInc);
for (int y = 0; y < 4; ++y) {
SkString coord;
coord.printf("coord + %s * vec2(%d, %d)", imgInc, x - 1, y - 1);
builder->fsCodeAppendf("\tvec4 s%d%d = ", x, y);
- builder->appendTextureLookup(GrGLShaderBuilder::kFragment_ShaderType,
- samplers[0],
- coord.c_str());
+ builder->fsAppendTextureLookup(samplers[0], coord.c_str());
builder->fsCodeAppend(";\n");
}
builder->fsCodeAppendf("\tvec4 s%d = %s(%s, f.x, s0%d, s1%d, s2%d, s3%d);\n", y, cubicBlendName.c_str(), coeff, y, y, y, y);
const char* outputColor,
const char* inputColor,
const TextureSamplerArray&) SK_OVERRIDE {
- fMatrixHandle = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
+ fMatrixHandle = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
kMat44f_GrSLType,
"ColorMatrix");
- fVectorHandle = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
+ fVectorHandle = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
kVec4f_GrSLType,
"ColorMatrixVector");
const TextureSamplerArray& samplers) {
sk_ignore_unused_variable(inputColor);
- fScaleUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
+ fScaleUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
kVec2f_GrSLType, "Scale");
const char* scaleUni = builder->getUniformCStr(fScaleUni);
// leave room for 32-bit float GPU rounding errors.
builder->fsCodeAppendf("\t\tvec4 %s = ", dColor);
- builder->appendTextureLookup(GrGLShaderBuilder::kFragment_ShaderType,
- samplers[0],
- dCoordsIn.c_str(),
- dCoordsType);
+ builder->fsAppendTextureLookup(samplers[0], dCoordsIn.c_str(), dCoordsType);
builder->fsCodeAppend(";\n");
// Unpremultiply the displacement
"bool %s = (%s.x < 0.0) || (%s.y < 0.0) || (%s.x > 1.0) || (%s.y > 1.0);\t\t",
outOfBounds, cCoords, cCoords, cCoords, cCoords);
builder->fsCodeAppendf("%s = %s ? vec4(0.0) : ", outputColor, outOfBounds);
- builder->appendTextureLookup(GrGLShaderBuilder::kFragment_ShaderType,
- samplers[1],
- cCoords,
- cCoordsType);
+ builder->fsAppendTextureLookup(samplers[1], cCoords, cCoordsType);
builder->fsCodeAppend(";\n");
}
SkString coords;
fEffectMatrix.emitCodeMakeFSCoords2D(builder, key, &coords);
- fImageIncrementUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
+ fImageIncrementUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
kVec2f_GrSLType,
"ImageIncrement");
- fSurfaceScaleUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
+ fSurfaceScaleUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
kFloat_GrSLType,
"SurfaceScale");
fLight->emitLightColorUniform(builder);
GrGLShaderVar("scale", kFloat_GrSLType),
};
SkString sobelFuncName;
- builder->emitFunction(GrGLShaderBuilder::kFragment_ShaderType,
- kFloat_GrSLType,
- "sobel",
- SK_ARRAY_COUNT(gSobelArgs),
- gSobelArgs,
- "\treturn (-a + b - 2.0 * c + 2.0 * d -e + f) * scale;\n",
- &sobelFuncName);
+ builder->fsEmitFunction(kFloat_GrSLType,
+ "sobel",
+ SK_ARRAY_COUNT(gSobelArgs),
+ gSobelArgs,
+ "\treturn (-a + b - 2.0 * c + 2.0 * d -e + f) * scale;\n",
+ &sobelFuncName);
static const GrGLShaderVar gPointToNormalArgs[] = {
GrGLShaderVar("x", kFloat_GrSLType),
GrGLShaderVar("y", kFloat_GrSLType),
GrGLShaderVar("scale", kFloat_GrSLType),
};
SkString pointToNormalName;
- builder->emitFunction(GrGLShaderBuilder::kFragment_ShaderType,
- kVec3f_GrSLType,
- "pointToNormal",
- SK_ARRAY_COUNT(gPointToNormalArgs),
- gPointToNormalArgs,
- "\treturn normalize(vec3(-x * scale, y * scale, 1));\n",
- &pointToNormalName);
+ builder->fsEmitFunction(kVec3f_GrSLType,
+ "pointToNormal",
+ SK_ARRAY_COUNT(gPointToNormalArgs),
+ gPointToNormalArgs,
+ "\treturn normalize(vec3(-x * scale, y * scale, 1));\n",
+ &pointToNormalName);
static const GrGLShaderVar gInteriorNormalArgs[] = {
GrGLShaderVar("m", kFloat_GrSLType, 9),
sobelFuncName.c_str(),
sobelFuncName.c_str());
SkString interiorNormalName;
- builder->emitFunction(GrGLShaderBuilder::kFragment_ShaderType,
- kVec3f_GrSLType,
- "interiorNormal",
- SK_ARRAY_COUNT(gInteriorNormalArgs),
- gInteriorNormalArgs,
- interiorNormalBody.c_str(),
- &interiorNormalName);
+ builder->fsEmitFunction(kVec3f_GrSLType,
+ "interiorNormal",
+ SK_ARRAY_COUNT(gInteriorNormalArgs),
+ gInteriorNormalArgs,
+ interiorNormalBody.c_str(),
+ &interiorNormalName);
builder->fsCodeAppendf("\t\tvec2 coord = %s;\n", coords.c_str());
builder->fsCodeAppend("\t\tfloat m[9];\n");
SkString texCoords;
texCoords.appendf("coord + vec2(%d, %d) * %s", dx, dy, imgInc);
builder->fsCodeAppendf("\t\tm[%d] = ", index++);
- builder->appendTextureLookup(GrGLShaderBuilder::kFragment_ShaderType,
- samplers[0],
- texCoords.c_str());
+ builder->fsAppendTextureLookup(samplers[0], texCoords.c_str());
builder->fsCodeAppend(".a;\n");
}
}
void GrGLDiffuseLightingEffect::emitLightFunc(GrGLShaderBuilder* builder, SkString* funcName) {
const char* kd;
- fKDUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
+ fKDUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
kFloat_GrSLType,
"KD",
&kd);
SkString lightBody;
lightBody.appendf("\tfloat colorScale = %s * dot(normal, surfaceToLight);\n", kd);
lightBody.appendf("\treturn vec4(lightColor * clamp(colorScale, 0.0, 1.0), 1.0);\n");
- builder->emitFunction(GrGLShaderBuilder::kFragment_ShaderType,
- kVec4f_GrSLType,
- "light",
- SK_ARRAY_COUNT(gLightArgs),
- gLightArgs,
- lightBody.c_str(),
- funcName);
+ builder->fsEmitFunction(kVec4f_GrSLType,
+ "light",
+ SK_ARRAY_COUNT(gLightArgs),
+ gLightArgs,
+ lightBody.c_str(),
+ funcName);
}
void GrGLDiffuseLightingEffect::setData(const GrGLUniformManager& uman,
const char* ks;
const char* shininess;
- fKSUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
+ fKSUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
kFloat_GrSLType, "KS", &ks);
- fShininessUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
+ fShininessUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
kFloat_GrSLType, "Shininess", &shininess);
static const GrGLShaderVar gLightArgs[] = {
lightBody.appendf("\tfloat colorScale = %s * pow(dot(normal, halfDir), %s);\n", ks, shininess);
lightBody.appendf("\tvec3 color = lightColor * clamp(colorScale, 0.0, 1.0);\n");
lightBody.appendf("\treturn vec4(color, max(max(color.r, color.g), color.b));\n");
- builder->emitFunction(GrGLShaderBuilder::kFragment_ShaderType,
- kVec4f_GrSLType,
- "light",
- SK_ARRAY_COUNT(gLightArgs),
- gLightArgs,
- lightBody.c_str(),
- funcName);
+ builder->fsEmitFunction(kVec4f_GrSLType,
+ "light",
+ SK_ARRAY_COUNT(gLightArgs),
+ gLightArgs,
+ lightBody.c_str(),
+ funcName);
}
void GrGLSpecularLightingEffect::setData(const GrGLUniformManager& uman,
///////////////////////////////////////////////////////////////////////////////
void GrGLLight::emitLightColorUniform(GrGLShaderBuilder* builder) {
- fColorUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
+ fColorUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
kVec3f_GrSLType, "LightColor");
}
void GrGLDistantLight::emitSurfaceToLight(GrGLShaderBuilder* builder, const char* z) {
const char* dir;
- fDirectionUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType, kVec3f_GrSLType,
+ fDirectionUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility, kVec3f_GrSLType,
"LightDirection", &dir);
builder->fsCodeAppend(dir);
}
void GrGLPointLight::emitSurfaceToLight(GrGLShaderBuilder* builder, const char* z) {
const char* loc;
- fLocationUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType, kVec3f_GrSLType,
+ fLocationUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility, kVec3f_GrSLType,
"LightLocation", &loc);
builder->fsCodeAppendf("normalize(%s - vec3(%s.xy, %s))", loc, builder->fragmentPosition(), z);
}
void GrGLSpotLight::emitSurfaceToLight(GrGLShaderBuilder* builder, const char* z) {
const char* location;
- fLocationUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
+ fLocationUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
kVec3f_GrSLType, "LightLocation", &location);
builder->fsCodeAppendf("normalize(%s - vec3(%s.xy, %s))",
location, builder->fragmentPosition(), z);
const char* cosOuter;
const char* coneScale;
const char* s;
- fExponentUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
+ fExponentUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
kFloat_GrSLType, "Exponent", &exponent);
- fCosInnerConeAngleUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
+ fCosInnerConeAngleUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
kFloat_GrSLType, "CosInnerConeAngle", &cosInner);
- fCosOuterConeAngleUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
+ fCosOuterConeAngleUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
kFloat_GrSLType, "CosOuterConeAngle", &cosOuter);
- fConeScaleUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
+ fConeScaleUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
kFloat_GrSLType, "ConeScale", &coneScale);
- fSUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
+ fSUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
kVec3f_GrSLType, "S", &s);
static const GrGLShaderVar gLightColorArgs[] = {
color, cosOuter, coneScale);
lightColorBody.appendf("\t}\n");
lightColorBody.appendf("\treturn %s;\n", color);
- builder->emitFunction(GrGLShaderBuilder::kFragment_ShaderType,
- kVec3f_GrSLType,
- "lightColor",
- SK_ARRAY_COUNT(gLightColorArgs),
- gLightColorArgs,
- lightColorBody.c_str(),
- &fLightColorFunc);
+ builder->fsEmitFunction(kVec3f_GrSLType,
+ "lightColor",
+ SK_ARRAY_COUNT(gLightColorArgs),
+ gLightColorArgs,
+ lightColorBody.c_str(),
+ &fLightColorFunc);
builder->fsCodeAppendf("%s(%s)", fLightColorFunc.c_str(), surfaceToLight);
}
SkString coords;
fEffectMatrix.emitCodeMakeFSCoords2D(builder, key, &coords);
fOffsetVar = builder->addUniform(
- GrGLShaderBuilder::kFragment_ShaderType |
- GrGLShaderBuilder::kVertex_ShaderType,
+ GrGLShaderBuilder::kFragment_Visibility |
+ GrGLShaderBuilder::kVertex_Visibility,
kVec2f_GrSLType, "uOffset");
fZoomVar = builder->addUniform(
- GrGLShaderBuilder::kFragment_ShaderType |
- GrGLShaderBuilder::kVertex_ShaderType,
+ GrGLShaderBuilder::kFragment_Visibility |
+ GrGLShaderBuilder::kVertex_Visibility,
kVec2f_GrSLType, "uZoom");
fInsetVar = builder->addUniform(
- GrGLShaderBuilder::kFragment_ShaderType |
- GrGLShaderBuilder::kVertex_ShaderType,
+ GrGLShaderBuilder::kFragment_Visibility |
+ GrGLShaderBuilder::kVertex_Visibility,
kVec2f_GrSLType, "uInset");
builder->fsCodeAppendf("\t\tvec2 coord = %s;\n", coords.c_str());
builder->fsCodeAppend("\t\tvec2 mix_coord = mix(coord, zoom_coord, weight);\n");
builder->fsCodeAppend("\t\tvec4 output_color = ");
- builder->appendTextureLookup(GrGLShaderBuilder::kFragment_ShaderType, samplers[0], "mix_coord");
+ builder->fsAppendTextureLookup(samplers[0], "mix_coord");
builder->fsCodeAppend(";\n");
builder->fsCodeAppendf("\t\t%s = output_color;", outputColor);
builder->fsCodeAppendf("clamp(%s, 0.0, 1.0) != %s ? vec4(0, 0, 0, 0) : ", coord, coord);
break;
}
- builder->appendTextureLookup(GrGLShaderBuilder::kFragment_ShaderType, sampler, coord);
+ builder->fsAppendTextureLookup(sampler, coord);
}
void GrGLMatrixConvolutionEffect::emitCode(GrGLShaderBuilder* builder,
const TextureSamplerArray& samplers) {
SkString coords;
fEffectMatrix.emitCodeMakeFSCoords2D(builder, key, &coords);
- fImageIncrementUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
+ fImageIncrementUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
kVec2f_GrSLType, "ImageIncrement");
- fKernelUni = builder->addUniformArray(GrGLShaderBuilder::kFragment_ShaderType,
+ fKernelUni = builder->addUniformArray(GrGLShaderBuilder::kFragment_Visibility,
kFloat_GrSLType, "Kernel", fKernelSize.width() * fKernelSize.height());
- fTargetUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
+ fTargetUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
kVec2f_GrSLType, "Target");
- fGainUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
+ fGainUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
kFloat_GrSLType, "Gain");
- fBiasUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
+ fBiasUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
kFloat_GrSLType, "Bias");
const char* target = builder->getUniformCStr(fTargetUni);
const TextureSamplerArray& samplers) {
SkString coords;
fEffectMatrix.emitCodeMakeFSCoords2D(builder, key, &coords);
- fImageIncrementUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
+ fImageIncrementUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
kVec2f_GrSLType, "ImageIncrement");
const char* func;
builder->fsCodeAppendf("\t\tvec2 coord = %s - %d.0 * %s;\n", coords.c_str(), fRadius, imgInc);
builder->fsCodeAppendf("\t\tfor (int i = 0; i < %d; i++) {\n", this->width());
builder->fsCodeAppendf("\t\t\t%s = %s(%s, ", outputColor, func, outputColor);
- builder->appendTextureLookup(GrGLShaderBuilder::kFragment_ShaderType, samplers[0], "coord");
+ builder->fsAppendTextureLookup(samplers[0], "coord");
builder->fsCodeAppend(");\n");
builder->fsCodeAppendf("\t\t\tcoord += %s;\n", imgInc);
builder->fsCodeAppend("\t\t}\n");
SkString vCoords;
fEffectMatrix.emitCodeMakeFSCoords2D(builder, key, &vCoords);
- fSeedUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
+ fSeedUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
kFloat_GrSLType, "seed");
const char* seedUni = builder->getUniformCStr(fSeedUni);
- fInvMatrixUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
+ fInvMatrixUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
kMat33f_GrSLType, "invMatrix");
const char* invMatrixUni = builder->getUniformCStr(fInvMatrixUni);
- fBaseFrequencyUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
+ fBaseFrequencyUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
kVec2f_GrSLType, "baseFrequency");
const char* baseFrequencyUni = builder->getUniformCStr(fBaseFrequencyUni);
- fAlphaUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
+ fAlphaUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
kFloat_GrSLType, "alpha");
const char* alphaUni = builder->getUniformCStr(fAlphaUni);
};
SkString mod289_3_funcName;
- builder->emitFunction(GrGLShaderBuilder::kFragment_ShaderType, kVec3f_GrSLType,
- "mod289", SK_ARRAY_COUNT(gVec3Args), gVec3Args,
- "const vec2 C = vec2(1.0 / 289.0, 289.0);\n"
- "return x - floor(x * C.xxx) * C.yyy;", &mod289_3_funcName);
+ builder->fsEmitFunction(kVec3f_GrSLType,
+ "mod289", SK_ARRAY_COUNT(gVec3Args), gVec3Args,
+ "const vec2 C = vec2(1.0 / 289.0, 289.0);\n"
+ "return x - floor(x * C.xxx) * C.yyy;", &mod289_3_funcName);
// Add vec4 modulo 289 function
static const GrGLShaderVar gVec4Args[] = {
};
SkString mod289_4_funcName;
- builder->emitFunction(GrGLShaderBuilder::kFragment_ShaderType, kVec4f_GrSLType,
- "mod289", SK_ARRAY_COUNT(gVec4Args), gVec4Args,
- "const vec2 C = vec2(1.0 / 289.0, 289.0);\n"
- "return x - floor(x * C.xxxx) * C.yyyy;", &mod289_4_funcName);
+ builder->fsEmitFunction(kVec4f_GrSLType,
+ "mod289", SK_ARRAY_COUNT(gVec4Args), gVec4Args,
+ "const vec2 C = vec2(1.0 / 289.0, 289.0);\n"
+ "return x - floor(x * C.xxxx) * C.yyyy;", &mod289_4_funcName);
// Add vec4 permute function
SkString permuteCode;
permuteCode.appendf("const vec2 C = vec2(34.0, 1.0);\n"
"return %s(((x * C.xxxx) + C.yyyy) * x);", mod289_4_funcName.c_str());
SkString permuteFuncName;
- builder->emitFunction(GrGLShaderBuilder::kFragment_ShaderType, kVec4f_GrSLType,
- "permute", SK_ARRAY_COUNT(gVec4Args), gVec4Args,
- permuteCode.c_str(), &permuteFuncName);
+ builder->fsEmitFunction(kVec4f_GrSLType,
+ "permute", SK_ARRAY_COUNT(gVec4Args), gVec4Args,
+ permuteCode.c_str(), &permuteFuncName);
// Add vec4 taylorInvSqrt function
SkString taylorInvSqrtFuncName;
- builder->emitFunction(GrGLShaderBuilder::kFragment_ShaderType, kVec4f_GrSLType,
- "taylorInvSqrt", SK_ARRAY_COUNT(gVec4Args), gVec4Args,
- "const vec2 C = vec2(-0.85373472095314, 1.79284291400159);\n"
- "return x * C.xxxx + C.yyyy;", &taylorInvSqrtFuncName);
+ builder->fsEmitFunction(kVec4f_GrSLType,
+ "taylorInvSqrt", SK_ARRAY_COUNT(gVec4Args), gVec4Args,
+ "const vec2 C = vec2(-0.85373472095314, 1.79284291400159);\n"
+ "return x * C.xxxx + C.yyyy;", &taylorInvSqrtFuncName);
// Add vec3 noise function
static const GrGLShaderVar gNoiseVec3Args[] = {
taylorInvSqrtFuncName.c_str());
SkString noiseFuncName;
- builder->emitFunction(GrGLShaderBuilder::kFragment_ShaderType, kFloat_GrSLType,
- "snoise", SK_ARRAY_COUNT(gNoiseVec3Args), gNoiseVec3Args,
- noiseCode.c_str(), &noiseFuncName);
+ builder->fsEmitFunction(kFloat_GrSLType,
+ "snoise", SK_ARRAY_COUNT(gNoiseVec3Args), gNoiseVec3Args,
+ noiseCode.c_str(), &noiseFuncName);
const char* noiseVecIni = "noiseVecIni";
const char* factors = "factors";
SkString vCoords;
fEffectMatrix.emitCodeMakeFSCoords2D(builder, key, &vCoords);
- fInvMatrixUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
+ fInvMatrixUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
kMat33f_GrSLType, "invMatrix");
const char* invMatrixUni = builder->getUniformCStr(fInvMatrixUni);
- fBaseFrequencyUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
+ fBaseFrequencyUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
kVec2f_GrSLType, "baseFrequency");
const char* baseFrequencyUni = builder->getUniformCStr(fBaseFrequencyUni);
- fAlphaUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
+ fAlphaUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
kFloat_GrSLType, "alpha");
const char* alphaUni = builder->getUniformCStr(fAlphaUni);
const char* stitchDataUni = NULL;
if (fStitchTiles) {
- fStitchDataUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
+ fStitchDataUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
kVec2f_GrSLType, "stitchData");
stitchDataUni = builder->getUniformCStr(fStitchDataUni);
}
SkString noiseFuncName;
if (fStitchTiles) {
- builder->emitFunction(GrGLShaderBuilder::kFragment_ShaderType, kFloat_GrSLType,
- "perlinnoise", SK_ARRAY_COUNT(gPerlinNoiseStitchArgs),
- gPerlinNoiseStitchArgs, noiseCode.c_str(), &noiseFuncName);
+ builder->fsEmitFunction(kFloat_GrSLType,
+ "perlinnoise", SK_ARRAY_COUNT(gPerlinNoiseStitchArgs),
+ gPerlinNoiseStitchArgs, noiseCode.c_str(), &noiseFuncName);
} else {
- builder->emitFunction(GrGLShaderBuilder::kFragment_ShaderType, kFloat_GrSLType,
- "perlinnoise", SK_ARRAY_COUNT(gPerlinNoiseArgs),
- gPerlinNoiseArgs, noiseCode.c_str(), &noiseFuncName);
+ builder->fsEmitFunction(kFloat_GrSLType,
+ "perlinnoise", SK_ARRAY_COUNT(gPerlinNoiseArgs),
+ gPerlinNoiseArgs, noiseCode.c_str(), &noiseFuncName);
}
// There are rounding errors if the floor operation is not performed here
}
builder->fsCodeAppendf("\t\t%s.a = ", outputColor);
- builder->appendTextureLookup(GrGLShaderBuilder::kFragment_ShaderType, samplers[0], "vec2(coord.a, 0.125)");
+ builder->fsAppendTextureLookup(samplers[0], "vec2(coord.a, 0.125)");
builder->fsCodeAppend(";\n");
builder->fsCodeAppendf("\t\t%s.r = ", outputColor);
- builder->appendTextureLookup(GrGLShaderBuilder::kFragment_ShaderType, samplers[0], "vec2(coord.r, 0.375)");
+ builder->fsAppendTextureLookup(samplers[0], "vec2(coord.r, 0.375)");
builder->fsCodeAppend(";\n");
builder->fsCodeAppendf("\t\t%s.g = ", outputColor);
- builder->appendTextureLookup(GrGLShaderBuilder::kFragment_ShaderType, samplers[0], "vec2(coord.g, 0.625)");
+ builder->fsAppendTextureLookup(samplers[0], "vec2(coord.g, 0.625)");
builder->fsCodeAppend(";\n");
builder->fsCodeAppendf("\t\t%s.b = ", outputColor);
- builder->appendTextureLookup(GrGLShaderBuilder::kFragment_ShaderType, samplers[0], "vec2(coord.b, 0.875)");
+ builder->fsAppendTextureLookup(samplers[0], "vec2(coord.b, 0.875)");
builder->fsCodeAppend(";\n");
builder->fsCodeAppendf("\t\t%s.rgb *= %s.a;\n", outputColor, outputColor);
GrGLGradientEffect::~GrGLGradientEffect() { }
void GrGLGradientEffect::emitYCoordUniform(GrGLShaderBuilder* builder) {
- fFSYUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
+ fFSYUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
kFloat_GrSLType, "GradientYCoordFS");
}
gradientTValue,
builder->getUniformVariable(fFSYUni).c_str());
builder->fsCodeAppendf("\t%s = ", outputColor);
- builder->appendTextureLookupAndModulate(GrGLShaderBuilder::kFragment_ShaderType,
- inputColor,
- sampler,
- "coord");
+ builder->fsAppendTextureLookupAndModulate(inputColor, sampler, "coord");
builder->fsCodeAppend(";\n");
}
// 2 copies of uniform array, 1 for each of vertex & fragment shader,
// to work around Xoom bug. Doesn't seem to cause performance decrease
// in test apps, but need to keep an eye on it.
- fVSParamUni = builder->addUniformArray(GrGLShaderBuilder::kVertex_ShaderType,
+ fVSParamUni = builder->addUniformArray(GrGLShaderBuilder::kVertex_Visibility,
kFloat_GrSLType, "Conical2VSParams", 6);
- fFSParamUni = builder->addUniformArray(GrGLShaderBuilder::kFragment_ShaderType,
+ fFSParamUni = builder->addUniformArray(GrGLShaderBuilder::kFragment_Visibility,
kFloat_GrSLType, "Conical2FSParams", 6);
// For radial gradients without perspective we can pass the linear
// 2 copies of uniform array, 1 for each of vertex & fragment shader,
// to work around Xoom bug. Doesn't seem to cause performance decrease
// in test apps, but need to keep an eye on it.
- fVSParamUni = builder->addUniformArray(GrGLShaderBuilder::kVertex_ShaderType,
+ fVSParamUni = builder->addUniformArray(GrGLShaderBuilder::kVertex_Visibility,
kFloat_GrSLType, "Radial2VSParams", 6);
- fFSParamUni = builder->addUniformArray(GrGLShaderBuilder::kFragment_ShaderType,
+ fFSParamUni = builder->addUniformArray(GrGLShaderBuilder::kFragment_Visibility,
kFloat_GrSLType, "Radial2FSParams", 6);
// For radial gradients without perspective we can pass the linear
SkString coords;
GrSLType coordsType = fEffectMatrix.emitCode(builder, key, &coords);
builder->fsCodeAppendf("\t\t%s = ", outputColor);
- builder->appendTextureLookup(GrGLShaderBuilder::kFragment_ShaderType,
- samplers[0],
- coords.c_str(),
- coordsType);
+ builder->fsAppendTextureLookup(samplers[0], coords.c_str(), coordsType);
builder->fsCodeAppend(";\n");
if (GrConfigConversionEffect::kNone_PMConversion == fPMConversion) {
SkASSERT(fSwapRedAndBlue);
const TextureSamplerArray& samplers) {
SkString coords;
fEffectMatrix.emitCodeMakeFSCoords2D(builder, key, &coords);
- fImageIncrementUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
+ fImageIncrementUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
kVec2f_GrSLType, "ImageIncrement");
if (this->useBounds()) {
- fBoundsUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
+ fBoundsUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
kVec2f_GrSLType, "Bounds");
}
- fKernelUni = builder->addUniformArray(GrGLShaderBuilder::kFragment_ShaderType,
+ fKernelUni = builder->addUniformArray(GrGLShaderBuilder::kFragment_Visibility,
kFloat_GrSLType, "Kernel", this->width());
builder->fsCodeAppendf("\t\t%s = vec4(0, 0, 0, 0);\n", outputColor);
index.appendS32(i);
kernel.appendArrayAccess(index.c_str(), &kernelIndex);
builder->fsCodeAppendf("\t\t%s += ", outputColor);
- builder->appendTextureLookup(GrGLShaderBuilder::kFragment_ShaderType, samplers[0], "coord");
+ builder->fsAppendTextureLookup(samplers[0], "coord");
if (this->useBounds()) {
const char* bounds = builder->getUniformCStr(fBoundsUni);
const char* component = this->direction() == Gr1DKernelEffect::kY_Direction ? "y" : "x";
fsCoordSLType = fEffectMatrix.get()->emitCode(builder, key, &fsCoordName);
}
builder->fsCodeAppendf("\t%s = ", outputColor);
- builder->appendTextureLookupAndModulate(GrGLShaderBuilder::kFragment_ShaderType,
- inputColor,
- samplers[0],
- fsCoordName.c_str(),
- fsCoordSLType);
+ builder->fsAppendTextureLookupAndModulate(inputColor,
+ samplers[0],
+ fsCoordName.c_str(),
+ fsCoordSLType);
builder->fsCodeAppend(";\n");
}
SkString coords;
fEffectMatrix.emitCodeMakeFSCoords2D(builder, key, &coords);
const char* domain;
- fNameUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
+ fNameUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
kVec4f_GrSLType, "TexDom", &domain);
if (GrTextureDomainEffect::kClamp_WrapMode == texDom.wrapMode()) {
coords.c_str(), domain, domain);
builder->fsCodeAppendf("\t%s = ", outputColor);
- builder->appendTextureLookupAndModulate(GrGLShaderBuilder::kFragment_ShaderType,
- inputColor,
- samplers[0],
- "clampCoord");
+ builder->fsAppendTextureLookupAndModulate(inputColor, samplers[0], "clampCoord");
builder->fsCodeAppend(";\n");
} else {
SkASSERT(GrTextureDomainEffect::kDecal_WrapMode == texDom.wrapMode());
// result=white;" code fails to compile.
builder->fsCodeAppend("\tvec4 outside = vec4(0.0, 0.0, 0.0, 0.0);\n");
builder->fsCodeAppend("\tvec4 inside = ");
- builder->appendTextureLookupAndModulate(GrGLShaderBuilder::kFragment_ShaderType,
- inputColor,
- samplers[0],
- coords.c_str());
+ builder->fsAppendTextureLookupAndModulate(inputColor, samplers[0], coords.c_str());
builder->fsCodeAppend(";\n");
builder->fsCodeAppendf("\tfloat x = abs(2.0*(%s.x - %s.x)/(%s.z - %s.x) - 1.0);\n",
builder->fsCodeAppendf("\toutside.xy = lessThan(%s, %s.xy);\n", coords.c_str(), domain);
builder->fsCodeAppendf("\toutside.zw = greaterThan(%s, %s.zw);\n", coords.c_str(), domain);
builder->fsCodeAppendf("\t%s = any(outside) ? vec4(0.0, 0.0, 0.0, 0.0) : ", outputColor);
- builder->appendTextureLookupAndModulate(GrGLShaderBuilder::kFragment_ShaderType,
- inputColor,
- samplers[0],
- coords.c_str());
+ builder->fsAppendTextureLookupAndModulate(inputColor, samplers[0], coords.c_str());
builder->fsCodeAppend(";\n");
}
}
uniName = suffixedUniName.c_str();
}
if (kVoid_GrSLType != fUniType) {
- fUni = builder->addUniform(GrGLShaderBuilder::kVertex_ShaderType,
+ fUni = builder->addUniform(GrGLShaderBuilder::kVertex_Visibility,
fUniType,
uniName,
&uniName);
}
case GrGLProgramDesc::kUniform_ColorInput: {
const char* name;
- fUniformHandles.fColorUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
+ fUniformHandles.fColorUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
kVec4f_GrSLType, "Color", &name);
*inColor = name;
return kNone_GrSLConstantVec;
case GrGLProgramDesc::kUniform_ColorInput: {
const char* name;
fUniformHandles.fCoverageUni =
- builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
+ builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
kVec4f_GrSLType, "Coverage", &name);
*inCoverage = name;
return kNone_GrSLConstantVec;
SkString shader;
- builder.getShader(GrGLShaderBuilder::kVertex_ShaderType, &shader);
+ builder.vsGetShader(&shader);
if (c_PrintShaders) {
GrPrintf(shader.c_str());
GrPrintf("\n");
fGShaderID = 0;
#if GR_GL_EXPERIMENTAL_GS
if (fDesc.getHeader().fExperimentalGS) {
- builder.getShader(GrGLShaderBuilder::kGeometry_ShaderType, &shader);
+ builder.gsGetShader(&shader);
if (c_PrintShaders) {
GrPrintf(shader.c_str());
GrPrintf("\n");
}
#endif
- builder.getShader(GrGLShaderBuilder::kFragment_ShaderType, &shader);
+ builder.fsGetShader(&shader);
if (c_PrintShaders) {
GrPrintf(shader.c_str());
GrPrintf("\n");
}
const char* viewMName;
- fUniformHandles.fViewMatrixUni = builder.addUniform(GrGLShaderBuilder::kVertex_ShaderType,
+ fUniformHandles.fViewMatrixUni = builder.addUniform(GrGLShaderBuilder::kVertex_Visibility,
kMat33f_GrSLType, "ViewM", &viewMName);
// Insert the color filter. This will soon be replaced by a color effect.
if (SkXfermode::kDst_Mode != header.fColorFilterXfermode) {
const char* colorFilterColorUniName = NULL;
- fUniformHandles.fColorFilterUni = builder.addUniform(GrGLShaderBuilder::kFragment_ShaderType,
+ fUniformHandles.fColorFilterUni = builder.addUniform(GrGLShaderBuilder::kFragment_Visibility,
kVec4f_GrSLType, "FilterColor",
&colorFilterColorUniName);
}
fDstCopySampler.init(this, configMask, "rgba", 0);
- fDstCopyTopLeftUniform = this->addUniform(kFragment_ShaderType,
+ fDstCopyTopLeftUniform = this->addUniform(kFragment_Visibility,
kVec2f_GrSLType,
"DstCopyUpperLeft",
&dstCopyTopLeftName);
- fDstCopyScaleUniform = this->addUniform(kFragment_ShaderType,
+ fDstCopyScaleUniform = this->addUniform(kFragment_Visibility,
kVec2f_GrSLType,
"DstCopyCoordScale",
&dstCopyCoordScaleName);
this->fsCodeAppend("\t_dstTexCoord.y = 1.0 - _dstTexCoord.y;\n");
}
this->fsCodeAppendf("\tvec4 %s = ", kDstCopyColorName);
- this->appendTextureLookup(kFragment_ShaderType, fDstCopySampler, "_dstTexCoord");
+ this->fsAppendTextureLookup(fDstCopySampler, "_dstTexCoord");
this->fsCodeAppend(";\n\n");
}
}
}
}
-void GrGLShaderBuilder::codeAppendf(ShaderType type, const char format[], va_list args) {
- SkString* string = NULL;
- switch (type) {
- case kVertex_ShaderType:
- string = &fVSCode;
- break;
- case kGeometry_ShaderType:
- string = &fGSCode;
- break;
- case kFragment_ShaderType:
- string = &fFSCode;
- break;
- default:
- GrCrash("Invalid shader type");
- }
- string->appendf(format, args);
-}
-
-void GrGLShaderBuilder::codeAppend(ShaderType type, const char* str) {
- SkString* string = NULL;
- switch (type) {
- case kVertex_ShaderType:
- string = &fVSCode;
- break;
- case kGeometry_ShaderType:
- string = &fGSCode;
- break;
- case kFragment_ShaderType:
- string = &fFSCode;
- break;
- default:
- GrCrash("Invalid shader type");
- }
- string->append(str);
-}
-
void GrGLShaderBuilder::appendTextureLookup(SkString* out,
const GrGLShaderBuilder::TextureSampler& sampler,
const char* coordName,
append_swizzle(out, sampler, *fCtxInfo.caps());
}
-void GrGLShaderBuilder::appendTextureLookup(ShaderType type,
- const GrGLShaderBuilder::TextureSampler& sampler,
- const char* coordName,
- GrSLType varyingType) {
- SkASSERT(kFragment_ShaderType == type);
+void GrGLShaderBuilder::fsAppendTextureLookup(const GrGLShaderBuilder::TextureSampler& sampler,
+ const char* coordName,
+ GrSLType varyingType) {
this->appendTextureLookup(&fFSCode, sampler, coordName, varyingType);
}
-void GrGLShaderBuilder::appendTextureLookupAndModulate(
- ShaderType type,
+void GrGLShaderBuilder::fsAppendTextureLookupAndModulate(
const char* modulation,
const GrGLShaderBuilder::TextureSampler& sampler,
const char* coordName,
GrSLType varyingType) {
- SkASSERT(kFragment_ShaderType == type);
SkString lookup;
this->appendTextureLookup(&lookup, sampler, coordName, varyingType);
GrGLSLModulatef<4>(&fFSCode, modulation, lookup.c_str());
int count,
const char** outName) {
SkASSERT(name && strlen(name));
- SkDEBUGCODE(static const uint32_t kVisibilityMask = kVertex_ShaderType | kFragment_ShaderType);
+ SkDEBUGCODE(static const uint32_t kVisibilityMask = kVertex_Visibility | kFragment_Visibility);
SkASSERT(0 == (~kVisibilityMask & visibility));
SkASSERT(0 != visibility);
// If it is visible in both the VS and FS, the precision must match.
// We declare a default FS precision, but not a default VS. So set the var
// to use the default FS precision.
- if ((kVertex_ShaderType | kFragment_ShaderType) == visibility) {
+ if ((kVertex_Visibility | kFragment_Visibility) == visibility) {
// the fragment and vertex precisions must match
uni.fVariable.setPrecision(kDefaultFragmentPrecision);
}
SkASSERT(!fRTHeightUniform.isValid());
const char* rtHeightName;
- fRTHeightUniform = this->addUniform(kFragment_ShaderType,
+ fRTHeightUniform = this->addUniform(kFragment_Visibility,
kFloat_GrSLType,
"RTHeight",
&rtHeightName);
}
-void GrGLShaderBuilder::emitFunction(ShaderType shader,
- GrSLType returnType,
- const char* name,
- int argCnt,
- const GrGLShaderVar* args,
- const char* body,
- SkString* outName) {
- SkASSERT(kFragment_ShaderType == shader);
+void GrGLShaderBuilder::fsEmitFunction(GrSLType returnType,
+ const char* name,
+ int argCnt,
+ const GrGLShaderVar* args,
+ const char* body,
+ SkString* outName) {
fFSFunctions.append(GrGLSLTypeString(returnType));
this->nameVariable(outName, '\0', name);
fFSFunctions.appendf(" %s", outName->c_str());
}
}
-void GrGLShaderBuilder::appendUniformDecls(ShaderType stype, SkString* out) const {
+void GrGLShaderBuilder::appendUniformDecls(ShaderVisibility visibility,
+ SkString* out) const {
for (int i = 0; i < fUniforms.count(); ++i) {
- if (fUniforms[i].fVisibility & stype) {
+ if (fUniforms[i].fVisibility & visibility) {
fUniforms[i].fVariable.appendDecl(fCtxInfo, out);
out->append(";\n");
}
}
}
-void GrGLShaderBuilder::getShader(ShaderType type, SkString* shaderStr) const {
- const char* version = GrGetGLSLVersionDecl(fCtxInfo);
-
- switch (type) {
- case kVertex_ShaderType:
- *shaderStr = version;
- this->appendUniformDecls(kVertex_ShaderType, shaderStr);
- this->appendDecls(fVSAttrs, shaderStr);
- this->appendDecls(fVSOutputs, shaderStr);
- shaderStr->append("void main() {\n");
- shaderStr->append(fVSCode);
- shaderStr->append("}\n");
- break;
- case kGeometry_ShaderType:
- if (fUsesGS) {
- *shaderStr = version;
- shaderStr->append(fGSHeader);
- this->appendDecls(fGSInputs, shaderStr);
- this->appendDecls(fGSOutputs, shaderStr);
- shaderStr->append("void main() {\n");
- shaderStr->append(fGSCode);
- shaderStr->append("}\n");
- } else {
- shaderStr->reset();
- }
- break;
- case kFragment_ShaderType:
- *shaderStr = version;
- shaderStr->append(fFSExtensions);
- append_default_precision_qualifier(kDefaultFragmentPrecision,
- fCtxInfo.binding(),
- shaderStr);
- this->appendUniformDecls(kFragment_ShaderType, shaderStr);
- this->appendDecls(fFSInputs, shaderStr);
- // We shouldn't have declared outputs on 1.10
- SkASSERT(k110_GrGLSLGeneration != fCtxInfo.glslGeneration() || fFSOutputs.empty());
- this->appendDecls(fFSOutputs, shaderStr);
- shaderStr->append(fFSFunctions);
- shaderStr->append("void main() {\n");
- shaderStr->append(fFSCode);
- shaderStr->append("}\n");
- break;
- }
- }
+void GrGLShaderBuilder::vsGetShader(SkString* shaderStr) const {
+ *shaderStr = GrGetGLSLVersionDecl(fCtxInfo);
+ this->appendUniformDecls(kVertex_Visibility, shaderStr);
+ this->appendDecls(fVSAttrs, shaderStr);
+ this->appendDecls(fVSOutputs, shaderStr);
+ shaderStr->append("void main() {\n");
+ shaderStr->append(fVSCode);
+ shaderStr->append("}\n");
+}
+
+void GrGLShaderBuilder::gsGetShader(SkString* shaderStr) const {
+ if (!fUsesGS) {
+ shaderStr->reset();
+ return;
+ }
+
+ *shaderStr = GrGetGLSLVersionDecl(fCtxInfo);
+ shaderStr->append(fGSHeader);
+ this->appendDecls(fGSInputs, shaderStr);
+ this->appendDecls(fGSOutputs, shaderStr);
+ shaderStr->append("void main() {\n");
+ shaderStr->append(fGSCode);
+ shaderStr->append("}\n");
+}
+
+void GrGLShaderBuilder::fsGetShader(SkString* shaderStr) const {
+ *shaderStr = GrGetGLSLVersionDecl(fCtxInfo);
+ shaderStr->append(fFSExtensions);
+ append_default_precision_qualifier(kDefaultFragmentPrecision,
+ fCtxInfo.binding(),
+ shaderStr);
+ this->appendUniformDecls(kFragment_Visibility, shaderStr);
+ this->appendDecls(fFSInputs, shaderStr);
+ // We shouldn't have declared outputs on 1.10
+ SkASSERT(k110_GrGLSLGeneration != fCtxInfo.glslGeneration() || fFSOutputs.empty());
+ this->appendDecls(fFSOutputs, shaderStr);
+ shaderStr->append(fFSFunctions);
+ shaderStr->append("void main() {\n");
+ shaderStr->append(fFSCode);
+ shaderStr->append("}\n");
+}
void GrGLShaderBuilder::finished(GrGLuint programID) {
fUniformManager.getUniformLocations(programID, fUniforms);
SkASSERT(NULL != builder);
SkString name;
name.printf("Sampler%d", idx);
- fSamplerUniform = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
+ fSamplerUniform = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
kSampler2D_GrSLType,
name.c_str());
SkASSERT(fSamplerUniform.isValid());
typedef SkTArray<TextureSampler> TextureSamplerArray;
- enum ShaderType {
- kVertex_ShaderType = 0x1,
- kGeometry_ShaderType = 0x2,
- kFragment_ShaderType = 0x4,
+ enum ShaderVisibility {
+ kVertex_Visibility = 0x1,
+ kGeometry_Visibility = 0x2,
+ kFragment_Visibility = 0x4,
};
GrGLShaderBuilder(const GrGLContextInfo&, GrGLUniformManager&, const GrGLProgramDesc&);
void vsCodeAppendf(const char format[], ...) SK_PRINTF_LIKE(2, 3) {
va_list args;
va_start(args, format);
- this->codeAppendf(kVertex_ShaderType, format, args);
+ fVSCode.appendf(format, args);
va_end(args);
}
void gsCodeAppendf(const char format[], ...) SK_PRINTF_LIKE(2, 3) {
va_list args;
va_start(args, format);
- this->codeAppendf(kGeometry_ShaderType, format, args);
+ fGSCode.appendf(format, args);
va_end(args);
}
void fsCodeAppendf(const char format[], ...) SK_PRINTF_LIKE(2, 3) {
va_list args;
va_start(args, format);
- this->codeAppendf(kFragment_ShaderType, format, args);
+ fFSCode.appendf(format, args);
va_end(args);
}
- void vsCodeAppend(const char* str) { this->codeAppend(kVertex_ShaderType, str); }
- void gsCodeAppend(const char* str) { this->codeAppend(kGeometry_ShaderType, str); }
- void fsCodeAppend(const char* str) { this->codeAppend(kFragment_ShaderType, str); }
+ void vsCodeAppend(const char* str) { fVSCode.append(str); }
+ void gsCodeAppend(const char* str) { fGSCode.append(str); }
+ void fsCodeAppend(const char* str) { fFSCode.append(str); }
/** Appends a 2D texture sample with projection if necessary. coordType must either be Vec2f or
Vec3f. The latter is interpreted as projective texture coords. The vec length and swizzle
const char* coordName,
GrSLType coordType = kVec2f_GrSLType) const;
- /** Version of above that appends the result to the shader code rather than an SkString.
- Currently the shader type must be kFragment */
- void appendTextureLookup(ShaderType,
- const TextureSampler&,
- const char* coordName,
- GrSLType coordType = kVec2f_GrSLType);
+ /** Version of above that appends the result to the fragment shader code instead.*/
+ void fsAppendTextureLookup(const TextureSampler&,
+ const char* coordName,
+ GrSLType coordType = kVec2f_GrSLType);
/** Does the work of appendTextureLookup and modulates the result by modulation. The result is
always a vec4. modulation and the swizzle specified by TextureSampler must both be vec4 or
float. If modulation is "" or NULL it this function acts as though appendTextureLookup were
called. */
- void appendTextureLookupAndModulate(ShaderType,
- const char* modulation,
- const TextureSampler&,
- const char* coordName,
- GrSLType coordType = kVec2f_GrSLType);
-
- /** Emits a helper function outside of main(). Currently ShaderType must be
- kFragment_ShaderType. */
- void emitFunction(ShaderType shader,
- GrSLType returnType,
- const char* name,
- int argCnt,
- const GrGLShaderVar* args,
- const char* body,
- SkString* outName);
+ void fsAppendTextureLookupAndModulate(const char* modulation,
+ const TextureSampler&,
+ const char* coordName,
+ GrSLType coordType = kVec2f_GrSLType);
+
+ /** Emits a helper function outside of main() in the fragment shader. */
+ void fsEmitFunction(GrSLType returnType,
+ const char* name,
+ int argCnt,
+ const GrGLShaderVar* args,
+ const char* body,
+ SkString* outName);
/** Generates a EffectKey for the shader code based on the texture access parameters and the
capabilities of the GL context. This is useful for keying the shader programs that may
static const GrGLenum* GetTexParamSwizzle(GrPixelConfig config, const GrGLCaps& caps);
/** Add a uniform variable to the current program, that has visibility in one or more shaders.
- visibility is a bitfield of ShaderType values indicating from which shaders the uniform
- should be accessible. At least one bit must be set. Geometry shader uniforms are not
+ visibility is a bitfield of ShaderVisibility values indicating from which shaders the
+ uniform should be accessible. At least one bit must be set. Geometry shader uniforms are not
supported at this time. The actual uniform name will be mangled. If outName is not NULL then
it will refer to the final uniform name after return. Use the addUniformArray variant to add
an array of uniforms.
*/
/** Called after building is complete to get the final shader string. */
- void getShader(ShaderType, SkString*) const;
+ void vsGetShader(SkString*) const;
+ void gsGetShader(SkString*) const;
+ void fsGetShader(SkString*) const;
/**
* Adds code for effects. effectStages contains the effects to add. effectKeys[i] is the key
const GrGLContextInfo& ctxInfo() const { return fCtxInfo; }
private:
- void codeAppendf(ShaderType type, const char format[], va_list args);
- void codeAppend(ShaderType type, const char* str);
-
typedef GrTAllocator<GrGLShaderVar> VarArray;
void appendDecls(const VarArray&, SkString*) const;
- void appendUniformDecls(ShaderType, SkString*) const;
+ void appendUniformDecls(ShaderVisibility, SkString*) const;
typedef GrGLUniformManager::BuilderUniform BuilderUniform;
GrGLUniformManager::BuilderUniformArray fUniforms;
};
bool enablePrivateFeature(GLSLPrivateFeature);
- // If we ever have VS/GS features we can expand this to take a bitmask of ShaderType and track
- // the enables separately for each shader.
+ // If we ever have VS/GS features we can expand this to take a bitmask of ShaderVisibility and
+ // track the enables separately for each shader.
void addFSFeature(uint32_t featureBit, const char* extensionName);
// Generates a name for a variable. The generated string will be name prefixed by the prefix
// TODO: Move the Xoom uniform array in both FS and VS bug workaround here.
GR_GL_CALL_RET(fContext.interface(), location,
GetUniformLocation(programID, uniforms[i].fVariable.c_str()));
- if (GrGLShaderBuilder::kVertex_ShaderType & uniforms[i].fVisibility) {
+ if (GrGLShaderBuilder::kVertex_Visibility & uniforms[i].fVisibility) {
fUniforms[i].fVSLocation = location;
}
- if (GrGLShaderBuilder::kFragment_ShaderType & uniforms[i].fVisibility) {
+ if (GrGLShaderBuilder::kFragment_Visibility & uniforms[i].fVisibility) {
fUniforms[i].fFSLocation = location;
}
}