#include "effects/GrConstColorProcessor.h"
#include "glsl/GrGLSLFragmentProcessor.h"
#include "glsl/GrGLSLFragmentShaderBuilder.h"
-#include "glsl/GrGLSLProgramBuilder.h"
#include "glsl/GrGLSLProgramDataManager.h"
+#include "glsl/GrGLSLUniformHandler.h"
#endif
static const int kBlockSize = 256;
void GrGLPerlinNoise2::emitCode(EmitArgs& args) {
GrGLSLFragmentBuilder* fsBuilder = args.fFragBuilder;
+ GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
SkString vCoords = fsBuilder->ensureFSCoords2D(args.fCoords, 0);
- fBaseFrequencyUni = args.fBuilder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kVec2f_GrSLType, kDefault_GrSLPrecision,
- "baseFrequency");
- const char* baseFrequencyUni = args.fBuilder->getUniformCStr(fBaseFrequencyUni);
+ fBaseFrequencyUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kVec2f_GrSLType, kDefault_GrSLPrecision,
+ "baseFrequency");
+ const char* baseFrequencyUni = uniformHandler->getUniformCStr(fBaseFrequencyUni);
const char* stitchDataUni = nullptr;
if (fStitchTiles) {
- fStitchDataUni = args.fBuilder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kVec2f_GrSLType, kDefault_GrSLPrecision,
- "stitchData");
- stitchDataUni = args.fBuilder->getUniformCStr(fStitchDataUni);
+ fStitchDataUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kVec2f_GrSLType, kDefault_GrSLPrecision,
+ "stitchData");
+ stitchDataUni = uniformHandler->getUniformCStr(fStitchDataUni);
}
// There are 4 lines, so the center of each line is 1/8, 3/8, 5/8 and 7/8
void GrGLImprovedPerlinNoise::emitCode(EmitArgs& args) {
GrGLSLFragmentBuilder* fsBuilder = args.fFragBuilder;
+ GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
SkString vCoords = fsBuilder->ensureFSCoords2D(args.fCoords, 0);
- fBaseFrequencyUni = args.fBuilder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kVec2f_GrSLType, kDefault_GrSLPrecision,
- "baseFrequency");
- const char* baseFrequencyUni = args.fBuilder->getUniformCStr(fBaseFrequencyUni);
+ fBaseFrequencyUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kVec2f_GrSLType, kDefault_GrSLPrecision,
+ "baseFrequency");
+ const char* baseFrequencyUni = uniformHandler->getUniformCStr(fBaseFrequencyUni);
- fOctavesUni = args.fBuilder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kFloat_GrSLType, kDefault_GrSLPrecision,
- "octaves");
- const char* octavesUni = args.fBuilder->getUniformCStr(fOctavesUni);
+ fOctavesUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kFloat_GrSLType, kDefault_GrSLPrecision,
+ "octaves");
+ const char* octavesUni = uniformHandler->getUniformCStr(fOctavesUni);
- fZUni = args.fBuilder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kFloat_GrSLType, kDefault_GrSLPrecision,
- "z");
- const char* zUni = args.fBuilder->getUniformCStr(fZUni);
+ fZUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kFloat_GrSLType, kDefault_GrSLPrecision,
+ "z");
+ const char* zUni = uniformHandler->getUniformCStr(fZUni);
// fade function
static const GrGLSLShaderVar fadeArgs[] = {
'<(skia_src_path)/gpu/gl/GrGLTransferBuffer.h',
'<(skia_src_path)/gpu/gl/GrGLUtil.cpp',
'<(skia_src_path)/gpu/gl/GrGLUtil.h',
+ '<(skia_src_path)/gpu/gl/GrGLUniformHandler.cpp',
+ '<(skia_src_path)/gpu/gl/GrGLUniformHandler.h',
'<(skia_src_path)/gpu/gl/GrGLVaryingHandler.cpp',
'<(skia_src_path)/gpu/gl/GrGLVaryingHandler.h',
'<(skia_src_path)/gpu/gl/GrGLVertexArray.cpp',
'<(skia_src_path)/gpu/glsl/GrGLSLShaderBuilder.h',
'<(skia_src_path)/gpu/glsl/GrGLSLShaderVar.h',
'<(skia_src_path)/gpu/glsl/GrGLSLTextureSampler.h',
+ '<(skia_src_path)/gpu/glsl/GrGLSLUniformHandler.h',
'<(skia_src_path)/gpu/glsl/GrGLSLUtil.cpp',
'<(skia_src_path)/gpu/glsl/GrGLSLUtil.h',
'<(skia_src_path)/gpu/glsl/GrGLSLVarying.cpp',
#include "GrCoordTransform.h"
#include "GrFragmentProcessor.h"
+#include "GrInvariantOutput.h"
#include "GrTextureAccess.h"
#include "glsl/GrGLSLFragmentProcessor.h"
#include "glsl/GrGLSLFragmentShaderBuilder.h"
-#include "glsl/GrGLSLProgramBuilder.h"
#include "glsl/GrGLSLProgramDataManager.h"
+#include "glsl/GrGLSLUniformHandler.h"
#include "SkGr.h"
#include "SkGrPriv.h"
void emitCode(EmitArgs& args) override {
GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
+ GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
// add uniforms
const char* lightDirUniName = nullptr;
- fLightDirUni = args.fBuilder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kVec3f_GrSLType, kDefault_GrSLPrecision,
- "LightDir", &lightDirUniName);
+ fLightDirUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kVec3f_GrSLType, kDefault_GrSLPrecision,
+ "LightDir", &lightDirUniName);
const char* lightColorUniName = nullptr;
- fLightColorUni = args.fBuilder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kVec3f_GrSLType, kDefault_GrSLPrecision,
- "LightColor", &lightColorUniName);
+ fLightColorUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kVec3f_GrSLType, kDefault_GrSLPrecision,
+ "LightColor", &lightColorUniName);
const char* ambientColorUniName = nullptr;
- fAmbientColorUni = args.fBuilder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kVec3f_GrSLType, kDefault_GrSLPrecision,
- "AmbientColor", &ambientColorUniName);
+ fAmbientColorUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kVec3f_GrSLType, kDefault_GrSLPrecision,
+ "AmbientColor", &ambientColorUniName);
const char* xformUniName = nullptr;
- fXformUni = args.fBuilder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kVec2f_GrSLType, kDefault_GrSLPrecision,
- "Xform", &xformUniName);
+ fXformUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kVec2f_GrSLType, kDefault_GrSLPrecision,
+ "Xform", &xformUniName);
fragBuilder->codeAppend("vec4 diffuseColor = ");
fragBuilder->appendTextureLookupAndModulate(args.fInputColor, args.fSamplers[0],
#if SK_SUPPORT_GPU
#include "GrContext.h"
+#include "GrInvariantOutput.h"
#include "GrTextureProvider.h"
#include "glsl/GrGLSLFragmentProcessor.h"
#include "glsl/GrGLSLFragmentShaderBuilder.h"
-#include "glsl/GrGLSLProgramBuilder.h"
#include "glsl/GrGLSLProgramDataManager.h"
+#include "glsl/GrGLSLUniformHandler.h"
class GrGLCircleBlurFragmentProcessor : public GrGLSLFragmentProcessor {
public:
// x,y - the center of the circle
// z - the distance at which the intensity starts falling off (e.g., the start of the table)
// w - the size of the profile texture
- fDataUniform = args.fBuilder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kVec4f_GrSLType,
- kDefault_GrSLPrecision,
- "data",
- &dataName);
+ fDataUniform = args.fUniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kVec4f_GrSLType,
+ kDefault_GrSLPrecision,
+ "data",
+ &dataName);
GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
const char *fragmentPos = fragBuilder->fragmentPosition();
#include "glsl/GrGLSLFragmentProcessor.h"
#include "glsl/GrGLSLFragmentShaderBuilder.h"
-#include "glsl/GrGLSLProgramBuilder.h"
#include "glsl/GrGLSLProgramDataManager.h"
+#include "glsl/GrGLSLUniformHandler.h"
class AlphaThresholdEffect : public GrFragmentProcessor {
};
void GrGLAlphaThresholdEffect::emitCode(EmitArgs& args) {
- fInnerThresholdVar = args.fBuilder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kFloat_GrSLType, kDefault_GrSLPrecision,
- "inner_threshold");
- fOuterThresholdVar = args.fBuilder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kFloat_GrSLType, kDefault_GrSLPrecision,
- "outer_threshold");
+ GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
+ fInnerThresholdVar = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kFloat_GrSLType, kDefault_GrSLPrecision,
+ "inner_threshold");
+ fOuterThresholdVar = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kFloat_GrSLType, kDefault_GrSLPrecision,
+ "outer_threshold");
GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
SkString coords2D = fragBuilder->ensureFSCoords2D(args.fCoords, 0);
fragBuilder->codeAppend(";\n");
fragBuilder->codeAppendf("\t\tfloat inner_thresh = %s;\n",
- args.fBuilder->getUniformCStr(fInnerThresholdVar));
+ uniformHandler->getUniformCStr(fInnerThresholdVar));
fragBuilder->codeAppendf("\t\tfloat outer_thresh = %s;\n",
- args.fBuilder->getUniformCStr(fOuterThresholdVar));
+ uniformHandler->getUniformCStr(fOuterThresholdVar));
fragBuilder->codeAppend("\t\tfloat mask = mask_color.a;\n");
fragBuilder->codeAppend("vec4 color = input_color;\n");
#include "GrTexture.h"
#include "glsl/GrGLSLFragmentProcessor.h"
#include "glsl/GrGLSLFragmentShaderBuilder.h"
-#include "glsl/GrGLSLProgramBuilder.h"
#include "glsl/GrGLSLProgramDataManager.h"
+#include "glsl/GrGLSLUniformHandler.h"
#include "glsl/GrGLSLXferProcessor.h"
static const bool gUseUnpremul = false;
SkString dstColor("dstColor");
this->emitChild(0, nullptr, &dstColor, args);
- fKUni = args.fBuilder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kVec4f_GrSLType, kDefault_GrSLPrecision,
- "k");
- const char* kUni = args.fBuilder->getUniformCStr(fKUni);
+ fKUni = args.fUniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kVec4f_GrSLType, kDefault_GrSLPrecision,
+ "k");
+ const char* kUni = args.fUniformHandler->getUniformCStr(fKUni);
add_arithmetic_code(fragBuilder,
args.fInputColor,
}
private:
- void emitBlendCodeForDstRead(GrGLSLXPBuilder* pb,
- GrGLSLXPFragmentBuilder* fragBuilder,
+ void emitBlendCodeForDstRead(GrGLSLXPFragmentBuilder* fragBuilder,
+ GrGLSLUniformHandler* uniformHandler,
const char* srcColor,
const char* srcCoverage,
const char* dstColor,
const char* outColor,
const char* outColorSecondary,
const GrXferProcessor& proc) override {
- fKUni = pb->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kVec4f_GrSLType, kDefault_GrSLPrecision,
- "k");
- const char* kUni = pb->getUniformCStr(fKUni);
+ fKUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kVec4f_GrSLType, kDefault_GrSLPrecision,
+ "k");
+ const char* kUni = uniformHandler->getUniformCStr(fKUni);
add_arithmetic_code(fragBuilder, srcColor, dstColor, outColor, kUni, fEnforcePMColor);
#include "effects/GrSimpleTextureEffect.h"
#include "glsl/GrGLSLFragmentProcessor.h"
#include "glsl/GrGLSLFragmentShaderBuilder.h"
-#include "glsl/GrGLSLProgramBuilder.h"
#include "glsl/GrGLSLProgramDataManager.h"
#include "glsl/GrGLSLTextureSampler.h"
+#include "glsl/GrGLSLUniformHandler.h"
#endif
SkScalar SkBlurMaskFilter::ConvertRadiusToSigma(SkScalar radius) {
void GrGLRectBlurEffect::emitCode(EmitArgs& args) {
+ GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
const char *rectName;
const char *profileSizeName;
const char* precisionString = GrGLSLShaderVar::PrecisionString(args.fGLSLCaps, fPrecision);
- fProxyRectUniform = args.fBuilder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kVec4f_GrSLType,
- fPrecision,
- "proxyRect",
- &rectName);
- fProfileSizeUniform = args.fBuilder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kFloat_GrSLType,
- kDefault_GrSLPrecision,
- "profileSize",
- &profileSizeName);
+ fProxyRectUniform = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kVec4f_GrSLType,
+ fPrecision,
+ "proxyRect",
+ &rectName);
+ fProfileSizeUniform = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kFloat_GrSLType,
+ kDefault_GrSLPrecision,
+ "profileSize",
+ &profileSizeName);
GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
const char *fragmentPos = fragBuilder->fragmentPosition();
const char *cornerRadiusName;
const char *blurRadiusName;
+ GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
// The proxy rect has left, top, right, and bottom edges correspond to
// components x, y, z, and w, respectively.
- fProxyRectUniform = args.fBuilder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kVec4f_GrSLType,
- kDefault_GrSLPrecision,
- "proxyRect",
- &rectName);
- fCornerRadiusUniform = args.fBuilder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kFloat_GrSLType,
- kDefault_GrSLPrecision,
- "cornerRadius",
- &cornerRadiusName);
- fBlurRadiusUniform = args.fBuilder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kFloat_GrSLType,
+ fProxyRectUniform = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kVec4f_GrSLType,
kDefault_GrSLPrecision,
- "blurRadius",
- &blurRadiusName);
+ "proxyRect",
+ &rectName);
+ fCornerRadiusUniform = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kFloat_GrSLType,
+ kDefault_GrSLPrecision,
+ "cornerRadius",
+ &cornerRadiusName);
+ fBlurRadiusUniform = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kFloat_GrSLType,
+ kDefault_GrSLPrecision,
+ "blurRadius",
+ &blurRadiusName);
GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
const char* fragmentPos = fragBuilder->fragmentPosition();
#include "SkGr.h"
#include "glsl/GrGLSLFragmentProcessor.h"
#include "glsl/GrGLSLFragmentShaderBuilder.h"
-#include "glsl/GrGLSLProgramBuilder.h"
#include "glsl/GrGLSLProgramDataManager.h"
+#include "glsl/GrGLSLUniformHandler.h"
#endif
///////////////////////////////////////////////////////////////////////////////
args.fInputColor = "vec4(1)";
}
- fColorCubeSizeUni = args.fBuilder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kFloat_GrSLType, kDefault_GrSLPrecision,
- "Size");
- const char* colorCubeSizeUni = args.fBuilder->getUniformCStr(fColorCubeSizeUni);
- fColorCubeInvSizeUni = args.fBuilder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kFloat_GrSLType, kDefault_GrSLPrecision,
- "InvSize");
- const char* colorCubeInvSizeUni = args.fBuilder->getUniformCStr(fColorCubeInvSizeUni);
+ GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
+ fColorCubeSizeUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kFloat_GrSLType, kDefault_GrSLPrecision,
+ "Size");
+ const char* colorCubeSizeUni = uniformHandler->getUniformCStr(fColorCubeSizeUni);
+ fColorCubeInvSizeUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kFloat_GrSLType, kDefault_GrSLPrecision,
+ "InvSize");
+ const char* colorCubeInvSizeUni = uniformHandler->getUniformCStr(fColorCubeInvSizeUni);
const char* nonZeroAlpha = "nonZeroAlpha";
const char* unPMColor = "unPMColor";
#include "GrInvariantOutput.h"
#include "glsl/GrGLSLFragmentProcessor.h"
#include "glsl/GrGLSLFragmentShaderBuilder.h"
-#include "glsl/GrGLSLProgramBuilder.h"
#include "glsl/GrGLSLProgramDataManager.h"
+#include "glsl/GrGLSLUniformHandler.h"
class ColorMatrixEffect : public GrFragmentProcessor {
public:
GLSLProcessor(const GrProcessor&) {}
virtual void emitCode(EmitArgs& args) override {
- fMatrixHandle = args.fBuilder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kMat44f_GrSLType, kDefault_GrSLPrecision,
- "ColorMatrix");
- fVectorHandle = args.fBuilder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kVec4f_GrSLType, kDefault_GrSLPrecision,
- "ColorMatrixVector");
+ GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
+ fMatrixHandle = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kMat44f_GrSLType, kDefault_GrSLPrecision,
+ "ColorMatrix");
+ fVectorHandle = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kVec4f_GrSLType, kDefault_GrSLPrecision,
+ "ColorMatrixVector");
if (nullptr == args.fInputColor) {
// could optimize this case, but we aren't for now.
args.fInputColor);
fragBuilder->codeAppendf("\t%s = %s * vec4(%s.rgb / nonZeroAlpha, nonZeroAlpha) + %s;\n",
args.fOutputColor,
- args.fBuilder->getUniformCStr(fMatrixHandle),
+ uniformHandler->getUniformCStr(fMatrixHandle),
args.fInputColor,
- args.fBuilder->getUniformCStr(fVectorHandle));
+ uniformHandler->getUniformCStr(fVectorHandle));
fragBuilder->codeAppendf("\t%s = clamp(%s, 0.0, 1.0);\n",
args.fOutputColor, args.fOutputColor);
fragBuilder->codeAppendf("\t%s.rgb *= %s.a;\n", args.fOutputColor, args.fOutputColor);
#include "effects/GrTextureDomain.h"
#include "glsl/GrGLSLFragmentProcessor.h"
#include "glsl/GrGLSLFragmentShaderBuilder.h"
-#include "glsl/GrGLSLProgramBuilder.h"
#include "glsl/GrGLSLProgramDataManager.h"
+#include "glsl/GrGLSLUniformHandler.h"
#endif
namespace {
void GrGLDisplacementMapEffect::emitCode(EmitArgs& args) {
const GrTextureDomain& domain = args.fFp.cast<GrDisplacementMapEffect>().domain();
- fScaleUni = args.fBuilder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kVec2f_GrSLType, kDefault_GrSLPrecision, "Scale");
- const char* scaleUni = args.fBuilder->getUniformCStr(fScaleUni);
+ fScaleUni = args.fUniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kVec2f_GrSLType, kDefault_GrSLPrecision, "Scale");
+ const char* scaleUni = args.fUniformHandler->getUniformCStr(fScaleUni);
const char* dColor = "dColor";
const char* cCoords = "cCoords";
const char* nearZero = "1e-6"; // Since 6.10352e−5 is the smallest half float, use
fragBuilder->codeAppend("-vec2(0.5));\t\t");
fGLDomain.sampleTexture(fragBuilder,
+ args.fUniformHandler,
args.fGLSLCaps,
domain,
args.fOutputColor,
#include "effects/GrSingleTextureEffect.h"
#include "glsl/GrGLSLFragmentProcessor.h"
#include "glsl/GrGLSLFragmentShaderBuilder.h"
-#include "glsl/GrGLSLProgramBuilder.h"
#include "glsl/GrGLSLProgramDataManager.h"
+#include "glsl/GrGLSLUniformHandler.h"
class GrGLDiffuseLightingEffect;
class GrGLSpecularLightingEffect;
* This is called by GrGLLightingEffect::emitCode() before either of the two virtual functions
* below. It adds a vec3f uniform visible in the FS that represents the constant light color.
*/
- void emitLightColorUniform(GrGLSLFPBuilder*);
+ void emitLightColorUniform(GrGLSLUniformHandler*);
/**
* These two functions are called from GrGLLightingEffect's emitCode() function.
* the FS. The default of emitLightColor appends the name of the constant light color uniform
* and so this function only needs to be overridden if the light color varies spatially.
*/
- virtual void emitSurfaceToLight(GrGLSLFPBuilder*, GrGLSLFragmentBuilder*, const char* z) = 0;
- virtual void emitLightColor(GrGLSLFPBuilder*,
+ virtual void emitSurfaceToLight(GrGLSLUniformHandler*,
+ GrGLSLFragmentBuilder*,
+ const char* z) = 0;
+ virtual void emitLightColor(GrGLSLUniformHandler*,
GrGLSLFragmentBuilder*,
const char *surfaceToLight);
public:
virtual ~GrGLDistantLight() {}
void setData(const GrGLSLProgramDataManager&, const SkImageFilterLight* light) const override;
- void emitSurfaceToLight(GrGLSLFPBuilder*, GrGLSLFragmentBuilder*, const char* z) override;
+ void emitSurfaceToLight(GrGLSLUniformHandler*, GrGLSLFragmentBuilder*, const char* z) override;
private:
typedef GrGLLight INHERITED;
public:
virtual ~GrGLPointLight() {}
void setData(const GrGLSLProgramDataManager&, const SkImageFilterLight* light) const override;
- void emitSurfaceToLight(GrGLSLFPBuilder*, GrGLSLFragmentBuilder*, const char* z) override;
+ void emitSurfaceToLight(GrGLSLUniformHandler*, GrGLSLFragmentBuilder*, const char* z) override;
private:
typedef GrGLLight INHERITED;
public:
virtual ~GrGLSpotLight() {}
void setData(const GrGLSLProgramDataManager&, const SkImageFilterLight* light) const override;
- void emitSurfaceToLight(GrGLSLFPBuilder*, GrGLSLFragmentBuilder*, const char* z) override;
- void emitLightColor(GrGLSLFPBuilder*,
+ void emitSurfaceToLight(GrGLSLUniformHandler*, GrGLSLFragmentBuilder*, const char* z) override;
+ void emitLightColor(GrGLSLUniformHandler*,
GrGLSLFragmentBuilder*,
const char *surfaceToLight) override;
*/
void onSetData(const GrGLSLProgramDataManager&, const GrProcessor&) override;
- virtual void emitLightFunc(GrGLSLFPBuilder*, GrGLSLFragmentBuilder*, SkString* funcName) = 0;
+ virtual void emitLightFunc(GrGLSLUniformHandler*,
+ GrGLSLFragmentBuilder*,
+ SkString* funcName) = 0;
private:
typedef GrGLSLFragmentProcessor INHERITED;
class GrGLDiffuseLightingEffect : public GrGLLightingEffect {
public:
GrGLDiffuseLightingEffect(const GrProcessor&);
- void emitLightFunc(GrGLSLFPBuilder*, GrGLSLFragmentBuilder*, SkString* funcName) override;
+ void emitLightFunc(GrGLSLUniformHandler*, GrGLSLFragmentBuilder*, SkString* funcName) override;
protected:
void onSetData(const GrGLSLProgramDataManager&, const GrProcessor&) override;
class GrGLSpecularLightingEffect : public GrGLLightingEffect {
public:
GrGLSpecularLightingEffect(const GrProcessor&);
- void emitLightFunc(GrGLSLFPBuilder*, GrGLSLFragmentBuilder*, SkString* funcName) override;
+ void emitLightFunc(GrGLSLUniformHandler*, GrGLSLFragmentBuilder*, SkString* funcName) override;
protected:
void onSetData(const GrGLSLProgramDataManager&, const GrProcessor&) override;
}
void GrGLLightingEffect::emitCode(EmitArgs& args) {
- fImageIncrementUni = args.fBuilder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kVec2f_GrSLType, kDefault_GrSLPrecision,
- "ImageIncrement");
- fSurfaceScaleUni = args.fBuilder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kFloat_GrSLType, kDefault_GrSLPrecision,
- "SurfaceScale");
- fLight->emitLightColorUniform(args.fBuilder);
+ GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
+ fImageIncrementUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kVec2f_GrSLType, kDefault_GrSLPrecision,
+ "ImageIncrement");
+ fSurfaceScaleUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kFloat_GrSLType, kDefault_GrSLPrecision,
+ "SurfaceScale");
+ fLight->emitLightColorUniform(uniformHandler);
GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
SkString lightFunc;
- this->emitLightFunc(args.fBuilder, fragBuilder, &lightFunc);
+ this->emitLightFunc(uniformHandler, fragBuilder, &lightFunc);
static const GrGLSLShaderVar gSobelArgs[] = {
GrGLSLShaderVar("a", kFloat_GrSLType),
GrGLSLShaderVar("b", kFloat_GrSLType),
fragBuilder->codeAppendf("\t\tvec2 coord = %s;\n", coords2D.c_str());
fragBuilder->codeAppend("\t\tfloat m[9];\n");
- const char* imgInc = args.fBuilder->getUniformCStr(fImageIncrementUni);
- const char* surfScale = args.fBuilder->getUniformCStr(fSurfaceScaleUni);
+ const char* imgInc = uniformHandler->getUniformCStr(fImageIncrementUni);
+ const char* surfScale = uniformHandler->getUniformCStr(fSurfaceScaleUni);
int index = 0;
for (int dy = 1; dy >= -1; dy--) {
fragBuilder->codeAppend("\t\tvec3 surfaceToLight = ");
SkString arg;
arg.appendf("%s * m[4]", surfScale);
- fLight->emitSurfaceToLight(args.fBuilder, fragBuilder, arg.c_str());
+ fLight->emitSurfaceToLight(uniformHandler, fragBuilder, arg.c_str());
fragBuilder->codeAppend(";\n");
fragBuilder->codeAppendf("\t\t%s = %s(%s(m, %s), surfaceToLight, ",
args.fOutputColor, lightFunc.c_str(), normalName.c_str(), surfScale);
- fLight->emitLightColor(args.fBuilder, fragBuilder, "surfaceToLight");
+ fLight->emitLightColor(uniformHandler, fragBuilder, "surfaceToLight");
fragBuilder->codeAppend(");\n");
SkString modulate;
GrGLSLMulVarBy4f(&modulate, args.fOutputColor, args.fInputColor);
: INHERITED(proc) {
}
-void GrGLDiffuseLightingEffect::emitLightFunc(GrGLSLFPBuilder* builder,
+void GrGLDiffuseLightingEffect::emitLightFunc(GrGLSLUniformHandler* uniformHandler,
GrGLSLFragmentBuilder* fragBuilder,
SkString* funcName) {
const char* kd;
- fKDUni = builder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
+ fKDUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
kFloat_GrSLType, kDefault_GrSLPrecision,
"KD", &kd);
: INHERITED(proc) {
}
-void GrGLSpecularLightingEffect::emitLightFunc(GrGLSLFPBuilder* builder,
+void GrGLSpecularLightingEffect::emitLightFunc(GrGLSLUniformHandler* uniformHandler,
GrGLSLFragmentBuilder* fragBuilder,
SkString* funcName) {
const char* ks;
const char* shininess;
- fKSUni = builder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kFloat_GrSLType, kDefault_GrSLPrecision, "KS", &ks);
- fShininessUni = builder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kFloat_GrSLType,
- kDefault_GrSLPrecision,
- "Shininess",
- &shininess);
+ fKSUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kFloat_GrSLType, kDefault_GrSLPrecision, "KS", &ks);
+ fShininessUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kFloat_GrSLType,
+ kDefault_GrSLPrecision,
+ "Shininess",
+ &shininess);
static const GrGLSLShaderVar gLightArgs[] = {
GrGLSLShaderVar("normal", kVec3f_GrSLType),
}
///////////////////////////////////////////////////////////////////////////////
-void GrGLLight::emitLightColorUniform(GrGLSLFPBuilder* builder) {
- fColorUni = builder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kVec3f_GrSLType, kDefault_GrSLPrecision,
- "LightColor");
+void GrGLLight::emitLightColorUniform(GrGLSLUniformHandler* uniformHandler) {
+ fColorUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kVec3f_GrSLType, kDefault_GrSLPrecision,
+ "LightColor");
}
-void GrGLLight::emitLightColor(GrGLSLFPBuilder* builder,
+void GrGLLight::emitLightColor(GrGLSLUniformHandler* uniformHandler,
GrGLSLFragmentBuilder* fragBuilder,
const char *surfaceToLight) {
- fragBuilder->codeAppend(builder->getUniformCStr(this->lightColorUni()));
+ fragBuilder->codeAppend(uniformHandler->getUniformCStr(this->lightColorUni()));
}
void GrGLLight::setData(const GrGLSLProgramDataManager& pdman,
setUniformNormal3(pdman, fDirectionUni, distantLight->direction());
}
-void GrGLDistantLight::emitSurfaceToLight(GrGLSLFPBuilder* builder,
+void GrGLDistantLight::emitSurfaceToLight(GrGLSLUniformHandler* uniformHandler,
GrGLSLFragmentBuilder* fragBuilder,
const char* z) {
const char* dir;
- fDirectionUni = builder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kVec3f_GrSLType, kDefault_GrSLPrecision,
- "LightDirection", &dir);
+ fDirectionUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kVec3f_GrSLType, kDefault_GrSLPrecision,
+ "LightDirection", &dir);
fragBuilder->codeAppend(dir);
}
setUniformPoint3(pdman, fLocationUni, pointLight->location());
}
-void GrGLPointLight::emitSurfaceToLight(GrGLSLFPBuilder* builder,
+void GrGLPointLight::emitSurfaceToLight(GrGLSLUniformHandler* uniformHandler,
GrGLSLFragmentBuilder* fragBuilder,
const char* z) {
const char* loc;
- fLocationUni = builder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kVec3f_GrSLType, kDefault_GrSLPrecision,
- "LightLocation", &loc);
+ fLocationUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kVec3f_GrSLType, kDefault_GrSLPrecision,
+ "LightLocation", &loc);
fragBuilder->codeAppendf("normalize(%s - vec3(%s.xy, %s))",
loc, fragBuilder->fragmentPosition(), z);
}
setUniformNormal3(pdman, fSUni, spotLight->s());
}
-void GrGLSpotLight::emitSurfaceToLight(GrGLSLFPBuilder* builder,
+void GrGLSpotLight::emitSurfaceToLight(GrGLSLUniformHandler* uniformHandler,
GrGLSLFragmentBuilder* fragBuilder,
const char* z) {
const char* location;
- fLocationUni = builder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kVec3f_GrSLType, kDefault_GrSLPrecision,
- "LightLocation", &location);
+ fLocationUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kVec3f_GrSLType, kDefault_GrSLPrecision,
+ "LightLocation", &location);
fragBuilder->codeAppendf("normalize(%s - vec3(%s.xy, %s))",
location, fragBuilder->fragmentPosition(), z);
}
-void GrGLSpotLight::emitLightColor(GrGLSLFPBuilder* builder,
+void GrGLSpotLight::emitLightColor(GrGLSLUniformHandler* uniformHandler,
GrGLSLFragmentBuilder* fragBuilder,
const char *surfaceToLight) {
- const char* color = builder->getUniformCStr(this->lightColorUni()); // created by parent class.
+ const char* color = uniformHandler->getUniformCStr(this->lightColorUni()); // created by parent class.
const char* exponent;
const char* cosInner;
const char* cosOuter;
const char* coneScale;
const char* s;
- fExponentUni = builder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kFloat_GrSLType, kDefault_GrSLPrecision,
- "Exponent", &exponent);
- fCosInnerConeAngleUni = builder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kFloat_GrSLType, kDefault_GrSLPrecision,
- "CosInnerConeAngle", &cosInner);
- fCosOuterConeAngleUni = builder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kFloat_GrSLType, kDefault_GrSLPrecision,
- "CosOuterConeAngle", &cosOuter);
- fConeScaleUni = builder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kFloat_GrSLType, kDefault_GrSLPrecision,
- "ConeScale", &coneScale);
- fSUni = builder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kVec3f_GrSLType, kDefault_GrSLPrecision, "S", &s);
+ fExponentUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kFloat_GrSLType, kDefault_GrSLPrecision,
+ "Exponent", &exponent);
+ fCosInnerConeAngleUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kFloat_GrSLType, kDefault_GrSLPrecision,
+ "CosInnerConeAngle", &cosInner);
+ fCosOuterConeAngleUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kFloat_GrSLType, kDefault_GrSLPrecision,
+ "CosOuterConeAngle", &cosOuter);
+ fConeScaleUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kFloat_GrSLType, kDefault_GrSLPrecision,
+ "ConeScale", &coneScale);
+ fSUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kVec3f_GrSLType, kDefault_GrSLPrecision, "S", &s);
static const GrGLSLShaderVar gLightColorArgs[] = {
GrGLSLShaderVar("surfaceToLight", kVec3f_GrSLType)
#include "GrInvariantOutput.h"
#include "glsl/GrGLSLFragmentProcessor.h"
#include "glsl/GrGLSLFragmentShaderBuilder.h"
-#include "glsl/GrGLSLProgramBuilder.h"
#endif
void SkLumaColorFilter::filterSpan(const SkPMColor src[], int count,
#include "effects/GrSingleTextureEffect.h"
#include "glsl/GrGLSLFragmentProcessor.h"
#include "glsl/GrGLSLFragmentShaderBuilder.h"
-#include "glsl/GrGLSLProgramBuilder.h"
#include "glsl/GrGLSLProgramDataManager.h"
+#include "glsl/GrGLSLUniformHandler.h"
class GrMagnifierEffect : public GrSingleTextureEffect {
}
void GrGLMagnifierEffect::emitCode(EmitArgs& args) {
- fOffsetVar = args.fBuilder->addUniform(
- GrGLSLProgramBuilder::kFragment_Visibility,
- kVec2f_GrSLType, kDefault_GrSLPrecision, "Offset");
- fInvZoomVar = args.fBuilder->addUniform(
- GrGLSLProgramBuilder::kFragment_Visibility,
- kVec2f_GrSLType, kDefault_GrSLPrecision, "InvZoom");
- fInvInsetVar = args.fBuilder->addUniform(
- GrGLSLProgramBuilder::kFragment_Visibility,
- kVec2f_GrSLType, kDefault_GrSLPrecision, "InvInset");
- fBoundsVar = args.fBuilder->addUniform(
- GrGLSLProgramBuilder::kFragment_Visibility,
- kVec4f_GrSLType, kDefault_GrSLPrecision, "Bounds");
+ GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
+ fOffsetVar = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kVec2f_GrSLType, kDefault_GrSLPrecision,
+ "Offset");
+ fInvZoomVar = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kVec2f_GrSLType, kDefault_GrSLPrecision,
+ "InvZoom");
+ fInvInsetVar = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kVec2f_GrSLType, kDefault_GrSLPrecision,
+ "InvInset");
+ fBoundsVar = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kVec4f_GrSLType, kDefault_GrSLPrecision,
+ "Bounds");
GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
SkString coords2D = fragBuilder->ensureFSCoords2D(args.fCoords, 0);
fragBuilder->codeAppendf("\t\tvec2 coord = %s;\n", coords2D.c_str());
fragBuilder->codeAppendf("\t\tvec2 zoom_coord = %s + %s * %s;\n",
- args.fBuilder->getUniformCStr(fOffsetVar),
+ uniformHandler->getUniformCStr(fOffsetVar),
coords2D.c_str(),
- args.fBuilder->getUniformCStr(fInvZoomVar));
- const char* bounds = args.fBuilder->getUniformCStr(fBoundsVar);
+ uniformHandler->getUniformCStr(fInvZoomVar));
+ const char* bounds = uniformHandler->getUniformCStr(fBoundsVar);
fragBuilder->codeAppendf("\t\tvec2 delta = (coord - %s.xy) * %s.zw;\n", bounds, bounds);
fragBuilder->codeAppendf("\t\tdelta = min(delta, vec2(1.0, 1.0) - delta);\n");
fragBuilder->codeAppendf("\t\tdelta = delta * %s;\n",
- args.fBuilder->getUniformCStr(fInvInsetVar));
+ uniformHandler->getUniformCStr(fInvInsetVar));
fragBuilder->codeAppend("\t\tfloat weight = 0.0;\n");
fragBuilder->codeAppend("\t\tif (delta.s < 2.0 && delta.t < 2.0) {\n");
#include "effects/Gr1DKernelEffect.h"
#include "glsl/GrGLSLFragmentProcessor.h"
#include "glsl/GrGLSLFragmentShaderBuilder.h"
-#include "glsl/GrGLSLProgramBuilder.h"
#include "glsl/GrGLSLProgramDataManager.h"
+#include "glsl/GrGLSLUniformHandler.h"
#endif
SkMorphologyImageFilter::SkMorphologyImageFilter(int radiusX,
}
void GrGLMorphologyEffect::emitCode(EmitArgs& args) {
- fPixelSizeUni = args.fBuilder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kFloat_GrSLType, kDefault_GrSLPrecision,
- "PixelSize");
- const char* pixelSizeInc = args.fBuilder->getUniformCStr(fPixelSizeUni);
- fRangeUni = args.fBuilder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kVec2f_GrSLType, kDefault_GrSLPrecision,
- "Range");
- const char* range = args.fBuilder->getUniformCStr(fRangeUni);
+ GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
+ fPixelSizeUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kFloat_GrSLType, kDefault_GrSLPrecision,
+ "PixelSize");
+ const char* pixelSizeInc = uniformHandler->getUniformCStr(fPixelSizeUni);
+ fRangeUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kVec2f_GrSLType, kDefault_GrSLPrecision,
+ "Range");
+ const char* range = uniformHandler->getUniformCStr(fRangeUni);
GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
SkString coords2D = fragBuilder->ensureFSCoords2D(args.fCoords, 0);
#include "effects/GrConstColorProcessor.h"
#include "glsl/GrGLSLFragmentProcessor.h"
#include "glsl/GrGLSLFragmentShaderBuilder.h"
-#include "glsl/GrGLSLProgramBuilder.h"
#include "glsl/GrGLSLProgramDataManager.h"
+#include "glsl/GrGLSLUniformHandler.h"
#endif
static const int kBlockSize = 256;
void GrGLPerlinNoise::emitCode(EmitArgs& args) {
GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
+ GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
SkString vCoords = fragBuilder->ensureFSCoords2D(args.fCoords, 0);
- fBaseFrequencyUni = args.fBuilder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kVec2f_GrSLType, kDefault_GrSLPrecision,
- "baseFrequency");
- const char* baseFrequencyUni = args.fBuilder->getUniformCStr(fBaseFrequencyUni);
+ fBaseFrequencyUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kVec2f_GrSLType, kDefault_GrSLPrecision,
+ "baseFrequency");
+ const char* baseFrequencyUni = uniformHandler->getUniformCStr(fBaseFrequencyUni);
const char* stitchDataUni = nullptr;
if (fStitchTiles) {
- fStitchDataUni = args.fBuilder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kVec2f_GrSLType, kDefault_GrSLPrecision,
- "stitchData");
- stitchDataUni = args.fBuilder->getUniformCStr(fStitchDataUni);
+ fStitchDataUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kVec2f_GrSLType, kDefault_GrSLPrecision,
+ "stitchData");
+ stitchDataUni = uniformHandler->getUniformCStr(fStitchDataUni);
}
// There are 4 lines, so the center of each line is 1/8, 3/8, 5/8 and 7/8
#include "effects/GrTextureStripAtlas.h"
#include "glsl/GrGLSLFragmentProcessor.h"
#include "glsl/GrGLSLFragmentShaderBuilder.h"
-#include "glsl/GrGLSLProgramBuilder.h"
#include "glsl/GrGLSLProgramDataManager.h"
+#include "glsl/GrGLSLUniformHandler.h"
class ColorTableEffect : public GrFragmentProcessor {
public:
void GLColorTableEffect::emitCode(EmitArgs& args) {
const char* yoffsets;
- fRGBAYValuesUni = args.fBuilder->addUniform(GrGLSLFPBuilder::kFragment_Visibility,
- kVec4f_GrSLType, kDefault_GrSLPrecision,
- "yoffsets", &yoffsets);
+ fRGBAYValuesUni = args.fUniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kVec4f_GrSLType, kDefault_GrSLPrecision,
+ "yoffsets", &yoffsets);
static const float kColorScaleFactor = 255.0f / 256.0f;
static const float kColorOffsetFactor = 1.0f / 512.0f;
GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
#include "GrInvariantOutput.h"
#include "gl/GrGLContext.h"
#include "glsl/GrGLSLFragmentShaderBuilder.h"
-#include "glsl/GrGLSLProgramBuilder.h"
#include "glsl/GrGLSLProgramDataManager.h"
+#include "glsl/GrGLSLUniformHandler.h"
#include "SkGr.h"
GrGLGradientEffect::GrGLGradientEffect()
GrGLGradientEffect::~GrGLGradientEffect() { }
-void GrGLGradientEffect::emitUniforms(GrGLSLFPBuilder* builder, const GrGradientEffect& ge) {
+void GrGLGradientEffect::emitUniforms(GrGLSLUniformHandler* uniformHandler,
+ const GrGradientEffect& ge) {
if (SkGradientShaderBase::kTwo_GpuColorType == ge.getColorType()) { // 2 Color case
- fColorStartUni = builder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kVec4f_GrSLType, kDefault_GrSLPrecision,
- "GradientStartColor");
- fColorEndUni = builder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kVec4f_GrSLType, kDefault_GrSLPrecision,
- "GradientEndColor");
+ fColorStartUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kVec4f_GrSLType, kDefault_GrSLPrecision,
+ "GradientStartColor");
+ fColorEndUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kVec4f_GrSLType, kDefault_GrSLPrecision,
+ "GradientEndColor");
} else if (SkGradientShaderBase::kThree_GpuColorType == ge.getColorType()) { // 3 Color Case
- fColorStartUni = builder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kVec4f_GrSLType, kDefault_GrSLPrecision,
- "GradientStartColor");
- fColorMidUni = builder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kVec4f_GrSLType, kDefault_GrSLPrecision,
- "GradientMidColor");
- fColorEndUni = builder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kVec4f_GrSLType, kDefault_GrSLPrecision,
- "GradientEndColor");
+ fColorStartUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kVec4f_GrSLType, kDefault_GrSLPrecision,
+ "GradientStartColor");
+ fColorMidUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kVec4f_GrSLType, kDefault_GrSLPrecision,
+ "GradientMidColor");
+ fColorEndUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kVec4f_GrSLType, kDefault_GrSLPrecision,
+ "GradientEndColor");
} else { // if not a fast case
- fFSYUni = builder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kFloat_GrSLType, kDefault_GrSLPrecision,
- "GradientYCoordFS");
+ fFSYUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kFloat_GrSLType, kDefault_GrSLPrecision,
+ "GradientYCoordFS");
}
}
return key;
}
-void GrGLGradientEffect::emitColor(GrGLSLFPBuilder* builder,
- GrGLSLFragmentBuilder* fragBuilder,
+void GrGLGradientEffect::emitColor(GrGLSLFragmentBuilder* fragBuilder,
+ GrGLSLUniformHandler* uniformHandler,
const GrGLSLCaps* glslCaps,
const GrGradientEffect& ge,
const char* gradientTValue,
const TextureSamplerArray& samplers) {
if (SkGradientShaderBase::kTwo_GpuColorType == ge.getColorType()){
fragBuilder->codeAppendf("\tvec4 colorTemp = mix(%s, %s, clamp(%s, 0.0, 1.0));\n",
- builder->getUniformVariable(fColorStartUni).c_str(),
- builder->getUniformVariable(fColorEndUni).c_str(),
+ uniformHandler->getUniformVariable(fColorStartUni).c_str(),
+ uniformHandler->getUniformVariable(fColorEndUni).c_str(),
gradientTValue);
// Note that we could skip this step if both colors are known to be opaque. Two
// considerations:
fragBuilder->codeAppendf("\tfloat oneMinus2t = 1.0 - (2.0 * (%s));\n",
gradientTValue);
fragBuilder->codeAppendf("\tvec4 colorTemp = clamp(oneMinus2t, 0.0, 1.0) * %s;\n",
- builder->getUniformVariable(fColorStartUni).c_str());
+ uniformHandler->getUniformVariable(fColorStartUni).c_str());
if (!glslCaps->canUseMinAndAbsTogether()) {
// The Tegra3 compiler will sometimes never return if we have
// min(abs(oneMinus2t), 1.0), or do the abs first in a separate expression.
fragBuilder->codeAppend("\tfloat minAbs = abs(oneMinus2t);\n");
fragBuilder->codeAppend("\tminAbs = minAbs > 1.0 ? 1.0 : minAbs;\n");
fragBuilder->codeAppendf("\tcolorTemp += (1.0 - minAbs) * %s;\n",
- builder->getUniformVariable(fColorMidUni).c_str());
+ uniformHandler->getUniformVariable(fColorMidUni).c_str());
} else {
fragBuilder->codeAppendf("\tcolorTemp += (1.0 - min(abs(oneMinus2t), 1.0)) * %s;\n",
- builder->getUniformVariable(fColorMidUni).c_str());
+ uniformHandler->getUniformVariable(fColorMidUni).c_str());
}
fragBuilder->codeAppendf("\tcolorTemp += clamp(-oneMinus2t, 0.0, 1.0) * %s;\n",
- builder->getUniformVariable(fColorEndUni).c_str());
+ uniformHandler->getUniformVariable(fColorEndUni).c_str());
if (GrGradientEffect::kAfterInterp_PremulType == ge.getPremulType()) {
fragBuilder->codeAppend("\tcolorTemp.rgb *= colorTemp.a;\n");
}
} else {
fragBuilder->codeAppendf("\tvec2 coord = vec2(%s, %s);\n",
gradientTValue,
- builder->getUniformVariable(fFSYUni).c_str());
+ uniformHandler->getUniformVariable(fFSYUni).c_str());
fragBuilder->codeAppendf("\t%s = ", outputColor);
fragBuilder->appendTextureLookupAndModulate(inputColor,
samplers[0],
// Emits the uniform used as the y-coord to texture samples in derived classes. Subclasses
// should call this method from their emitCode().
- void emitUniforms(GrGLSLFPBuilder* builder, const GrGradientEffect&);
+ void emitUniforms(GrGLSLUniformHandler*, const GrGradientEffect&);
// emit code that gets a fragment's color from an expression for t; Has branches for 3 separate
// control flows inside -- 2 color gradients, 3 color symmetric gradients (both using
// native GLSL mix), and 4+ color gradients that use the traditional texture lookup.
- void emitColor(GrGLSLFPBuilder* builder,
- GrGLSLFragmentBuilder* fragBuilder,
+ void emitColor(GrGLSLFragmentBuilder* fragBuilder,
+ GrGLSLUniformHandler* uniformHandler,
const GrGLSLCaps* caps,
const GrGradientEffect&,
const char* gradientTValue,
#if SK_SUPPORT_GPU
-#include "gl/builders/GrGLProgramBuilder.h"
+#include "glsl/GrGLSLCaps.h"
+#include "glsl/GrGLSLFragmentShaderBuilder.h"
#include "SkGr.h"
/////////////////////////////////////////////////////////////////////
void GrGLLinearGradient::emitCode(EmitArgs& args) {
const GrLinearGradient& ge = args.fFp.cast<GrLinearGradient>();
- this->emitUniforms(args.fBuilder, ge);
+ this->emitUniforms(args.fUniformHandler, ge);
SkString t = args.fFragBuilder->ensureFSCoords2D(args.fCoords, 0);
t.append(".x");
- this->emitColor(args.fBuilder,
- args.fFragBuilder,
+ this->emitColor(args.fFragBuilder,
+ args.fUniformHandler,
args.fGLSLCaps,
ge, t.c_str(),
args.fOutputColor,
#if SK_SUPPORT_GPU
#include "SkGr.h"
-#include "gl/builders/GrGLProgramBuilder.h"
+#include "glsl/GrGLSLCaps.h"
+#include "glsl/GrGLSLFragmentShaderBuilder.h"
class GrGLRadialGradient : public GrGLGradientEffect {
public:
void GrGLRadialGradient::emitCode(EmitArgs& args) {
const GrRadialGradient& ge = args.fFp.cast<GrRadialGradient>();
- this->emitUniforms(args.fBuilder, ge);
+ this->emitUniforms(args.fUniformHandler, ge);
SkString t("length(");
t.append(args.fFragBuilder->ensureFSCoords2D(args.fCoords, 0));
t.append(")");
- this->emitColor(args.fBuilder,
- args.fFragBuilder,
+ this->emitColor(args.fFragBuilder,
+ args.fUniformHandler,
args.fGLSLCaps,
ge, t.c_str(),
args.fOutputColor,
#include "SkGr.h"
#include "gl/GrGLContext.h"
-#include "gl/builders/GrGLProgramBuilder.h"
+#include "glsl/GrGLSLCaps.h"
+#include "glsl/GrGLSLFragmentShaderBuilder.h"
class GrGLSweepGradient : public GrGLGradientEffect {
public:
void GrGLSweepGradient::emitCode(EmitArgs& args) {
const GrSweepGradient& ge = args.fFp.cast<GrSweepGradient>();
- this->emitUniforms(args.fBuilder, ge);
+ this->emitUniforms(args.fUniformHandler, ge);
SkString coords2D = args.fFragBuilder->ensureFSCoords2D(args.fCoords, 0);
SkString t;
// 0.1591549430918 is 1/(2*pi), used since atan returns values [-pi, pi]
t.printf("atan(- %s.y, - %s.x) * 0.1591549430918 + 0.5",
coords2D.c_str(), coords2D.c_str());
}
- this->emitColor(args.fBuilder,
- args.fFragBuilder,
+ this->emitColor(args.fFragBuilder,
+ args.fUniformHandler,
args.fGLSLCaps,
ge, t.c_str(),
args.fOutputColor,
#include "SkTwoPointConicalGradient.h"
#if SK_SUPPORT_GPU
+#include "GrCoordTransform.h"
+#include "GrInvariantOutput.h"
#include "GrPaint.h"
#include "glsl/GrGLSLFragmentShaderBuilder.h"
-#include "glsl/GrGLSLProgramBuilder.h"
#include "glsl/GrGLSLProgramDataManager.h"
+#include "glsl/GrGLSLUniformHandler.h"
// For brevity
typedef GrGLSLProgramDataManager::UniformHandle UniformHandle;
void GLEdge2PtConicalEffect::emitCode(EmitArgs& args) {
const Edge2PtConicalEffect& ge = args.fFp.cast<Edge2PtConicalEffect>();
- this->emitUniforms(args.fBuilder, ge);
- fParamUni = args.fBuilder->addUniformArray(GrGLSLProgramBuilder::kFragment_Visibility,
- kFloat_GrSLType, kDefault_GrSLPrecision,
- "Conical2FSParams", 3);
+ GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
+ this->emitUniforms(uniformHandler, ge);
+ fParamUni = uniformHandler->addUniformArray(GrGLSLUniformHandler::kFragment_Visibility,
+ kFloat_GrSLType, kDefault_GrSLPrecision,
+ "Conical2FSParams", 3);
SkString cName("c");
SkString tName("t");
SkString p1; // start radius squared
SkString p2; // difference in radii (r1 - r0)
- args.fBuilder->getUniformVariable(fParamUni).appendArrayAccess(0, &p0);
- args.fBuilder->getUniformVariable(fParamUni).appendArrayAccess(1, &p1);
- args.fBuilder->getUniformVariable(fParamUni).appendArrayAccess(2, &p2);
+ uniformHandler->getUniformVariable(fParamUni).appendArrayAccess(0, &p0);
+ uniformHandler->getUniformVariable(fParamUni).appendArrayAccess(1, &p1);
+ uniformHandler->getUniformVariable(fParamUni).appendArrayAccess(2, &p2);
// We interpolate the linear component in coords[1].
SkASSERT(args.fCoords[0].getType() == args.fCoords[1].getType());
fragBuilder->codeAppendf("\tif (%s * %s + %s > 0.0) {\n", tName.c_str(),
p2.c_str(), p0.c_str());
fragBuilder->codeAppend("\t");
- this->emitColor(args.fBuilder,
- fragBuilder,
+ this->emitColor(fragBuilder,
+ uniformHandler,
args.fGLSLCaps,
ge,
tName.c_str(),
void GLFocalOutside2PtConicalEffect::emitCode(EmitArgs& args) {
const FocalOutside2PtConicalEffect& ge = args.fFp.cast<FocalOutside2PtConicalEffect>();
- this->emitUniforms(args.fBuilder, ge);
- fParamUni = args.fBuilder->addUniformArray(GrGLSLProgramBuilder::kFragment_Visibility,
- kFloat_GrSLType, kDefault_GrSLPrecision,
- "Conical2FSParams", 2);
+ GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
+ this->emitUniforms(uniformHandler, ge);
+ fParamUni = uniformHandler->addUniformArray(GrGLSLUniformHandler::kFragment_Visibility,
+ kFloat_GrSLType, kDefault_GrSLPrecision,
+ "Conical2FSParams", 2);
SkString tName("t");
SkString p0; // focalX
SkString p1; // 1 - focalX * focalX
- args.fBuilder->getUniformVariable(fParamUni).appendArrayAccess(0, &p0);
- args.fBuilder->getUniformVariable(fParamUni).appendArrayAccess(1, &p1);
+ uniformHandler->getUniformVariable(fParamUni).appendArrayAccess(0, &p0);
+ uniformHandler->getUniformVariable(fParamUni).appendArrayAccess(1, &p1);
// if we have a vec3 from being in perspective, convert it to a vec2 first
GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
fragBuilder->codeAppendf("\tif (%s >= 0.0 && d >= 0.0) {\n", tName.c_str());
fragBuilder->codeAppend("\t\t");
- this->emitColor(args.fBuilder,
- fragBuilder,
+ this->emitColor(fragBuilder,
+ uniformHandler,
args.fGLSLCaps,
ge,
tName.c_str(),
void GLFocalInside2PtConicalEffect::emitCode(EmitArgs& args) {
const FocalInside2PtConicalEffect& ge = args.fFp.cast<FocalInside2PtConicalEffect>();
- this->emitUniforms(args.fBuilder, ge);
- fFocalUni = args.fBuilder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kFloat_GrSLType, kDefault_GrSLPrecision,
- "Conical2FSParams");
+ GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
+ this->emitUniforms(uniformHandler, ge);
+ fFocalUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kFloat_GrSLType, kDefault_GrSLPrecision,
+ "Conical2FSParams");
SkString tName("t");
// this is the distance along x-axis from the end center to focal point in
// transformed coordinates
- GrGLSLShaderVar focal = args.fBuilder->getUniformVariable(fFocalUni);
+ GrGLSLShaderVar focal = uniformHandler->getUniformVariable(fFocalUni);
// if we have a vec3 from being in perspective, convert it to a vec2 first
GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
// t = p.x * focalX + length(p)
fragBuilder->codeAppendf("\tfloat %s = %s.x * %s + length(%s);\n", tName.c_str(),
- coords2D, focal.c_str(), coords2D);
+ coords2D, focal.c_str(), coords2D);
- this->emitColor(args.fBuilder,
- fragBuilder,
+ this->emitColor(fragBuilder,
+ uniformHandler,
args.fGLSLCaps,
ge,
tName.c_str(),
void GLCircleInside2PtConicalEffect::emitCode(EmitArgs& args) {
const CircleInside2PtConicalEffect& ge = args.fFp.cast<CircleInside2PtConicalEffect>();
- this->emitUniforms(args.fBuilder, ge);
- fCenterUni = args.fBuilder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kVec2f_GrSLType, kDefault_GrSLPrecision,
- "Conical2FSCenter");
- fParamUni = args.fBuilder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kVec3f_GrSLType, kDefault_GrSLPrecision,
- "Conical2FSParams");
+ GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
+ this->emitUniforms(uniformHandler, ge);
+ fCenterUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kVec2f_GrSLType, kDefault_GrSLPrecision,
+ "Conical2FSCenter");
+ fParamUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kVec3f_GrSLType, kDefault_GrSLPrecision,
+ "Conical2FSParams");
SkString tName("t");
- GrGLSLShaderVar center = args.fBuilder->getUniformVariable(fCenterUni);
+ GrGLSLShaderVar center = uniformHandler->getUniformVariable(fCenterUni);
// params.x = A
// params.y = B
// params.z = C
- GrGLSLShaderVar params = args.fBuilder->getUniformVariable(fParamUni);
+ GrGLSLShaderVar params = uniformHandler->getUniformVariable(fParamUni);
// if we have a vec3 from being in perspective, convert it to a vec2 first
GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
fragBuilder->codeAppendf("\tfloat %s = d + sqrt(d * d - %s.x * pDotp + %s.z);\n",
tName.c_str(), params.c_str(), params.c_str());
- this->emitColor(args.fBuilder,
- fragBuilder,
+ this->emitColor(fragBuilder,
+ uniformHandler,
args.fGLSLCaps,
ge,
tName.c_str(),
void GLCircleOutside2PtConicalEffect::emitCode(EmitArgs& args) {
const CircleOutside2PtConicalEffect& ge = args.fFp.cast<CircleOutside2PtConicalEffect>();
- this->emitUniforms(args.fBuilder, ge);
- fCenterUni = args.fBuilder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kVec2f_GrSLType, kDefault_GrSLPrecision,
- "Conical2FSCenter");
- fParamUni = args.fBuilder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kVec4f_GrSLType, kDefault_GrSLPrecision,
- "Conical2FSParams");
+ GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
+ this->emitUniforms(uniformHandler, ge);
+ fCenterUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kVec2f_GrSLType, kDefault_GrSLPrecision,
+ "Conical2FSCenter");
+ fParamUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kVec4f_GrSLType, kDefault_GrSLPrecision,
+ "Conical2FSParams");
SkString tName("t");
- GrGLSLShaderVar center = args.fBuilder->getUniformVariable(fCenterUni);
+ GrGLSLShaderVar center = uniformHandler->getUniformVariable(fCenterUni);
// params.x = A
// params.y = B
// params.z = C
- GrGLSLShaderVar params = args.fBuilder->getUniformVariable(fParamUni);
+ GrGLSLShaderVar params = uniformHandler->getUniformVariable(fParamUni);
// if we have a vec3 from being in perspective, convert it to a vec2 first
GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
fragBuilder->codeAppendf("\tfloat %s = d - sqrt(deter);\n", tName.c_str());
}
- fragBuilder->codeAppendf("\tif (%s >= %s.w && deter >= 0.0) {\n", tName.c_str(), params.c_str());
+ fragBuilder->codeAppendf("\tif (%s >= %s.w && deter >= 0.0) {\n",
+ tName.c_str(), params.c_str());
fragBuilder->codeAppend("\t\t");
- this->emitColor(args.fBuilder,
- fragBuilder,
+ this->emitColor(fragBuilder,
+ uniformHandler,
args.fGLSLCaps,
ge,
tName.c_str(),
#include "GrInvariantOutput.h"
#include "glsl/GrGLSLFragmentShaderBuilder.h"
#include "glsl/GrGLSLGeometryProcessor.h"
-#include "glsl/GrGLSLProgramBuilder.h"
#include "glsl/GrGLSLVertexShaderBuilder.h"
#include "glsl/GrGLSLVarying.h"
+#include "glsl/GrGLSLUniformHandler.h"
#include "glsl/GrGLSLUtil.h"
/*
void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override {
const DefaultGeoProc& gp = args.fGP.cast<DefaultGeoProc>();
- GrGLSLGPBuilder* pb = args.fPB;
GrGLSLVertexBuilder* vertBuilder = args.fVertBuilder;
GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
GrGLSLVaryingHandler* varyingHandler = args.fVaryingHandler;
+ GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
// emit attributes
varyingHandler->emitAttributes(gp);
if (gp.hasVertexColor()) {
varyingHandler->addPassThroughAttribute(gp.inColor(), args.fOutputColor);
} else {
- this->setupUniformColor(pb, fragBuilder, args.fOutputColor, &fColorUniform);
+ this->setupUniformColor(fragBuilder, uniformHandler, args.fOutputColor,
+ &fColorUniform);
}
}
// Setup position
- this->setupPosition(pb,
- vertBuilder,
+ this->setupPosition(vertBuilder,
+ uniformHandler,
gpArgs,
gp.inPosition()->fName,
gp.viewMatrix(),
if (gp.hasExplicitLocalCoords()) {
// emit transforms with explicit local coords
- this->emitTransforms(pb,
- vertBuilder,
+ this->emitTransforms(vertBuilder,
varyingHandler,
+ uniformHandler,
gpArgs->fPositionVar,
gp.inLocalCoords()->fName,
gp.localMatrix(),
args.fTransformsOut);
} else if(gp.hasTransformedLocalCoords()) {
// transforms have already been applied to vertex attributes on the cpu
- this->emitTransforms(pb,
- vertBuilder,
+ this->emitTransforms(vertBuilder,
varyingHandler,
gp.inLocalCoords()->fName,
args.fTransformsIn,
args.fTransformsOut);
} else {
// emit transforms with position
- this->emitTransforms(pb,
- vertBuilder,
+ this->emitTransforms(vertBuilder,
varyingHandler,
+ uniformHandler,
gpArgs->fPositionVar,
gp.inPosition()->fName,
gp.localMatrix(),
fragBuilder->codeAppendf("%s = vec4(1);", args.fOutputCoverage);
} else {
const char* fragCoverage;
- fCoverageUniform = pb->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kFloat_GrSLType,
- kDefault_GrSLPrecision,
- "Coverage",
- &fragCoverage);
+ fCoverageUniform = uniformHandler->addUniform(
+ GrGLSLUniformHandler::kFragment_Visibility,
+ kFloat_GrSLType,
+ kDefault_GrSLPrecision,
+ "Coverage",
+ &fragCoverage);
fragBuilder->codeAppendf("%s = vec4(%s);", args.fOutputCoverage, fragCoverage);
}
}
#include "GrFragmentProcessor.h"
#include "GrCoordTransform.h"
+#include "GrInvariantOutput.h"
+#include "GrProcOptInfo.h"
#include "glsl/GrGLSLFragmentProcessor.h"
#include "glsl/GrGLSLFragmentShaderBuilder.h"
-#include "glsl/GrGLSLProgramBuilder.h"
#include "glsl/GrGLSLProgramDataManager.h"
+#include "glsl/GrGLSLUniformHandler.h"
#include "effects/GrConstColorProcessor.h"
#include "effects/GrXfermodeFragmentProcessor.h"
GLFP() : fHaveSetColor(false) {}
void emitCode(EmitArgs& args) override {
const char* colorName;
- fColorUni = args.fBuilder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kVec4f_GrSLType, kDefault_GrSLPrecision,
- "Color", &colorName);
+ fColorUni = args.fUniformHandler->addUniform(
+ GrGLSLUniformHandler::kFragment_Visibility,
+ kVec4f_GrSLType, kDefault_GrSLPrecision,
+ "Color", &colorName);
this->emitChild(0, colorName, args);
}
#include "effects/GrRRectEffect.h"
#include "glsl/GrGLSLFragmentShaderBuilder.h"
#include "glsl/GrGLSLGeometryProcessor.h"
-#include "glsl/GrGLSLProgramBuilder.h"
#include "glsl/GrGLSLProgramDataManager.h"
#include "glsl/GrGLSLVarying.h"
#include "glsl/GrGLSLVertexShaderBuilder.h"
+#include "glsl/GrGLSLUniformHandler.h"
#include "glsl/GrGLSLUtil.h"
// TODO(joshualitt) - Break this file up during GrBatch post implementation cleanup
void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override{
const CircleEdgeEffect& ce = args.fGP.cast<CircleEdgeEffect>();
- GrGLSLGPBuilder* pb = args.fPB;
GrGLSLVertexBuilder* vertBuilder = args.fVertBuilder;
GrGLSLVaryingHandler* varyingHandler = args.fVaryingHandler;
+ GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
// emit attributes
varyingHandler->emitAttributes(ce);
GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
// setup pass through color
if (!ce.colorIgnored()) {
- this->setupUniformColor(pb, fragBuilder, args.fOutputColor, &fColorUniform);
+ this->setupUniformColor(fragBuilder, uniformHandler, args.fOutputColor,
+ &fColorUniform);
}
// Setup position
- this->setupPosition(pb, vertBuilder, gpArgs, ce.inPosition()->fName);
+ this->setupPosition(vertBuilder, gpArgs, ce.inPosition()->fName);
// emit transforms
- this->emitTransforms(args.fPB,
- vertBuilder,
+ this->emitTransforms(vertBuilder,
varyingHandler,
+ uniformHandler,
gpArgs->fPositionVar,
ce.inPosition()->fName,
ce.localMatrix(),
void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override{
const EllipseEdgeEffect& ee = args.fGP.cast<EllipseEdgeEffect>();
- GrGLSLGPBuilder* pb = args.fPB;
GrGLSLVertexBuilder* vertBuilder = args.fVertBuilder;
GrGLSLVaryingHandler* varyingHandler = args.fVaryingHandler;
+ GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
// emit attributes
varyingHandler->emitAttributes(ee);
GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
// setup pass through color
if (!ee.colorIgnored()) {
- this->setupUniformColor(pb, fragBuilder, args.fOutputColor, &fColorUniform);
+ this->setupUniformColor(fragBuilder, uniformHandler, args.fOutputColor,
+ &fColorUniform);
}
// Setup position
- this->setupPosition(pb, vertBuilder, gpArgs, ee.inPosition()->fName);
+ this->setupPosition(vertBuilder, gpArgs, ee.inPosition()->fName);
// emit transforms
- this->emitTransforms(args.fPB,
- vertBuilder,
+ this->emitTransforms(vertBuilder,
varyingHandler,
+ uniformHandler,
gpArgs->fPositionVar,
ee.inPosition()->fName,
ee.localMatrix(),
void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override {
const DIEllipseEdgeEffect& ee = args.fGP.cast<DIEllipseEdgeEffect>();
- GrGLSLGPBuilder* pb = args.fPB;
GrGLSLVertexBuilder* vertBuilder = args.fVertBuilder;
GrGLSLVaryingHandler* varyingHandler = args.fVaryingHandler;
+ GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
// emit attributes
varyingHandler->emitAttributes(ee);
GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
// setup pass through color
if (!ee.colorIgnored()) {
- this->setupUniformColor(pb, fragBuilder, args.fOutputColor, &fColorUniform);
+ this->setupUniformColor(fragBuilder, uniformHandler, args.fOutputColor,
+ &fColorUniform);
}
// Setup position
- this->setupPosition(pb,
- vertBuilder,
+ this->setupPosition(vertBuilder,
+ uniformHandler,
gpArgs,
ee.inPosition()->fName,
ee.viewMatrix(),
&fViewMatrixUniform);
// emit transforms
- this->emitTransforms(args.fPB,
- vertBuilder,
+ this->emitTransforms(vertBuilder,
varyingHandler,
+ uniformHandler,
gpArgs->fPositionVar,
ee.inPosition()->fName,
args.fTransformsIn,
#include "glsl/GrGLSLCaps.h"
#include "glsl/GrGLSLFragmentShaderBuilder.h"
#include "glsl/GrGLSLProcessorTypes.h"
-#include "glsl/GrGLSLProgramBuilder.h"
+#include "glsl/GrGLSLUniformHandler.h"
#include "glsl/GrGLSLVarying.h"
class GrGLPathProcessor : public GrGLSLPrimitiveProcessor {
}
void emitCode(EmitArgs& args) override {
- GrGLSLGPBuilder* pb = args.fPB;
GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
const GrPathProcessor& pathProc = args.fGP.cast<GrPathProcessor>();
// Setup uniform color
if (pathProc.overrides().readsColor()) {
const char* stagedLocalVarName;
- fColorUniform = pb->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kVec4f_GrSLType,
- kDefault_GrSLPrecision,
- "Color",
- &stagedLocalVarName);
+ fColorUniform = args.fUniformHandler->addUniform(
+ GrGLSLUniformHandler::kFragment_Visibility,
+ kVec4f_GrSLType,
+ kDefault_GrSLPrecision,
+ "Color",
+ &stagedLocalVarName);
fragBuilder->codeAppendf("%s = %s;", args.fOutputColor, stagedLocalVarName);
}
#include "SkString.h"
#include "SkTraceEvent.h"
#include "batches/GrVertexBatch.h"
+#include "glsl/GrGLSLFragmentShaderBuilder.h"
#include "glsl/GrGLSLGeometryProcessor.h"
-#include "glsl/GrGLSLProgramBuilder.h"
#include "glsl/GrGLSLProgramDataManager.h"
+#include "glsl/GrGLSLUniformHandler.h"
#include "glsl/GrGLSLVarying.h"
+#include "glsl/GrGLSLVertexShaderBuilder.h"
GrAAConvexPathRenderer::GrAAConvexPathRenderer() {
}
void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override {
const QuadEdgeEffect& qe = args.fGP.cast<QuadEdgeEffect>();
- GrGLSLGPBuilder* pb = args.fPB;
GrGLSLVertexBuilder* vertBuilder = args.fVertBuilder;
GrGLSLVaryingHandler* varyingHandler = args.fVaryingHandler;
+ GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
// emit attributes
varyingHandler->emitAttributes(qe);
GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
// Setup pass through color
if (!qe.colorIgnored()) {
- this->setupUniformColor(pb, fragBuilder, args.fOutputColor, &fColorUniform);
+ this->setupUniformColor(fragBuilder, uniformHandler, args.fOutputColor,
+ &fColorUniform);
}
// Setup position
- this->setupPosition(pb, vertBuilder, gpArgs, qe.inPosition()->fName);
+ this->setupPosition(vertBuilder, gpArgs, qe.inPosition()->fName);
// emit transforms
- this->emitTransforms(args.fPB,
- vertBuilder,
+ this->emitTransforms(vertBuilder,
varyingHandler,
+ uniformHandler,
gpArgs->fPositionVar,
qe.inPosition()->fName,
qe.localMatrix(),
#include "SkPathPriv.h"
#include "batches/GrVertexBatch.h"
#include "glsl/GrGLSLGeometryProcessor.h"
-#include "glsl/GrGLSLProgramBuilder.h"
static const int DEFAULT_BUFFER_SIZE = 100;
#include "GrBezierEffect.h"
+#include "glsl/GrGLSLFragmentShaderBuilder.h"
#include "glsl/GrGLSLGeometryProcessor.h"
-#include "glsl/GrGLSLProgramBuilder.h"
#include "glsl/GrGLSLProgramDataManager.h"
+#include "glsl/GrGLSLUniformHandler.h"
#include "glsl/GrGLSLUtil.h"
#include "glsl/GrGLSLVarying.h"
+#include "glsl/GrGLSLVertexShaderBuilder.h"
class GrGLConicEffect : public GrGLSLGeometryProcessor {
public:
}
void GrGLConicEffect::onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) {
- GrGLSLGPBuilder* pb = args.fPB;
GrGLSLVertexBuilder* vertBuilder = args.fVertBuilder;
const GrConicEffect& gp = args.fGP.cast<GrConicEffect>();
GrGLSLVaryingHandler* varyingHandler = args.fVaryingHandler;
+ GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
// emit attributes
varyingHandler->emitAttributes(gp);
GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
// Setup pass through color
if (!gp.colorIgnored()) {
- this->setupUniformColor(args.fPB, fragBuilder, args.fOutputColor, &fColorUniform);
+ this->setupUniformColor(fragBuilder, uniformHandler, args.fOutputColor, &fColorUniform);
}
// Setup position
- this->setupPosition(pb,
- vertBuilder,
+ this->setupPosition(vertBuilder,
+ uniformHandler,
gpArgs,
gp.inPosition()->fName,
gp.viewMatrix(),
&fViewMatrixUniform);
// emit transforms with position
- this->emitTransforms(pb,
- vertBuilder,
+ this->emitTransforms(vertBuilder,
varyingHandler,
+ uniformHandler,
gpArgs->fPositionVar,
gp.inPosition()->fName,
gp.localMatrix(),
// TODO should we really be doing this?
if (gp.coverageScale() != 0xff) {
const char* coverageScale;
- fCoverageScaleUniform = pb->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kFloat_GrSLType,
- kDefault_GrSLPrecision,
- "Coverage",
- &coverageScale);
+ fCoverageScaleUniform = uniformHandler->addUniform(
+ GrGLSLUniformHandler::kFragment_Visibility,
+ kFloat_GrSLType,
+ kDefault_GrSLPrecision,
+ "Coverage",
+ &coverageScale);
fragBuilder->codeAppendf("%s = vec4(%s * edgeAlpha);", args.fOutputCoverage, coverageScale);
} else {
fragBuilder->codeAppendf("%s = vec4(edgeAlpha);", args.fOutputCoverage);
}
void GrGLQuadEffect::onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) {
- GrGLSLGPBuilder* pb = args.fPB;
GrGLSLVertexBuilder* vertBuilder = args.fVertBuilder;
const GrQuadEffect& gp = args.fGP.cast<GrQuadEffect>();
GrGLSLVaryingHandler* varyingHandler = args.fVaryingHandler;
+ GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
// emit attributes
varyingHandler->emitAttributes(gp);
GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
// Setup pass through color
if (!gp.colorIgnored()) {
- this->setupUniformColor(args.fPB, fragBuilder, args.fOutputColor, &fColorUniform);
+ this->setupUniformColor(fragBuilder, uniformHandler, args.fOutputColor, &fColorUniform);
}
// Setup position
- this->setupPosition(pb,
- vertBuilder,
+ this->setupPosition(vertBuilder,
+ uniformHandler,
gpArgs,
gp.inPosition()->fName,
gp.viewMatrix(),
&fViewMatrixUniform);
// emit transforms with position
- this->emitTransforms(pb,
- vertBuilder,
+ this->emitTransforms(vertBuilder,
varyingHandler,
+ uniformHandler,
gpArgs->fPositionVar,
gp.inPosition()->fName,
gp.localMatrix(),
if (0xff != gp.coverageScale()) {
const char* coverageScale;
- fCoverageScaleUniform = pb->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kFloat_GrSLType,
- kDefault_GrSLPrecision,
- "Coverage",
- &coverageScale);
+ fCoverageScaleUniform = uniformHandler->addUniform(
+ GrGLSLUniformHandler::kFragment_Visibility,
+ kFloat_GrSLType,
+ kDefault_GrSLPrecision,
+ "Coverage",
+ &coverageScale);
fragBuilder->codeAppendf("%s = vec4(%s * edgeAlpha);", args.fOutputCoverage, coverageScale);
} else {
fragBuilder->codeAppendf("%s = vec4(edgeAlpha);", args.fOutputCoverage);
GrGLSLVertexBuilder* vertBuilder = args.fVertBuilder;
const GrCubicEffect& gp = args.fGP.cast<GrCubicEffect>();
GrGLSLVaryingHandler* varyingHandler = args.fVaryingHandler;
+ GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
// emit attributes
varyingHandler->emitAttributes(gp);
GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
// Setup pass through color
if (!gp.colorIgnored()) {
- this->setupUniformColor(args.fPB, fragBuilder, args.fOutputColor, &fColorUniform);
+ this->setupUniformColor(fragBuilder, uniformHandler, args.fOutputColor, &fColorUniform);
}
// Setup position
- this->setupPosition(args.fPB,
- vertBuilder,
+ this->setupPosition(vertBuilder,
+ uniformHandler,
gpArgs,
gp.inPosition()->fName,
gp.viewMatrix(),
&fViewMatrixUniform);
// emit transforms with position
- this->emitTransforms(args.fPB,
- vertBuilder,
+ this->emitTransforms(vertBuilder,
varyingHandler,
+ uniformHandler,
gpArgs->fPositionVar,
gp.inPosition()->fName,
args.fTransformsIn,
#include "GrBicubicEffect.h"
#include "GrInvariantOutput.h"
#include "glsl/GrGLSLFragmentShaderBuilder.h"
-#include "glsl/GrGLSLProgramBuilder.h"
#include "glsl/GrGLSLProgramDataManager.h"
+#include "glsl/GrGLSLUniformHandler.h"
#define DS(x) SkDoubleToScalar(x)
void GrGLBicubicEffect::emitCode(EmitArgs& args) {
const GrTextureDomain& domain = args.fFp.cast<GrBicubicEffect>().domain();
- fCoefficientsUni = args.fBuilder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kMat44f_GrSLType, kDefault_GrSLPrecision,
- "Coefficients");
- fImageIncrementUni = args.fBuilder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kVec2f_GrSLType, kDefault_GrSLPrecision,
- "ImageIncrement");
+ GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
+ fCoefficientsUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kMat44f_GrSLType, kDefault_GrSLPrecision,
+ "Coefficients");
+ fImageIncrementUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kVec2f_GrSLType, kDefault_GrSLPrecision,
+ "ImageIncrement");
- const char* imgInc = args.fBuilder->getUniformCStr(fImageIncrementUni);
- const char* coeff = args.fBuilder->getUniformCStr(fCoefficientsUni);
+ const char* imgInc = uniformHandler->getUniformCStr(fImageIncrementUni);
+ const char* coeff = uniformHandler->getUniformCStr(fCoefficientsUni);
SkString cubicBlendName;
SkString sampleVar;
sampleVar.printf("rowColors[%d]", x);
fDomain.sampleTexture(fragBuilder,
+ args.fUniformHandler,
args.fGLSLCaps,
domain,
sampleVar.c_str(),
#include "GrTexture.h"
#include "glsl/GrGLSLFragmentShaderBuilder.h"
#include "glsl/GrGLSLGeometryProcessor.h"
-#include "glsl/GrGLSLProgramBuilder.h"
#include "glsl/GrGLSLProgramDataManager.h"
+#include "glsl/GrGLSLUniformHandler.h"
#include "glsl/GrGLSLVarying.h"
#include "glsl/GrGLSLVertexShaderBuilder.h"
void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override {
const GrBitmapTextGeoProc& cte = args.fGP.cast<GrBitmapTextGeoProc>();
- GrGLSLGPBuilder* pb = args.fPB;
GrGLSLVertexBuilder* vertBuilder = args.fVertBuilder;
GrGLSLVaryingHandler* varyingHandler = args.fVaryingHandler;
+ GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
// emit attributes
varyingHandler->emitAttributes(cte);
if (cte.hasVertexColor()) {
varyingHandler->addPassThroughAttribute(cte.inColor(), args.fOutputColor);
} else {
- this->setupUniformColor(pb, fragBuilder, args.fOutputColor, &fColorUniform);
+ this->setupUniformColor(fragBuilder, uniformHandler, args.fOutputColor,
+ &fColorUniform);
}
}
// Setup position
- this->setupPosition(pb, vertBuilder, gpArgs, cte.inPosition()->fName);
+ this->setupPosition(vertBuilder, gpArgs, cte.inPosition()->fName);
// emit transforms
- this->emitTransforms(args.fPB,
- vertBuilder,
+ this->emitTransforms(vertBuilder,
varyingHandler,
+ uniformHandler,
gpArgs->fPositionVar,
cte.inPosition()->fName,
cte.localMatrix(),
#include "SkMatrix.h"
#include "glsl/GrGLSLFragmentProcessor.h"
#include "glsl/GrGLSLFragmentShaderBuilder.h"
-#include "glsl/GrGLSLProgramBuilder.h"
class GrGLConfigConversionEffect : public GrGLSLFragmentProcessor {
public:
*/
#include "effects/GrConstColorProcessor.h"
+#include "GrInvariantOutput.h"
#include "glsl/GrGLSLFragmentProcessor.h"
#include "glsl/GrGLSLFragmentShaderBuilder.h"
-#include "glsl/GrGLSLProgramBuilder.h"
#include "glsl/GrGLSLProgramDataManager.h"
+#include "glsl/GrGLSLUniformHandler.h"
class GLConstColorProcessor : public GrGLSLFragmentProcessor {
public:
void emitCode(EmitArgs& args) override {
GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
const char* colorUni;
- fColorUniform = args.fBuilder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kVec4f_GrSLType, kMedium_GrSLPrecision, "constantColor",
- &colorUni);
+ fColorUniform = args.fUniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kVec4f_GrSLType, kMedium_GrSLPrecision,
+ "constantColor",
+ &colorUni);
GrConstColorProcessor::InputMode mode = args.fFp.cast<GrConstColorProcessor>().inputMode();
if (!args.fInputColor) {
mode = GrConstColorProcessor::kIgnore_InputMode;
#include "SkPathPriv.h"
#include "glsl/GrGLSLFragmentProcessor.h"
#include "glsl/GrGLSLFragmentShaderBuilder.h"
-#include "glsl/GrGLSLProgramBuilder.h"
#include "glsl/GrGLSLProgramDataManager.h"
+#include "glsl/GrGLSLUniformHandler.h"
//////////////////////////////////////////////////////////////////////////////
class AARectEffect : public GrFragmentProcessor {
const char *rectName;
// The rect uniform's xyzw refer to (left + 0.5, top + 0.5, right - 0.5, bottom - 0.5),
// respectively.
- fRectUniform = args.fBuilder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kVec4f_GrSLType,
- kDefault_GrSLPrecision,
- "rect",
- &rectName);
+ fRectUniform = args.fUniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kVec4f_GrSLType,
+ kDefault_GrSLPrecision,
+ "rect",
+ &rectName);
GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
const char* fragmentPos = fragBuilder->fragmentPosition();
const GrConvexPolyEffect& cpe = args.fFp.cast<GrConvexPolyEffect>();
const char *edgeArrayName;
- fEdgeUniform = args.fBuilder->addUniformArray(GrGLSLProgramBuilder::kFragment_Visibility,
- kVec3f_GrSLType,
- kDefault_GrSLPrecision,
- "edges",
- cpe.getEdgeCount(),
- &edgeArrayName);
+ fEdgeUniform = args.fUniformHandler->addUniformArray(GrGLSLUniformHandler::kFragment_Visibility,
+ kVec3f_GrSLType,
+ kDefault_GrSLPrecision,
+ "edges",
+ cpe.getEdgeCount(),
+ &edgeArrayName);
GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
fragBuilder->codeAppend("\t\tfloat alpha = 1.0;\n");
fragBuilder->codeAppend("\t\tfloat edge;\n");
#include "GrConvolutionEffect.h"
#include "glsl/GrGLSLFragmentProcessor.h"
#include "glsl/GrGLSLFragmentShaderBuilder.h"
-#include "glsl/GrGLSLProgramBuilder.h"
#include "glsl/GrGLSLProgramDataManager.h"
+#include "glsl/GrGLSLUniformHandler.h"
// For brevity
typedef GrGLSLProgramDataManager::UniformHandle UniformHandle;
}
void GrGLConvolutionEffect::emitCode(EmitArgs& args) {
- fImageIncrementUni = args.fBuilder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kVec2f_GrSLType, kDefault_GrSLPrecision,
- "ImageIncrement");
+ GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
+ fImageIncrementUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kVec2f_GrSLType, kDefault_GrSLPrecision,
+ "ImageIncrement");
if (this->useBounds()) {
- fBoundsUni = args.fBuilder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kVec2f_GrSLType, kDefault_GrSLPrecision,
- "Bounds");
+ fBoundsUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kVec2f_GrSLType, kDefault_GrSLPrecision,
+ "Bounds");
}
- fKernelUni = args.fBuilder->addUniformArray(GrGLSLProgramBuilder::kFragment_Visibility,
- kFloat_GrSLType, kDefault_GrSLPrecision,
- "Kernel", this->width());
+ fKernelUni = uniformHandler->addUniformArray(GrGLSLUniformHandler::kFragment_Visibility,
+ kFloat_GrSLType, kDefault_GrSLPrecision,
+ "Kernel", this->width());
GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
SkString coords2D = fragBuilder->ensureFSCoords2D(args.fCoords, 0);
fragBuilder->codeAppendf("\t\t%s = vec4(0, 0, 0, 0);\n", args.fOutputColor);
int width = this->width();
- const GrGLSLShaderVar& kernel = args.fBuilder->getUniformVariable(fKernelUni);
- const char* imgInc = args.fBuilder->getUniformCStr(fImageIncrementUni);
+ const GrGLSLShaderVar& kernel = uniformHandler->getUniformVariable(fKernelUni);
+ const char* imgInc = uniformHandler->getUniformCStr(fImageIncrementUni);
fragBuilder->codeAppendf("\t\tvec2 coord = %s - %d.0 * %s;\n", coords2D.c_str(), fRadius, imgInc);
// We used to compute a bool indicating whether we're in bounds or not, cast it to a
// float, and then mul weight*texture_sample by the float. However, the Adreno 430 seems
// to have a bug that caused corruption.
- const char* bounds = args.fBuilder->getUniformCStr(fBoundsUni);
+ const char* bounds = uniformHandler->getUniformCStr(fBoundsUni);
const char* component = this->direction() == Gr1DKernelEffect::kY_Direction ? "y" : "x";
fragBuilder->codeAppendf("if (coord.%s >= %s.x && coord.%s <= %s.y) {",
component, bounds, component, bounds);
#include "GrProcessor.h"
#include "GrProcOptInfo.h"
#include "glsl/GrGLSLBlend.h"
-#include "glsl/GrGLSLProgramBuilder.h"
#include "glsl/GrGLSLFragmentShaderBuilder.h"
+#include "glsl/GrGLSLUniformHandler.h"
#include "glsl/GrGLSLXferProcessor.h"
class CoverageSetOpXP : public GrXferProcessor {
}
private:
- void emitBlendCodeForDstRead(GrGLSLXPBuilder* pb,
- GrGLSLXPFragmentBuilder* fragBuilder,
+ void emitBlendCodeForDstRead(GrGLSLXPFragmentBuilder* fragBuilder,
+ GrGLSLUniformHandler* uniformHandler,
const char* srcColor,
const char* srcCoverage,
const char* dstColor,
#include "glsl/GrGLSLCaps.h"
#include "glsl/GrGLSLFragmentProcessor.h"
#include "glsl/GrGLSLFragmentShaderBuilder.h"
-#include "glsl/GrGLSLProgramBuilder.h"
#include "glsl/GrGLSLProgramDataManager.h"
+#include "glsl/GrGLSLUniformHandler.h"
#include "glsl/GrGLSLXferProcessor.h"
bool GrCustomXfermode::IsSupportedMode(SkXfermode::Mode mode) {
}
}
- void emitBlendCodeForDstRead(GrGLSLXPBuilder* pb,
- GrGLSLXPFragmentBuilder* fragBuilder,
+ void emitBlendCodeForDstRead(GrGLSLXPFragmentBuilder* fragBuilder,
+ GrGLSLUniformHandler* uniformHandler,
const char* srcColor,
const char* srcCoverage,
const char* dstColor,
#include "batches/GrVertexBatch.h"
#include "glsl/GrGLSLFragmentShaderBuilder.h"
#include "glsl/GrGLSLGeometryProcessor.h"
-#include "glsl/GrGLSLProgramBuilder.h"
#include "glsl/GrGLSLProgramDataManager.h"
+#include "glsl/GrGLSLUniformHandler.h"
#include "glsl/GrGLSLVarying.h"
#include "glsl/GrGLSLVertexShaderBuilder.h"
void GLDashingCircleEffect::onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) {
const DashingCircleEffect& dce = args.fGP.cast<DashingCircleEffect>();
- GrGLSLGPBuilder* pb = args.fPB;
GrGLSLVertexBuilder* vertBuilder = args.fVertBuilder;
GrGLSLVaryingHandler* varyingHandler = args.fVaryingHandler;
+ GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
// emit attributes
varyingHandler->emitAttributes(dce);
GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
// Setup pass through color
if (!dce.colorIgnored()) {
- this->setupUniformColor(pb, fragBuilder, args.fOutputColor, &fColorUniform);
+ this->setupUniformColor(fragBuilder, uniformHandler, args.fOutputColor, &fColorUniform);
}
// Setup position
- this->setupPosition(pb, vertBuilder, gpArgs, dce.inPosition()->fName);
+ this->setupPosition(vertBuilder, gpArgs, dce.inPosition()->fName);
// emit transforms
- this->emitTransforms(args.fPB,
- vertBuilder,
+ this->emitTransforms(vertBuilder,
varyingHandler,
+ uniformHandler,
gpArgs->fPositionVar,
dce.inPosition()->fName,
dce.localMatrix(),
void GLDashingLineEffect::onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) {
const DashingLineEffect& de = args.fGP.cast<DashingLineEffect>();
- GrGLSLGPBuilder* pb = args.fPB;
GrGLSLVertexBuilder* vertBuilder = args.fVertBuilder;
GrGLSLVaryingHandler* varyingHandler = args.fVaryingHandler;
+ GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
// emit attributes
varyingHandler->emitAttributes(de);
GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
// Setup pass through color
if (!de.colorIgnored()) {
- this->setupUniformColor(pb, fragBuilder, args.fOutputColor, &fColorUniform);
+ this->setupUniformColor(fragBuilder, uniformHandler, args.fOutputColor, &fColorUniform);
}
// Setup position
- this->setupPosition(pb, vertBuilder, gpArgs, de.inPosition()->fName);
+ this->setupPosition(vertBuilder, gpArgs, de.inPosition()->fName);
// emit transforms
- this->emitTransforms(args.fPB,
- vertBuilder,
+ this->emitTransforms(vertBuilder,
varyingHandler,
+ uniformHandler,
gpArgs->fPositionVar,
de.inPosition()->fName,
de.localMatrix(),
#include "effects/GrDisableColorXP.h"
#include "GrProcessor.h"
#include "glsl/GrGLSLFragmentShaderBuilder.h"
-#include "glsl/GrGLSLProgramBuilder.h"
#include "glsl/GrGLSLProgramDataManager.h"
#include "glsl/GrGLSLXferProcessor.h"
#include "glsl/GrGLSLFragmentShaderBuilder.h"
#include "glsl/GrGLSLGeometryProcessor.h"
-#include "glsl/GrGLSLProgramBuilder.h"
#include "glsl/GrGLSLProgramDataManager.h"
+#include "glsl/GrGLSLUniformHandler.h"
#include "glsl/GrGLSLUtil.h"
#include "glsl/GrGLSLVarying.h"
#include "glsl/GrGLSLVertexShaderBuilder.h"
void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override{
const GrDistanceFieldA8TextGeoProc& dfTexEffect =
args.fGP.cast<GrDistanceFieldA8TextGeoProc>();
- GrGLSLGPBuilder* pb = args.fPB;
GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
SkAssertResult(fragBuilder->enableFeature(
GrGLSLFragmentShaderBuilder::kStandardDerivatives_GLSLFeature));
GrGLSLVertexBuilder* vertBuilder = args.fVertBuilder;
GrGLSLVaryingHandler* varyingHandler = args.fVaryingHandler;
+ GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
// emit attributes
varyingHandler->emitAttributes(dfTexEffect);
// adjust based on gamma
const char* distanceAdjustUniName = nullptr;
// width, height, 1/(3*width)
- fDistanceAdjustUni = pb->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kFloat_GrSLType, kDefault_GrSLPrecision,
- "DistanceAdjust", &distanceAdjustUniName);
+ fDistanceAdjustUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kFloat_GrSLType, kDefault_GrSLPrecision,
+ "DistanceAdjust", &distanceAdjustUniName);
#endif
// Setup pass through color
if (dfTexEffect.hasVertexColor()) {
varyingHandler->addPassThroughAttribute(dfTexEffect.inColor(), args.fOutputColor);
} else {
- this->setupUniformColor(pb, fragBuilder, args.fOutputColor, &fColorUniform);
+ this->setupUniformColor(fragBuilder, uniformHandler, args.fOutputColor,
+ &fColorUniform);
}
}
// Setup position
- this->setupPosition(pb,
- vertBuilder,
+ this->setupPosition(vertBuilder,
+ uniformHandler,
gpArgs,
dfTexEffect.inPosition()->fName,
dfTexEffect.viewMatrix(),
&fViewMatrixUniform);
// emit transforms
- this->emitTransforms(pb,
- vertBuilder,
+ this->emitTransforms(vertBuilder,
varyingHandler,
+ uniformHandler,
gpArgs->fPositionVar,
dfTexEffect.inPosition()->fName,
args.fTransformsIn,
void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override{
const GrDistanceFieldPathGeoProc& dfTexEffect = args.fGP.cast<GrDistanceFieldPathGeoProc>();
- GrGLSLGPBuilder* pb = args.fPB;
GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
SkAssertResult(fragBuilder->enableFeature(
GrGLSLFragmentShaderBuilder::kStandardDerivatives_GLSLFeature));
GrGLSLVertexBuilder* vertBuilder = args.fVertBuilder;
GrGLSLVaryingHandler* varyingHandler = args.fVaryingHandler;
+ GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
// emit attributes
varyingHandler->emitAttributes(dfTexEffect);
if (dfTexEffect.hasVertexColor()) {
varyingHandler->addPassThroughAttribute(dfTexEffect.inColor(), args.fOutputColor);
} else {
- this->setupUniformColor(pb, fragBuilder, args.fOutputColor, &fColorUniform);
+ this->setupUniformColor(fragBuilder, uniformHandler, args.fOutputColor,
+ &fColorUniform);
}
}
vertBuilder->codeAppendf("%s = %s;", v.vsOut(), dfTexEffect.inTextureCoords()->fName);
// Setup position
- this->setupPosition(pb,
- vertBuilder,
+ this->setupPosition(vertBuilder,
+ uniformHandler,
gpArgs,
dfTexEffect.inPosition()->fName,
dfTexEffect.viewMatrix(),
&fViewMatrixUniform);
// emit transforms
- this->emitTransforms(pb,
- vertBuilder,
+ this->emitTransforms(vertBuilder,
varyingHandler,
+ uniformHandler,
gpArgs->fPositionVar,
dfTexEffect.inPosition()->fName,
args.fTransformsIn,
args.fTransformsOut);
const char* textureSizeUniName = nullptr;
- fTextureSizeUni = pb->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kVec2f_GrSLType, kDefault_GrSLPrecision,
- "TextureSize", &textureSizeUniName);
+ fTextureSizeUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kVec2f_GrSLType, kDefault_GrSLPrecision,
+ "TextureSize", &textureSizeUniName);
// Use highp to work around aliasing issues
fragBuilder->codeAppend(GrGLSLShaderVar::PrecisionString(args.fGLSLCaps,
void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override{
const GrDistanceFieldLCDTextGeoProc& dfTexEffect =
args.fGP.cast<GrDistanceFieldLCDTextGeoProc>();
- GrGLSLGPBuilder* pb = args.fPB;
GrGLSLVertexBuilder* vertBuilder = args.fVertBuilder;
GrGLSLVaryingHandler* varyingHandler = args.fVaryingHandler;
+ GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
// emit attributes
varyingHandler->emitAttributes(dfTexEffect);
// setup pass through color
if (!dfTexEffect.colorIgnored()) {
- this->setupUniformColor(pb, fragBuilder, args.fOutputColor, &fColorUniform);
+ this->setupUniformColor(fragBuilder, uniformHandler, args.fOutputColor, &fColorUniform);
}
// Setup position
- this->setupPosition(pb,
- vertBuilder,
+ this->setupPosition(vertBuilder,
+ uniformHandler,
gpArgs,
dfTexEffect.inPosition()->fName,
dfTexEffect.viewMatrix(),
&fViewMatrixUniform);
// emit transforms
- this->emitTransforms(pb,
- vertBuilder,
+ this->emitTransforms(vertBuilder,
varyingHandler,
+ uniformHandler,
gpArgs->fPositionVar,
dfTexEffect.inPosition()->fName,
args.fTransformsIn,
// adjust width based on gamma
const char* distanceAdjustUniName = nullptr;
- fDistanceAdjustUni = pb->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kVec3f_GrSLType, kDefault_GrSLPrecision,
- "DistanceAdjust", &distanceAdjustUniName);
+ fDistanceAdjustUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kVec3f_GrSLType, kDefault_GrSLPrecision,
+ "DistanceAdjust", &distanceAdjustUniName);
fragBuilder->codeAppendf("distance -= %s;", distanceAdjustUniName);
// To be strictly correct, we should compute the anti-aliasing factor separately
#include "SkRect.h"
#include "glsl/GrGLSLFragmentProcessor.h"
#include "glsl/GrGLSLFragmentShaderBuilder.h"
-#include "glsl/GrGLSLProgramBuilder.h"
//////////////////////////////////////////////////////////////////////////////
*/
#include "GrMatrixConvolutionEffect.h"
#include "glsl/GrGLSLFragmentProcessor.h"
-#include "glsl/GrGLSLProgramBuilder.h"
+#include "glsl/GrGLSLFragmentShaderBuilder.h"
#include "glsl/GrGLSLProgramDataManager.h"
+#include "glsl/GrGLSLUniformHandler.h"
class GrGLMatrixConvolutionEffect : public GrGLSLFragmentProcessor {
public:
void GrGLMatrixConvolutionEffect::emitCode(EmitArgs& args) {
const GrTextureDomain& domain = args.fFp.cast<GrMatrixConvolutionEffect>().domain();
- fImageIncrementUni = args.fBuilder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kVec2f_GrSLType, kDefault_GrSLPrecision,
- "ImageIncrement");
- fKernelUni = args.fBuilder->addUniformArray(GrGLSLProgramBuilder::kFragment_Visibility,
- kFloat_GrSLType, kDefault_GrSLPrecision,
- "Kernel",
- fKernelSize.width() * fKernelSize.height());
- fKernelOffsetUni = args.fBuilder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kVec2f_GrSLType, kDefault_GrSLPrecision, "KernelOffset");
- fGainUni = args.fBuilder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kFloat_GrSLType, kDefault_GrSLPrecision, "Gain");
- fBiasUni = args.fBuilder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kFloat_GrSLType, kDefault_GrSLPrecision, "Bias");
+ GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
+ fImageIncrementUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kVec2f_GrSLType, kDefault_GrSLPrecision,
+ "ImageIncrement");
+ fKernelUni = uniformHandler->addUniformArray(GrGLSLUniformHandler::kFragment_Visibility,
+ kFloat_GrSLType, kDefault_GrSLPrecision,
+ "Kernel",
+ fKernelSize.width() * fKernelSize.height());
+ fKernelOffsetUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kVec2f_GrSLType, kDefault_GrSLPrecision,
+ "KernelOffset");
+ fGainUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kFloat_GrSLType, kDefault_GrSLPrecision, "Gain");
+ fBiasUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kFloat_GrSLType, kDefault_GrSLPrecision, "Bias");
- const char* kernelOffset = args.fBuilder->getUniformCStr(fKernelOffsetUni);
- const char* imgInc = args.fBuilder->getUniformCStr(fImageIncrementUni);
- const char* kernel = args.fBuilder->getUniformCStr(fKernelUni);
- const char* gain = args.fBuilder->getUniformCStr(fGainUni);
- const char* bias = args.fBuilder->getUniformCStr(fBiasUni);
+ const char* kernelOffset = uniformHandler->getUniformCStr(fKernelOffsetUni);
+ const char* imgInc = uniformHandler->getUniformCStr(fImageIncrementUni);
+ const char* kernel = uniformHandler->getUniformCStr(fKernelUni);
+ const char* gain = uniformHandler->getUniformCStr(fGainUni);
+ const char* bias = uniformHandler->getUniformCStr(fBiasUni);
int kWidth = fKernelSize.width();
int kHeight = fKernelSize.height();
SkString coord;
coord.printf("coord + vec2(%d, %d) * %s", x, y, imgInc);
fDomain.sampleTexture(fragBuilder,
+ uniformHandler,
args.fGLSLCaps,
domain,
"c",
args.fOutputColor, args.fOutputColor, args.fOutputColor);
} else {
fDomain.sampleTexture(fragBuilder,
+ uniformHandler,
args.fGLSLCaps,
domain,
"c",
#include "SkRect.h"
#include "glsl/GrGLSLFragmentProcessor.h"
#include "glsl/GrGLSLFragmentShaderBuilder.h"
-#include "glsl/GrGLSLProgramBuilder.h"
#include "glsl/GrGLSLProgramDataManager.h"
+#include "glsl/GrGLSLUniformHandler.h"
//////////////////////////////////////////////////////////////////////////////
const char *circleName;
// The circle uniform is (center.x, center.y, radius + 0.5, 1 / (radius + 0.5)) for regular
// fills and (..., radius - 0.5, 1 / (radius - 0.5)) for inverse fills.
- fCircleUniform = args.fBuilder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kVec4f_GrSLType, kDefault_GrSLPrecision,
- "circle",
- &circleName);
+ fCircleUniform = args.fUniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kVec4f_GrSLType, kDefault_GrSLPrecision,
+ "circle",
+ &circleName);
GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
const char* fragmentPos = fragBuilder->fragmentPosition();
const char *ellipseName;
// The ellipse uniform is (center.x, center.y, 1 / rx^2, 1 / ry^2)
// The last two terms can underflow on mediump, so we use highp.
- fEllipseUniform = args.fBuilder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kVec4f_GrSLType, kHigh_GrSLPrecision,
- "ellipse",
- &ellipseName);
+ fEllipseUniform = args.fUniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kVec4f_GrSLType, kHigh_GrSLPrecision,
+ "ellipse",
+ &ellipseName);
GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
const char* fragmentPos = fragBuilder->fragmentPosition();
#include "GrXferProcessor.h"
#include "glsl/GrGLSLBlend.h"
#include "glsl/GrGLSLFragmentShaderBuilder.h"
-#include "glsl/GrGLSLProgramBuilder.h"
#include "glsl/GrGLSLProgramDataManager.h"
+#include "glsl/GrGLSLUniformHandler.h"
#include "glsl/GrGLSLXferProcessor.h"
/**
}
private:
- void emitBlendCodeForDstRead(GrGLSLXPBuilder* pb,
- GrGLSLXPFragmentBuilder* fragBuilder,
+ void emitBlendCodeForDstRead(GrGLSLXPFragmentBuilder* fragBuilder,
+ GrGLSLUniformHandler* uniformHandler,
const char* srcColor,
const char* srcCoverage,
const char* dstColor,
#include "GrInvariantOutput.h"
#include "GrOvalEffect.h"
#include "SkRRect.h"
+#include "SkTLazy.h"
#include "glsl/GrGLSLFragmentProcessor.h"
#include "glsl/GrGLSLFragmentShaderBuilder.h"
-#include "glsl/GrGLSLProgramBuilder.h"
#include "glsl/GrGLSLProgramDataManager.h"
+#include "glsl/GrGLSLUniformHandler.h"
// The effects defined here only handle rrect radii >= kRadiusMin.
static const SkScalar kRadiusMin = SK_ScalarHalf;
void GLCircularRRectEffect::emitCode(EmitArgs& args) {
const CircularRRectEffect& crre = args.fFp.cast<CircularRRectEffect>();
+ GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
const char *rectName;
const char *radiusPlusHalfName;
// The inner rect is the rrect bounds inset by the radius. Its left, top, right, and bottom
// edges correspond to components x, y, z, and w, respectively. When a side of the rrect has
// only rectangular corners, that side's value corresponds to the rect edge's value outset by
// half a pixel.
- fInnerRectUniform = args.fBuilder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kVec4f_GrSLType, kDefault_GrSLPrecision,
- "innerRect",
- &rectName);
- fRadiusPlusHalfUniform = args.fBuilder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kFloat_GrSLType, kDefault_GrSLPrecision,
- "radiusPlusHalf",
- &radiusPlusHalfName);
+ fInnerRectUniform = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kVec4f_GrSLType, kDefault_GrSLPrecision,
+ "innerRect",
+ &rectName);
+ fRadiusPlusHalfUniform = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kFloat_GrSLType, kDefault_GrSLPrecision,
+ "radiusPlusHalf",
+ &radiusPlusHalfName);
GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
const char* fragmentPos = fragBuilder->fragmentPosition();
void GLEllipticalRRectEffect::emitCode(EmitArgs& args) {
const EllipticalRRectEffect& erre = args.fFp.cast<EllipticalRRectEffect>();
+ GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
const char *rectName;
// The inner rect is the rrect bounds inset by the x/y radii
- fInnerRectUniform = args.fBuilder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kVec4f_GrSLType, kDefault_GrSLPrecision,
- "innerRect",
- &rectName);
+ fInnerRectUniform = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kVec4f_GrSLType, kDefault_GrSLPrecision,
+ "innerRect",
+ &rectName);
GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
const char* fragmentPos = fragBuilder->fragmentPosition();
switch (erre.getRRect().getType()) {
case SkRRect::kSimple_Type: {
const char *invRadiiXYSqdName;
- fInvRadiiSqdUniform = args.fBuilder->addUniform(
- GrGLSLProgramBuilder::kFragment_Visibility,
+ fInvRadiiSqdUniform = uniformHandler->addUniform(
+ GrGLSLUniformHandler::kFragment_Visibility,
kVec2f_GrSLType, kHigh_GrSLPrecision,
"invRadiiXY",
&invRadiiXYSqdName);
}
case SkRRect::kNinePatch_Type: {
const char *invRadiiLTRBSqdName;
- fInvRadiiSqdUniform = args.fBuilder->addUniform(
- GrGLSLProgramBuilder::kFragment_Visibility,
+ fInvRadiiSqdUniform = uniformHandler->addUniform(
+ GrGLSLUniformHandler::kFragment_Visibility,
kVec4f_GrSLType, kHigh_GrSLPrecision,
"invRadiiLTRB",
&invRadiiLTRBSqdName);
#include "GrTexture.h"
#include "glsl/GrGLSLFragmentProcessor.h"
#include "glsl/GrGLSLFragmentShaderBuilder.h"
-#include "glsl/GrGLSLProgramBuilder.h"
class GrGLSimpleTextureEffect : public GrGLSLFragmentProcessor {
public:
#include "GrSimpleTextureEffect.h"
#include "SkFloatingPoint.h"
#include "glsl/GrGLSLFragmentProcessor.h"
-#include "glsl/GrGLSLProgramBuilder.h"
+#include "glsl/GrGLSLFragmentShaderBuilder.h"
#include "glsl/GrGLSLProgramDataManager.h"
+#include "glsl/GrGLSLShaderBuilder.h"
#include "glsl/GrGLSLTextureSampler.h"
+#include "glsl/GrGLSLUniformHandler.h"
GrTextureDomain::GrTextureDomain(const SkRect& domain, Mode mode, int index)
: fIndex(index) {
//////////////////////////////////////////////////////////////////////////////
void GrTextureDomain::GLDomain::sampleTexture(GrGLSLShaderBuilder* builder,
+ GrGLSLUniformHandler* uniformHandler,
const GrGLSLCaps* glslCaps,
const GrTextureDomain& textureDomain,
const char* outColor,
SkASSERT((Mode)-1 == fMode || textureDomain.mode() == fMode);
SkDEBUGCODE(fMode = textureDomain.mode();)
- GrGLSLProgramBuilder* program = builder->getProgramBuilder();
-
if (textureDomain.mode() != kIgnore_Mode && !fDomainUni.isValid()) {
const char* name;
SkString uniName("TexDom");
if (textureDomain.fIndex >= 0) {
uniName.appendS32(textureDomain.fIndex);
}
- fDomainUni = program->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kVec4f_GrSLType, kDefault_GrSLPrecision,
- uniName.c_str(), &name);
+ fDomainUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kVec4f_GrSLType, kDefault_GrSLPrecision,
+ uniName.c_str(), &name);
fDomainName = name;
}
GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
SkString coords2D = fragBuilder->ensureFSCoords2D(args.fCoords, 0);
fGLDomain.sampleTexture(fragBuilder,
+ args.fUniformHandler,
args.fGLSLCaps,
domain,
args.fOutputColor,
class GrGLSLShaderBuilder;
class GrInvariantOutput;
class GrGLSLTextureSampler;
+class GrGLSLUniformHandler;
struct SkRect;
/**
* expression before being written to outColor.
*/
void sampleTexture(GrGLSLShaderBuilder* builder,
+ GrGLSLUniformHandler* uniformHandler,
const GrGLSLCaps* glslCaps,
const GrTextureDomain& textureDomain,
const char* outColor,
#include "effects/GrXfermodeFragmentProcessor.h"
#include "GrFragmentProcessor.h"
+#include "GrInvariantOutput.h"
#include "effects/GrConstColorProcessor.h"
#include "glsl/GrGLSLFragmentProcessor.h"
#include "glsl/GrGLSLBlend.h"
#include "glsl/GrGLSLFragmentShaderBuilder.h"
-#include "glsl/GrGLSLProgramBuilder.h"
#include "SkGrPriv.h"
class ComposeTwoFragmentProcessor : public GrFragmentProcessor {
#include "GrYUVtoRGBEffect.h"
#include "GrCoordTransform.h"
+#include "GrFragmentProcessor.h"
#include "GrInvariantOutput.h"
#include "GrProcessor.h"
#include "glsl/GrGLSLFragmentProcessor.h"
#include "glsl/GrGLSLFragmentShaderBuilder.h"
-#include "glsl/GrGLSLProgramBuilder.h"
#include "glsl/GrGLSLProgramDataManager.h"
+#include "glsl/GrGLSLUniformHandler.h"
namespace {
GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
const char* yuvMatrix = nullptr;
- fMatrixUni = args.fBuilder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kMat44f_GrSLType, kDefault_GrSLPrecision,
- "YUVMatrix", &yuvMatrix);
+ fMatrixUni = args.fUniformHandler->addUniform(
+ GrGLSLUniformHandler::kFragment_Visibility,
+ kMat44f_GrSLType, kDefault_GrSLPrecision,
+ "YUVMatrix", &yuvMatrix);
fragBuilder->codeAppendf("\t%s = vec4(\n\t\t", args.fOutputColor);
fragBuilder->appendTextureLookup(args.fSamplers[0], args.fCoords[0].c_str(),
args.fCoords[0].getType());
#include "GrGLTexture.h"
#include "GrGLProgramDataManager.h"
#include "glsl/GrGLSLProgramDataManager.h"
+#include "glsl/GrGLSLUniformHandler.h"
#include "SkString.h"
#include "SkXfermode.h"
*/
class GrGLProgram : public SkRefCnt {
public:
- typedef GrGLProgramBuilder::BuiltinUniformHandles BuiltinUniformHandles;
+ typedef GrGLSLProgramBuilder::BuiltinUniformHandles BuiltinUniformHandles;
~GrGLProgram();
#include "SkMatrix.h"
#include "gl/GrGLProgramDataManager.h"
#include "gl/GrGLGpu.h"
+#include "glsl/GrGLSLUniformHandler.h"
#define ASSERT_ARRAY_UPLOAD_IN_BOUNDS(UNI, COUNT) \
SkASSERT(arrayCount <= uni.fArrayCount || \
);
// TODO: Move the Xoom uniform array in both FS and VS bug workaround here.
- if (GrGLProgramBuilder::kVertex_Visibility & builderUniform.fVisibility) {
+ if (GrGLSLUniformHandler::kVertex_Visibility & builderUniform.fVisibility) {
uniform.fVSLocation = builderUniform.fLocation;
} else {
uniform.fVSLocation = kUnusedUniform;
}
- if (GrGLProgramBuilder::kFragment_Visibility & builderUniform.fVisibility) {
+ if (GrGLSLUniformHandler::kFragment_Visibility & builderUniform.fVisibility) {
uniform.fFSLocation = builderUniform.fLocation;
} else {
uniform.fFSLocation = kUnusedUniform;
class GrGLGpu;
class SkMatrix;
class GrGLProgram;
-class GrGLProgramBuilder;
/** Manages the resources used by a shader program.
* The resources are objects the program uses to communicate with the
--- /dev/null
+/*
+ * Copyright 2015 Google Inc.
+ *
+ * Use of this source code is governed by a BSD-style license that can be
+ * found in the LICENSE file.
+ */
+
+#include "gl/GrGLUniformHandler.h"
+
+#include "gl/GrGLCaps.h"
+#include "gl/GrGLGpu.h"
+#include "gl/builders/GrGLProgramBuilder.h"
+
+#define GL_CALL(X) GR_GL_CALL(this->glGpu()->glInterface(), X)
+#define GL_CALL_RET(R, X) GR_GL_CALL_RET(this->glGpu()->glInterface(), R, X)
+
+GrGLSLUniformHandler::UniformHandle GrGLUniformHandler::internalAddUniformArray(
+ uint32_t visibility,
+ GrSLType type,
+ GrSLPrecision precision,
+ const char* name,
+ bool mangleName,
+ int arrayCount,
+ const char** outName) {
+ SkASSERT(name && strlen(name));
+ SkDEBUGCODE(static const uint32_t kVisibilityMask = kVertex_Visibility | kFragment_Visibility);
+ SkASSERT(0 == (~kVisibilityMask & visibility));
+ SkASSERT(0 != visibility);
+ SkASSERT(kDefault_GrSLPrecision == precision || GrSLTypeIsFloatType(type));
+
+ UniformInfo& uni = fUniforms.push_back();
+ uni.fVariable.setType(type);
+ uni.fVariable.setTypeModifier(GrGLSLShaderVar::kUniform_TypeModifier);
+ // TODO this is a bit hacky, lets think of a better way. Basically we need to be able to use
+ // the uniform view matrix name in the GP, and the GP is immutable so it has to tell the PB
+ // exactly what name it wants to use for the uniform view matrix. If we prefix anythings, then
+ // the names will mismatch. I think the correct solution is to have all GPs which need the
+ // uniform view matrix, they should upload the view matrix in their setData along with regular
+ // uniforms.
+ char prefix = 'u';
+ if ('u' == name[0]) {
+ prefix = '\0';
+ }
+ fProgramBuilder->nameVariable(uni.fVariable.accessName(), prefix, name, mangleName);
+ uni.fVariable.setArrayCount(arrayCount);
+ uni.fVisibility = visibility;
+ uni.fVariable.setPrecision(precision);
+
+ if (outName) {
+ *outName = uni.fVariable.c_str();
+ }
+ return GrGLSLUniformHandler::UniformHandle(fUniforms.count() - 1);
+}
+
+void GrGLUniformHandler::appendUniformDecls(ShaderVisibility visibility, SkString* out) const {
+ for (int i = 0; i < fUniforms.count(); ++i) {
+ if (fUniforms[i].fVisibility & visibility) {
+ fUniforms[i].fVariable.appendDecl(fProgramBuilder->glslCaps(), out);
+ out->append(";\n");
+ }
+ }
+}
+
+void GrGLUniformHandler::bindUniformLocations(GrGLuint programID, const GrGLCaps& caps) {
+ if (caps.bindUniformLocationSupport()) {
+ int count = fUniforms.count();
+ for (int i = 0; i < count; ++i) {
+ GL_CALL(BindUniformLocation(programID, i, fUniforms[i].fVariable.c_str()));
+ fUniforms[i].fLocation = i;
+ }
+ }
+}
+
+void GrGLUniformHandler::getUniformLocations(GrGLuint programID, const GrGLCaps& caps) {
+ if (!caps.bindUniformLocationSupport()) {
+ int count = fUniforms.count();
+ for (int i = 0; i < count; ++i) {
+ GrGLint location;
+ GL_CALL_RET(location, GetUniformLocation(programID, fUniforms[i].fVariable.c_str()));
+ fUniforms[i].fLocation = location;
+ }
+ }
+}
+
+const GrGLGpu* GrGLUniformHandler::glGpu() const {
+ GrGLProgramBuilder* glPB = (GrGLProgramBuilder*) fProgramBuilder;
+ return glPB->gpu();
+}
+
+
--- /dev/null
+/*
+ * Copyright 2015 Google Inc.
+ *
+ * Use of this source code is governed by a BSD-style license that can be
+ * found in the LICENSE file.
+ */
+
+#ifndef GrGLUniformHandler_DEFINED
+#define GrGLUniformHandler_DEFINED
+
+#include "glsl/GrGLSLUniformHandler.h"
+
+#include "gl/GrGLProgramDataManager.h"
+
+class GrGLCaps;
+
+static const int kUniformsPerBlock = 8;
+
+class GrGLUniformHandler : public GrGLSLUniformHandler {
+public:
+ const GrGLSLShaderVar& getUniformVariable(UniformHandle u) const override {
+ return fUniforms[u.toIndex()].fVariable;
+ }
+
+ const char* getUniformCStr(UniformHandle u) const override {
+ return this->getUniformVariable(u).c_str();
+ }
+private:
+ explicit GrGLUniformHandler(GrGLSLProgramBuilder* program)
+ : INHERITED(program)
+ , fUniforms(kUniformsPerBlock) {}
+
+ UniformHandle internalAddUniformArray(uint32_t visibility,
+ GrSLType type,
+ GrSLPrecision precision,
+ const char* name,
+ bool mangleName,
+ int arrayCount,
+ const char** outName) override;
+
+ void appendUniformDecls(ShaderVisibility, SkString*) const override;
+
+ // Manually set uniform locations for all our uniforms.
+ void bindUniformLocations(GrGLuint programID, const GrGLCaps& caps);
+
+ // Updates the loction of the Uniforms if we cannot bind uniform locations manually
+ void getUniformLocations(GrGLuint programID, const GrGLCaps& caps);
+
+ const GrGLGpu* glGpu() const;
+
+ typedef GrGLProgramDataManager::UniformInfo UniformInfo;
+ typedef GrGLProgramDataManager::UniformInfoArray UniformInfoArray;
+
+ UniformInfoArray fUniforms;
+
+ friend class GrGLProgramBuilder;
+
+ typedef GrGLSLUniformHandler INHERITED;
+};
+
+#endif
// This function is used by the NVPR PathProcessor to add a varying directly into the fragment
// shader since there is no vertex shader.
VaryingHandle addPathProcessingVarying(const char* name, GrGLSLVertToFrag*,
- GrSLPrecision fsPrecision = kDefault_GrSLPrecision);
+ GrSLPrecision fsPrecision = kDefault_GrSLPrecision);
private:
typedef GrGLProgramDataManager::VaryingInfo VaryingInfo;
, fGeometryProcessor(nullptr)
, fXferProcessor(nullptr)
, fGpu(gpu)
- , fUniforms(kVarsPerBlock)
, fSamplerUniforms(4)
- , fVaryingHandler(this) {
-}
-
-GrGLSLProgramDataManager::UniformHandle GrGLProgramBuilder::internalAddUniformArray(
- uint32_t visibility,
- GrSLType type,
- GrSLPrecision precision,
- const char* name,
- bool mangleName,
- int count,
- const char** outName) {
- SkASSERT(name && strlen(name));
- SkDEBUGCODE(static const uint32_t kVisibilityMask = kVertex_Visibility | kFragment_Visibility);
- SkASSERT(0 == (~kVisibilityMask & visibility));
- SkASSERT(0 != visibility);
- SkASSERT(kDefault_GrSLPrecision == precision || GrSLTypeIsFloatType(type));
-
- UniformInfo& uni = fUniforms.push_back();
- uni.fVariable.setType(type);
- uni.fVariable.setTypeModifier(GrGLSLShaderVar::kUniform_TypeModifier);
- // TODO this is a bit hacky, lets think of a better way. Basically we need to be able to use
- // the uniform view matrix name in the GP, and the GP is immutable so it has to tell the PB
- // exactly what name it wants to use for the uniform view matrix. If we prefix anythings, then
- // the names will mismatch. I think the correct solution is to have all GPs which need the
- // uniform view matrix, they should upload the view matrix in their setData along with regular
- // uniforms.
- char prefix = 'u';
- if ('u' == name[0]) {
- prefix = '\0';
- }
- this->nameVariable(uni.fVariable.accessName(), prefix, name, mangleName);
- uni.fVariable.setArrayCount(count);
- uni.fVisibility = visibility;
- uni.fVariable.setPrecision(precision);
-
- if (outName) {
- *outName = uni.fVariable.c_str();
- }
- return GrGLSLProgramDataManager::UniformHandle(fUniforms.count() - 1);
-}
-
-void GrGLProgramBuilder::onAppendUniformDecls(ShaderVisibility visibility, SkString* out) const {
- for (int i = 0; i < fUniforms.count(); ++i) {
- if (fUniforms[i].fVisibility & visibility) {
- fUniforms[i].fVariable.appendDecl(this->glslCaps(), out);
- out->append(";\n");
- }
- }
+ , fVaryingHandler(this)
+ , fUniformHandler(this) {
}
const GrGLSLCaps* GrGLProgramBuilder::glslCaps() const {
SkSTArray<4, GrGLSLTextureSampler> samplers(fp.numTextures());
this->emitSamplers(fp, &samplers, ifp);
- GrGLSLFragmentProcessor::EmitArgs args(this,
- &fFS,
+ GrGLSLFragmentProcessor::EmitArgs args(&fFS,
+ &fUniformHandler,
this->glslCaps(),
fp,
outColor,
SkSTArray<4, GrGLSLTextureSampler> samplers(gp.numTextures());
this->emitSamplers(gp, &samplers, fGeometryProcessor);
- GrGLSLGeometryProcessor::EmitArgs args(this,
- &fVS,
+ GrGLSLGeometryProcessor::EmitArgs args(&fVS,
&fFS,
&fVaryingHandler,
+ &fUniformHandler,
this->glslCaps(),
gp,
outColor,
SkSTArray<4, GrGLSLTextureSampler> samplers(xp.numTextures());
this->emitSamplers(xp, &samplers, fXferProcessor);
- GrGLSLXferProcessor::EmitArgs args(this,
- &fFS,
+ GrGLSLXferProcessor::EmitArgs args(&fFS,
+ &fUniformHandler,
this->glslCaps(),
xp, colorIn.c_str(),
ignoresCoverage ? nullptr : coverageIn.c_str(),
for (int t = 0; t < numTextures; ++t) {
name.printf("Sampler%d", t);
GrSLType samplerType = get_sampler_type(processor.textureAccess(t));
- localSamplerUniforms[t] = this->addUniform(GrGLProgramBuilder::kFragment_Visibility,
- samplerType, kDefault_GrSLPrecision,
- name.c_str());
+ localSamplerUniforms[t] =
+ fUniformHandler.addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ samplerType, kDefault_GrSLPrecision,
+ name.c_str());
SkNEW_APPEND_TO_TARRAY(outSamplers, GrGLSLTextureSampler,
(localSamplerUniforms[t], processor.textureAccess(t)));
if (kSamplerExternal_GrSLType == samplerType) {
// compile shaders and bind attributes / uniforms
SkTDArray<GrGLuint> shadersToDelete;
- fVS.finalize(kVertex_Visibility);
+ fVS.finalize(GrGLSLUniformHandler::kVertex_Visibility);
if (!this->compileAndAttachShaders(fVS, programID, GR_GL_VERTEX_SHADER, &shadersToDelete)) {
this->cleanupProgram(programID, shadersToDelete);
return nullptr;
}
}
- fFS.finalize(kFragment_Visibility);
+ fFS.finalize(GrGLSLUniformHandler::kFragment_Visibility);
if (!this->compileAndAttachShaders(fFS, programID, GR_GL_FRAGMENT_SHADER, &shadersToDelete)) {
this->cleanupProgram(programID, shadersToDelete);
return nullptr;
}
void GrGLProgramBuilder::bindProgramResourceLocations(GrGLuint programID) {
- if (fGpu->glCaps().bindUniformLocationSupport()) {
- int count = fUniforms.count();
- for (int i = 0; i < count; ++i) {
- GL_CALL(BindUniformLocation(programID, i, fUniforms[i].fVariable.c_str()));
- fUniforms[i].fLocation = i;
- }
- }
+ fUniformHandler.bindUniformLocations(programID, fGpu->glCaps());
const GrGLCaps& caps = this->gpu()->glCaps();
if (fFS.hasCustomColorOutput() && caps.bindFragDataLocationSupport()) {
}
void GrGLProgramBuilder::resolveProgramResourceLocations(GrGLuint programID) {
- if (!fGpu->glCaps().bindUniformLocationSupport()) {
- int count = fUniforms.count();
- for (int i = 0; i < count; ++i) {
- GrGLint location;
- GL_CALL_RET(location, GetUniformLocation(programID, fUniforms[i].fVariable.c_str()));
- fUniforms[i].fLocation = location;
- }
- }
+ fUniformHandler.getUniformLocations(programID, fGpu->glCaps());
// handle NVPR separable varyings
if (!fGpu->glCaps().shaderCaps()->pathRenderingSupport() ||
}
GrGLProgram* GrGLProgramBuilder::createProgram(GrGLuint programID) {
- return new GrGLProgram(fGpu, this->desc(), fUniformHandles, programID, fUniforms,
+ return new GrGLProgram(fGpu,
+ this->desc(),
+ fUniformHandles,
+ programID,
+ fUniformHandler.fUniforms,
fVaryingHandler.fPathProcVaryingInfos,
- fGeometryProcessor, fXferProcessor, fFragmentProcessors.get(),
+ fGeometryProcessor,
+ fXferProcessor,
+ fFragmentProcessors.get(),
&fSamplerUniforms);
}
#include "GrPipeline.h"
#include "gl/GrGLProgramDataManager.h"
+#include "gl/GrGLUniformHandler.h"
#include "gl/GrGLVaryingHandler.h"
#include "glsl/GrGLSLPrimitiveProcessor.h"
#include "glsl/GrGLSLProgramBuilder.h"
*/
static GrGLProgram* CreateProgram(const DrawArgs&, GrGLGpu*);
- const GrGLSLShaderVar& getUniformVariable(UniformHandle u) const override {
- return fUniforms[u.toIndex()].fVariable;
- }
-
- const char* getUniformCStr(UniformHandle u) const override {
- return this->getUniformVariable(u).c_str();
- }
-
const GrGLSLCaps* glslCaps() const override;
GrGLGpu* gpu() const { return fGpu; }
private:
- typedef GrGLProgramDataManager::UniformInfo UniformInfo;
- typedef GrGLProgramDataManager::UniformInfoArray UniformInfoArray;
-
GrGLProgramBuilder(GrGLGpu*, const DrawArgs&);
- UniformHandle internalAddUniformArray(uint32_t visibility,
- GrSLType type,
- GrSLPrecision precision,
- const char* name,
- bool mangleName,
- int arrayCount,
- const char** outName) override;
-
// Generates a possibly mangled name for a stage variable and writes it to the fragment shader.
// If GrGLSLExpr4 has a valid name then it will use that instead
void nameExpression(GrGLSLExpr4*, const char* baseName);
// Subclasses create different programs
GrGLProgram* createProgram(GrGLuint programID);
- void onAppendUniformDecls(ShaderVisibility visibility, SkString* out) const override;
-
+ GrGLSLUniformHandler* uniformHandler() override { return &fUniformHandler; }
+ const GrGLSLUniformHandler* uniformHandler() const override { return &fUniformHandler; }
GrGLSLVaryingHandler* varyingHandler() override { return &fVaryingHandler; }
// reset is called by program creator between each processor's emit code. It increments the
SkAutoTUnref<GrGLInstalledFragProcs> fFragmentProcessors;
GrGLGpu* fGpu;
- UniformInfoArray fUniforms;
GrGLSLPrimitiveProcessor::TransformsIn fCoordTransforms;
GrGLSLPrimitiveProcessor::TransformsOut fOutCoords;
+ typedef GrGLSLUniformHandler::UniformHandle UniformHandle;
SkTArray<UniformHandle> fSamplerUniforms;
GrGLVaryingHandler fVaryingHandler;
-
- friend class GrGLVaryingHandler;
+ GrGLUniformHandler fUniformHandler;
typedef GrGLSLProgramBuilder INHERITED;
};
#include "GrFragmentProcessor.h"
#include "GrProcessor.h"
#include "glsl/GrGLSLFragmentShaderBuilder.h"
-#include "glsl/GrGLSLProgramBuilder.h"
+#include "glsl/GrGLSLUniformHandler.h"
void GrGLSLFragmentProcessor::setData(const GrGLSLProgramDataManager& pdman,
const GrFragmentProcessor& processor) {
fragBuilder->codeAppend("{\n");
fragBuilder->codeAppendf("// Child Index %d (mangle: %s): %s\n", childIndex,
fragBuilder->getMangleString().c_str(), childProc.name());
- EmitArgs childArgs(args.fBuilder,
- fragBuilder,
+ EmitArgs childArgs(fragBuilder,
+ args.fUniformHandler,
args.fGLSLCaps,
childProc,
outputColor,
class GrProcessor;
class GrProcessorKeyBuilder;
+class GrGLSLCaps;
class GrGLSLFPBuilder;
class GrGLSLFragmentBuilder;
-class GrGLSLCaps;
+class GrGLSLUniformHandler;
class GrGLSLFragmentProcessor {
public:
*/
struct EmitArgs {
- EmitArgs(GrGLSLFPBuilder* builder,
- GrGLSLFragmentBuilder* fragBuilder,
+ EmitArgs(GrGLSLFragmentBuilder* fragBuilder,
+ GrGLSLUniformHandler* uniformHandler,
const GrGLSLCaps* caps,
const GrFragmentProcessor& fp,
const char* outputColor,
const char* inputColor,
const GrGLSLTransformedCoordsArray& coords,
const TextureSamplerArray& samplers)
- : fBuilder(builder)
- , fFragBuilder(fragBuilder)
+ : fFragBuilder(fragBuilder)
+ , fUniformHandler(uniformHandler)
, fGLSLCaps(caps)
, fFp(fp)
, fOutputColor(outputColor)
, fInputColor(inputColor)
, fCoords(coords)
, fSamplers(samplers) {}
- GrGLSLFPBuilder* fBuilder;
GrGLSLFragmentBuilder* fFragBuilder;
+ GrGLSLUniformHandler* fUniformHandler;
const GrGLSLCaps* fGLSLCaps;
const GrFragmentProcessor& fFp;
const char* fOutputColor;
#include "glsl/GrGLSL.h"
#include "glsl/GrGLSLCaps.h"
#include "glsl/GrGLSLProgramBuilder.h"
+#include "glsl/GrGLSLUniformHandler.h"
#include "glsl/GrGLSLVarying.h"
const char* GrGLSLFragmentShaderBuilder::kDstTextureColorName = "_dstColor";
static const char* kTempName = "tmpXYFragCoord";
static const char* kCoordName = "fragCoordYDown";
if (!fSetupFragPosition) {
- SkASSERT(!fProgramBuilder->fUniformHandles.fRTHeightUni.isValid());
const char* rtHeightName;
- fProgramBuilder->fUniformHandles.fRTHeightUni =
- fProgramBuilder->addFragPosUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kFloat_GrSLType,
- kDefault_GrSLPrecision,
- "RTHeight",
- &rtHeightName);
+ fProgramBuilder->addRTHeightUniform("RTHeight", &rtHeightName);
// The Adreno compiler seems to be very touchy about access to "gl_FragCoord".
// Accessing glFragCoord.zw can cause a program to fail to link. Additionally,
#include "GrGLSLGeometryProcessor.h"
+#include "GrCoordTransform.h"
#include "glsl/GrGLSLFragmentShaderBuilder.h"
#include "glsl/GrGLSLProcessorTypes.h"
-#include "glsl/GrGLSLProgramBuilder.h"
+#include "glsl/GrGLSLUniformHandler.h"
#include "glsl/GrGLSLVarying.h"
#include "glsl/GrGLSLVertexShaderBuilder.h"
vBuilder->transformToNormalizedDeviceSpace(gpArgs.fPositionVar);
}
-void GrGLSLGeometryProcessor::emitTransforms(GrGLSLGPBuilder* pb,
- GrGLSLVertexBuilder* vb,
+void GrGLSLGeometryProcessor::emitTransforms(GrGLSLVertexBuilder* vb,
GrGLSLVaryingHandler* varyingHandler,
+ GrGLSLUniformHandler* uniformHandler,
const GrShaderVar& posVar,
const char* localCoords,
const SkMatrix& localMatrix,
const char* uniName;
fInstalledTransforms[i][t].fHandle =
- pb->addUniform(GrGLSLProgramBuilder::kVertex_Visibility,
- kMat33f_GrSLType, precision,
- strUniName.c_str(),
- &uniName).toIndex();
+ uniformHandler->addUniform(GrGLSLUniformHandler::kVertex_Visibility,
+ kMat33f_GrSLType, precision,
+ strUniName.c_str(),
+ &uniName).toIndex();
SkString strVaryingName("MatrixCoord");
strVaryingName.appendf("_%i_%i", i, t);
}
}
-void GrGLSLGeometryProcessor::emitTransforms(GrGLSLGPBuilder* pb,
- GrGLSLVertexBuilder* vb,
+void GrGLSLGeometryProcessor::emitTransforms(GrGLSLVertexBuilder* vb,
GrGLSLVaryingHandler* varyingHandler,
const char* localCoords,
const TransformsIn& tin,
}
}
-void GrGLSLGeometryProcessor::setupPosition(GrGLSLGPBuilder* pb,
- GrGLSLVertexBuilder* vertBuilder,
+void GrGLSLGeometryProcessor::setupPosition(GrGLSLVertexBuilder* vertBuilder,
GrGPArgs* gpArgs,
const char* posName) {
gpArgs->fPositionVar.set(kVec2f_GrSLType, "pos2");
vertBuilder->codeAppendf("vec2 %s = %s;", gpArgs->fPositionVar.c_str(), posName);
}
-void GrGLSLGeometryProcessor::setupPosition(GrGLSLGPBuilder* pb,
- GrGLSLVertexBuilder* vertBuilder,
+void GrGLSLGeometryProcessor::setupPosition(GrGLSLVertexBuilder* vertBuilder,
+ GrGLSLUniformHandler* uniformHandler,
GrGPArgs* gpArgs,
const char* posName,
const SkMatrix& mat,
vertBuilder->codeAppendf("vec2 %s = %s;", gpArgs->fPositionVar.c_str(), posName);
} else {
const char* viewMatrixName;
- *viewMatrixUniform = pb->addUniform(GrGLSLProgramBuilder::kVertex_Visibility,
- kMat33f_GrSLType, kHigh_GrSLPrecision,
- "uViewM",
- &viewMatrixName);
+ *viewMatrixUniform = uniformHandler->addUniform(GrGLSLUniformHandler::kVertex_Visibility,
+ kMat33f_GrSLType, kHigh_GrSLPrecision,
+ "uViewM",
+ &viewMatrixName);
if (!mat.hasPerspective()) {
gpArgs->fPositionVar.set(kVec2f_GrSLType, "pos2");
vertBuilder->codeAppendf("vec2 %s = vec2(%s * vec3(%s, 1));",
protected:
// Emit a uniform matrix for each coord transform.
- void emitTransforms(GrGLSLGPBuilder* gp,
- GrGLSLVertexBuilder* vb,
+ void emitTransforms(GrGLSLVertexBuilder* vb,
GrGLSLVaryingHandler* varyingHandler,
+ GrGLSLUniformHandler* uniformHandler,
const GrShaderVar& posVar,
const char* localCoords,
const TransformsIn& tin,
TransformsOut* tout) {
- this->emitTransforms(gp, vb, varyingHandler, posVar, localCoords, SkMatrix::I(), tin, tout);
+ this->emitTransforms(vb, varyingHandler, uniformHandler,
+ posVar, localCoords, SkMatrix::I(), tin, tout);
}
// Emit pre-transformed coords as a vertex attribute per coord-transform.
- void emitTransforms(GrGLSLGPBuilder*,
- GrGLSLVertexBuilder*,
+ void emitTransforms(GrGLSLVertexBuilder*,
GrGLSLVaryingHandler*,
+ GrGLSLUniformHandler*,
const GrShaderVar& posVar,
const char* localCoords,
const SkMatrix& localMatrix,
TransformsOut*);
// caller has emitted transforms via attributes
- void emitTransforms(GrGLSLGPBuilder*,
- GrGLSLVertexBuilder*,
+ void emitTransforms(GrGLSLVertexBuilder*,
GrGLSLVaryingHandler*,
const char* localCoords,
const TransformsIn& tin,
};
// Create the correct type of position variable given the CTM
- void setupPosition(GrGLSLGPBuilder*, GrGLSLVertexBuilder*, GrGPArgs*, const char* posName);
- void setupPosition(GrGLSLGPBuilder*,
- GrGLSLVertexBuilder*,
+ void setupPosition(GrGLSLVertexBuilder*, GrGPArgs*, const char* posName);
+ void setupPosition(GrGLSLVertexBuilder*,
+ GrGLSLUniformHandler* uniformHandler,
GrGPArgs*,
const char* posName,
const SkMatrix& mat,
#include "GrGLSLPrimitiveProcessor.h"
-#include "glsl/GrGLSLProgramBuilder.h"
+#include "GrCoordTransform.h"
#include "glsl/GrGLSLFragmentShaderBuilder.h"
+#include "glsl/GrGLSLUniformHandler.h"
+#include "glsl/GrGLSLVertexShaderBuilder.h"
SkMatrix GrGLSLPrimitiveProcessor::GetTransformMatrix(const SkMatrix& localMatrix,
const GrCoordTransform& coordTransform) {
return combined;
}
-void GrGLSLPrimitiveProcessor::setupUniformColor(GrGLSLGPBuilder* pb,
- GrGLSLFragmentBuilder* fragBuilder,
+void GrGLSLPrimitiveProcessor::setupUniformColor(GrGLSLFragmentBuilder* fragBuilder,
+ GrGLSLUniformHandler* uniformHandler,
const char* outputName,
UniformHandle* colorUniform) {
SkASSERT(colorUniform);
const char* stagedLocalVarName;
- *colorUniform = pb->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kVec4f_GrSLType,
- kDefault_GrSLPrecision,
- "Color",
- &stagedLocalVarName);
+ *colorUniform = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kVec4f_GrSLType,
+ kDefault_GrSLPrecision,
+ "Color",
+ &stagedLocalVarName);
fragBuilder->codeAppendf("%s = %s;", outputName, stagedLocalVarName);
}
class GrGLSLCaps;
class GrGLSLFragmentBuilder;
class GrGLSLGPBuilder;
+class GrGLSLUniformHandler;
class GrGLSLVaryingHandler;
class GrGLSLVertexBuilder;
typedef SkSTArray<8, GrGLSLTransformedCoordsArray> TransformsOut;
struct EmitArgs {
- EmitArgs(GrGLSLGPBuilder* pb,
- GrGLSLVertexBuilder* vertBuilder,
+ EmitArgs(GrGLSLVertexBuilder* vertBuilder,
GrGLSLFragmentBuilder* fragBuilder,
GrGLSLVaryingHandler* varyingHandler,
+ GrGLSLUniformHandler* uniformHandler,
const GrGLSLCaps* caps,
const GrPrimitiveProcessor& gp,
const char* outputColor,
const TextureSamplerArray& samplers,
const TransformsIn& transformsIn,
TransformsOut* transformsOut)
- : fPB(pb)
- , fVertBuilder(vertBuilder)
+ : fVertBuilder(vertBuilder)
, fFragBuilder(fragBuilder)
, fVaryingHandler(varyingHandler)
+ , fUniformHandler(uniformHandler)
, fGLSLCaps(caps)
, fGP(gp)
, fOutputColor(outputColor)
, fSamplers(samplers)
, fTransformsIn(transformsIn)
, fTransformsOut(transformsOut) {}
- GrGLSLGPBuilder* fPB;
GrGLSLVertexBuilder* fVertBuilder;
GrGLSLFragmentBuilder* fFragBuilder;
GrGLSLVaryingHandler* fVaryingHandler;
+ GrGLSLUniformHandler* fUniformHandler;
const GrGLSLCaps* fGLSLCaps;
const GrPrimitiveProcessor& fGP;
const char* fOutputColor;
const SkTArray<const GrCoordTransform*, true>& transforms) = 0;
protected:
- void setupUniformColor(GrGLSLGPBuilder* pb,
- GrGLSLFragmentBuilder* fragBuilder,
+ void setupUniformColor(GrGLSLFragmentBuilder* fragBuilder,
+ GrGLSLUniformHandler* uniformHandler,
const char* outputName,
UniformHandle* colorUniform);
void GrGLSLProgramBuilder::appendUniformDecls(ShaderVisibility visibility,
SkString* out) const {
- this->onAppendUniformDecls(visibility, out);
+ this->uniformHandler()->appendUniformDecls(visibility, out);
+}
+
+void GrGLSLProgramBuilder::addRTAdjustmentUniform(GrSLPrecision precision,
+ const char* name,
+ const char** outName) {
+ SkASSERT(!fUniformHandles.fRTAdjustmentUni.isValid());
+ fUniformHandles.fRTAdjustmentUni =
+ this->uniformHandler()->addUniform(GrGLSLUniformHandler::kVertex_Visibility,
+ kVec4f_GrSLType,
+ precision,
+ name,
+ outName);
+}
+
+void GrGLSLProgramBuilder::addRTHeightUniform(const char* name, const char** outName) {
+ SkASSERT(!fUniformHandles.fRTHeightUni.isValid());
+ GrGLSLUniformHandler* uniformHandler = this->uniformHandler();
+ fUniformHandles.fRTHeightUni =
+ uniformHandler->internalAddUniformArray(GrGLSLUniformHandler::kFragment_Visibility,
+ kFloat_GrSLType, kDefault_GrSLPrecision,
+ name, false, 0, outName);
}
#include "glsl/GrGLSLFragmentShaderBuilder.h"
#include "glsl/GrGLSLGeometryShaderBuilder.h"
#include "glsl/GrGLSLProgramDataManager.h"
+#include "glsl/GrGLSLUniformHandler.h"
#include "glsl/GrGLSLVertexShaderBuilder.h"
class GrGLSLCaps;
class GrGLSLShaderVar;
class GrGLSLVaryingHandler;
-// Enough precision to represent 1 / 2048 accurately in printf
-#define GR_SIGNIFICANT_POW2_DECIMAL_DIG 11
-
-class GrGLSLUniformBuilder {
-public:
- enum ShaderVisibility {
- kVertex_Visibility = 1 << kVertex_GrShaderType,
- kGeometry_Visibility = 1 << kGeometry_GrShaderType,
- kFragment_Visibility = 1 << kFragment_GrShaderType,
- };
-
- virtual ~GrGLSLUniformBuilder() {}
-
- typedef GrGLSLProgramDataManager::UniformHandle UniformHandle;
-
- /** Add a uniform variable to the current program, that has visibility in one or more shaders.
- 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 nullptr
- then it will refer to the final uniform name after return. Use the addUniformArray variant
- to add an array of uniforms. */
- UniformHandle addUniform(uint32_t visibility,
- GrSLType type,
- GrSLPrecision precision,
- const char* name,
- const char** outName = nullptr) {
- return this->addUniformArray(visibility, type, precision, name, 0, outName);
- }
-
- UniformHandle addUniformArray(uint32_t visibility,
- GrSLType type,
- GrSLPrecision precision,
- const char* name,
- int arrayCount,
- const char** outName = nullptr) {
- return this->internalAddUniformArray(visibility, type, precision, name, true, arrayCount,
- outName);
- }
-
- virtual const GrGLSLShaderVar& getUniformVariable(UniformHandle u) const = 0;
-
- /**
- * Shortcut for getUniformVariable(u).c_str()
- */
- virtual const char* getUniformCStr(UniformHandle u) const = 0;
-
- /*
- * *NOTE* NO MEMBERS ALLOWED, MULTIPLE INHERITANCE
- */
-protected:
- virtual UniformHandle internalAddUniformArray(
- uint32_t visibility,
- GrSLType type,
- GrSLPrecision precision,
- const char* name,
- bool mangleName,
- int arrayCount,
- const char** outName) = 0;
-};
-
-/* a specialization of the above for GPs. Lets the user add uniforms, varyings, and VS / FS code */
-class GrGLSLGPBuilder : public virtual GrGLSLUniformBuilder {
+class GrGLSLProgramBuilder {
public:
- /*
- * *NOTE* NO MEMBERS ALLOWED, MULTIPLE INHERITANCE
- */
-};
-
+ typedef GrGpu::DrawArgs DrawArgs;
+ typedef GrGLSLUniformHandler::ShaderVisibility ShaderVisibility;
+ typedef GrGLSLUniformHandler::UniformHandle UniformHandle;
-/* a specializations for FPs. Lets the user add uniforms and FS code */
-class GrGLSLFPBuilder : public virtual GrGLSLUniformBuilder {
-public:
- /*
- * *NOTE* NO MEMBERS ALLOWED, MULTIPLE INHERITANCE
- */
-};
+ virtual ~GrGLSLProgramBuilder() {}
-/* a specializations for XPs. Lets the user add uniforms and FS code */
-class GrGLSLXPBuilder : public virtual GrGLSLUniformBuilder {
-public:
- /*
- * *NOTE* NO MEMBERS ALLOWED, MULTIPLE INHERITANCE
- */
-};
+ virtual const GrGLSLCaps* glslCaps() const = 0;
-class GrGLSLProgramBuilder : public GrGLSLGPBuilder,
- public GrGLSLFPBuilder,
- public GrGLSLXPBuilder {
-public:
- typedef GrGpu::DrawArgs DrawArgs;
+ const GrPrimitiveProcessor& primitiveProcessor() const { return *fArgs.fPrimitiveProcessor; }
+ const GrPipeline& pipeline() const { return *fArgs.fPipeline; }
+ const GrProgramDesc& desc() const { return *fArgs.fDesc; }
+ const GrProgramDesc::KeyHeader& header() const { return fArgs.fDesc->header(); }
- virtual const GrGLSLCaps* glslCaps() const = 0;
+ void appendUniformDecls(ShaderVisibility, SkString*) const;
// Handles for program uniforms (other than per-effect uniforms)
struct BuiltinUniformHandles {
UniformHandle fRTHeightUni;
};
-protected:
- explicit GrGLSLProgramBuilder(const DrawArgs& args);
-
- const GrPrimitiveProcessor& primitiveProcessor() const { return *fArgs.fPrimitiveProcessor; }
- const GrPipeline& pipeline() const { return *fArgs.fPipeline; }
- const GrProgramDesc& desc() const { return *fArgs.fDesc; }
- const GrProgramDesc::KeyHeader& header() const { return fArgs.fDesc->header(); }
-
- void appendUniformDecls(ShaderVisibility, SkString*) const;
-
- // Used to add a uniform for frag position without mangling the name of the uniform inside of a
- // stage.
- UniformHandle addFragPosUniform(uint32_t visibility,
- GrSLType type,
- GrSLPrecision precision,
- const char* name,
- const char** outName) {
- return this->internalAddUniformArray(visibility, type, precision, name, false, 0, outName);
- }
-
+ // Used to add a uniform in the vertex shader for transforming into normalized device space.
+ void addRTAdjustmentUniform(GrSLPrecision precision, const char* name, const char** outName);
const char* rtAdjustment() const { return "rtAdjustment"; }
+
+ // Used to add a uniform for the RenderTarget height (used for frag position) without mangling
+ // the name of the uniform inside of a stage.
+ void addRTHeightUniform(const char* name, const char** outName);
// Generates a name for a variable. The generated string will be name prefixed by the prefix
// char (unless the prefix is '\0'). It also will mangle the name to be stage-specific unless
// explicitly asked not to.
void nameVariable(SkString* out, char prefix, const char* name, bool mangle = true);
+ virtual GrGLSLUniformHandler* uniformHandler() = 0;
+ virtual const GrGLSLUniformHandler* uniformHandler() const = 0;
virtual GrGLSLVaryingHandler* varyingHandler() = 0;
// number of each input/output type in a single allocation block, used by many builders
int fStageIndex;
- BuiltinUniformHandles fUniformHandles;
-
const DrawArgs& fArgs;
-private:
- virtual void onAppendUniformDecls(ShaderVisibility visibility, SkString* out) const = 0;
+ BuiltinUniformHandles fUniformHandles;
- friend class GrGLSLShaderBuilder;
- friend class GrGLSLVertexBuilder;
- friend class GrGLSLFragmentShaderBuilder;
- friend class GrGLSLGeometryBuilder;
- friend class GrGLSLVaryingHandler;
+protected:
+ explicit GrGLSLProgramBuilder(const DrawArgs& args);
};
#endif
const GrGLSLTextureSampler& sampler,
const char* coordName,
GrSLType varyingType) const {
+ GrGLSLUniformHandler* uniformHandler = fProgramBuilder->uniformHandler();
append_texture_lookup(out,
fProgramBuilder->glslCaps(),
- fProgramBuilder->getUniformCStr(sampler.fSamplerUniform),
+ uniformHandler->getUniformCStr(sampler.fSamplerUniform),
coordName,
sampler.config(),
sampler.swizzle(),
this->versionDecl() = fProgramBuilder->glslCaps()->versionDeclString();
this->compileAndAppendLayoutQualifiers();
SkASSERT(visibility);
- fProgramBuilder->appendUniformDecls((GrGLSLProgramBuilder::ShaderVisibility) visibility,
+ fProgramBuilder->appendUniformDecls((GrGLSLUniformHandler::ShaderVisibility) visibility,
&this->uniforms());
this->appendDecls(fInputs, &this->inputs());
this->appendDecls(fOutputs, &this->outputs());
--- /dev/null
+/*
+ * Copyright 2015 Google Inc.
+ *
+ * Use of this source code is governed by a BSD-style license that can be
+ * found in the LICENSE file.
+ */
+
+#ifndef GrGLSLUniformHandler_DEFINED
+#define GrGLSLUniformHandler_DEFINED
+
+#include "GrGLSLProgramDataManager.h"
+#include "GrGLSLShaderVar.h"
+
+class GrGLSLProgramBuilder;
+
+class GrGLSLUniformHandler {
+public:
+ enum ShaderVisibility {
+ kVertex_Visibility = 1 << kVertex_GrShaderType,
+ kGeometry_Visibility = 1 << kGeometry_GrShaderType,
+ kFragment_Visibility = 1 << kFragment_GrShaderType,
+ };
+
+ virtual ~GrGLSLUniformHandler() {}
+
+ typedef GrGLSLProgramDataManager::UniformHandle UniformHandle;
+
+ /** Add a uniform variable to the current program, that has visibility in one or more shaders.
+ 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 nullptr
+ then it will refer to the final uniform name after return. Use the addUniformArray variant
+ to add an array of uniforms. */
+ UniformHandle addUniform(uint32_t visibility,
+ GrSLType type,
+ GrSLPrecision precision,
+ const char* name,
+ const char** outName = nullptr) {
+ return this->addUniformArray(visibility, type, precision, name, 0, outName);
+ }
+
+ UniformHandle addUniformArray(uint32_t visibility,
+ GrSLType type,
+ GrSLPrecision precision,
+ const char* name,
+ int arrayCount,
+ const char** outName = nullptr) {
+ return this->internalAddUniformArray(visibility, type, precision, name, true, arrayCount,
+ outName);
+ }
+
+ virtual const GrGLSLShaderVar& getUniformVariable(UniformHandle u) const = 0;
+
+ /**
+ * Shortcut for getUniformVariable(u).c_str()
+ */
+ virtual const char* getUniformCStr(UniformHandle u) const = 0;
+protected:
+ explicit GrGLSLUniformHandler(GrGLSLProgramBuilder* program) : fProgramBuilder(program) {}
+
+ // This is not owned by the class
+ GrGLSLProgramBuilder* fProgramBuilder;
+
+private:
+ virtual UniformHandle internalAddUniformArray(uint32_t visibility,
+ GrSLType type,
+ GrSLPrecision precision,
+ const char* name,
+ bool mangleName,
+ int arrayCount,
+ const char** outName) = 0;
+
+ virtual void appendUniformDecls(ShaderVisibility, SkString*) const = 0;
+
+ friend class GrGLSLProgramBuilder;
+};
+
+#endif
+
#include "GrGLSLVertexShaderBuilder.h"
#include "glsl/GrGLSLProgramBuilder.h"
+#include "glsl/GrGLSLUniformHandler.h"
#include "glsl/GrGLSLVarying.h"
GrGLSLVertexBuilder::GrGLSLVertexBuilder(GrGLSLProgramBuilder* program)
}
// setup RT Uniform
- fProgramBuilder->fUniformHandles.fRTAdjustmentUni =
- fProgramBuilder->addUniform(GrGLSLProgramBuilder::kVertex_Visibility,
- kVec4f_GrSLType, precision,
- fProgramBuilder->rtAdjustment(),
- &fRtAdjustName);
+ fProgramBuilder->addRTAdjustmentUniform(precision,
+ fProgramBuilder->rtAdjustment(),
+ &fRtAdjustName);
if (this->getProgramBuilder()->desc().header().fSnapVerticesToPixelCenters) {
if (kVec3f_GrSLType == posVar.getType()) {
const char* p = posVar.c_str();
class GrGLSLVarying;
+// Enough precision to represent 1 / 2048 accurately in printf
+#define GR_SIGNIFICANT_POW2_DECIMAL_DIG 11
+
class GrGLSLVertexBuilder : public GrGLSLShaderBuilder {
public:
GrGLSLVertexBuilder(GrGLSLProgramBuilder* program);
#include "GrXferProcessor.h"
#include "glsl/GrGLSLFragmentShaderBuilder.h"
-#include "glsl/GrGLSLProgramBuilder.h"
#include "glsl/GrGLSLProgramDataManager.h"
+#include "glsl/GrGLSLUniformHandler.h"
void GrGLSLXferProcessor::emitCode(const EmitArgs& args) {
if (!args.fXP.willReadDstColor()) {
}
GrGLSLXPFragmentBuilder* fragBuilder = args.fXPFragBuilder;
+ GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
const char* dstColor = fragBuilder->dstColor();
if (args.fXP.getDstTexture()) {
const char* dstTopLeftName;
const char* dstCoordScaleName;
- fDstTopLeftUni = args.fPB->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kVec2f_GrSLType,
- kDefault_GrSLPrecision,
- "DstTextureUpperLeft",
- &dstTopLeftName);
- fDstScaleUni = args.fPB->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kVec2f_GrSLType,
- kDefault_GrSLPrecision,
- "DstTextureCoordScale",
- &dstCoordScaleName);
+ fDstTopLeftUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kVec2f_GrSLType,
+ kDefault_GrSLPrecision,
+ "DstTextureUpperLeft",
+ &dstTopLeftName);
+ fDstScaleUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ kVec2f_GrSLType,
+ kDefault_GrSLPrecision,
+ "DstTextureCoordScale",
+ &dstCoordScaleName);
const char* fragPos = fragBuilder->fragmentPosition();
fragBuilder->codeAppend("// Read color from copy of the destination.\n");
fragBuilder->codeAppend(";");
}
- this->emitBlendCodeForDstRead(args.fPB,
- fragBuilder,
+ this->emitBlendCodeForDstRead(fragBuilder,
+ uniformHandler,
args.fInputColor,
args.fInputCoverage,
dstColor,
#include "glsl/GrGLSLTextureSampler.h"
class GrXferProcessor;
+class GrGLSLCaps;
+class GrGLSLUniformHandler;
class GrGLSLXPBuilder;
class GrGLSLXPFragmentBuilder;
-class GrGLSLCaps;
class GrGLSLXferProcessor {
public:
typedef GrGLSLTextureSampler::TextureSamplerArray TextureSamplerArray;
struct EmitArgs {
- EmitArgs(GrGLSLXPBuilder* pb,
- GrGLSLXPFragmentBuilder* fragBuilder,
+ EmitArgs(GrGLSLXPFragmentBuilder* fragBuilder,
+ GrGLSLUniformHandler* uniformHandler,
const GrGLSLCaps* caps,
const GrXferProcessor& xp,
const char* inputColor,
const char* outputPrimary,
const char* outputSecondary,
const TextureSamplerArray& samplers)
- : fPB(pb)
- , fXPFragBuilder(fragBuilder)
+ : fXPFragBuilder(fragBuilder)
+ , fUniformHandler(uniformHandler)
, fGLSLCaps(caps)
, fXP(xp)
, fInputColor(inputColor)
, fOutputSecondary(outputSecondary)
, fSamplers(samplers) {}
- GrGLSLXPBuilder* fPB;
GrGLSLXPFragmentBuilder* fXPFragBuilder;
+ GrGLSLUniformHandler* fUniformHandler;
const GrGLSLCaps* fGLSLCaps;
const GrXferProcessor& fXP;
const char* fInputColor;
* the blending logic. The base class applies coverage. A subclass only needs to implement this
* method if it can construct a GrXferProcessor that reads the dst color.
*/
- virtual void emitBlendCodeForDstRead(GrGLSLXPBuilder*,
- GrGLSLXPFragmentBuilder*,
+ virtual void emitBlendCodeForDstRead(GrGLSLXPFragmentBuilder*,
+ GrGLSLUniformHandler*,
const char* srcColor,
const char* srcCoverage,
const char* dstColor,