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Side by Side Diff: src/gpu/gl/GrGLShaderBuilder.cpp

Issue 22340010: Refactor GrGLUniformManager::UniformHandle to initialize itself by default (Closed) Base URL: https://skia.googlecode.com/svn/trunk
Patch Set: description Created 7 years, 4 months ago
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1 /* 1 /*
2 * Copyright 2012 Google Inc. 2 * Copyright 2012 Google Inc.
3 * 3 *
4 * Use of this source code is governed by a BSD-style license that can be 4 * Use of this source code is governed by a BSD-style license that can be
5 * found in the LICENSE file. 5 * found in the LICENSE file.
6 */ 6 */
7 7
8 #include "gl/GrGLShaderBuilder.h" 8 #include "gl/GrGLShaderBuilder.h"
9 #include "gl/GrGLProgram.h" 9 #include "gl/GrGLProgram.h"
10 #include "gl/GrGLUniformHandle.h" 10 #include "gl/GrGLUniformHandle.h"
(...skipping 92 matching lines...) Expand 10 before | Expand all | Expand 10 after
103 , fFSOutputs(kMaxFSOutputs) 103 , fFSOutputs(kMaxFSOutputs)
104 , fCtxInfo(ctxInfo) 104 , fCtxInfo(ctxInfo)
105 , fUniformManager(uniformManager) 105 , fUniformManager(uniformManager)
106 , fFSFeaturesAddedMask(0) 106 , fFSFeaturesAddedMask(0)
107 #if GR_GL_EXPERIMENTAL_GS 107 #if GR_GL_EXPERIMENTAL_GS
108 , fUsesGS(SkToBool(desc.getHeader().fExperimentalGS)) 108 , fUsesGS(SkToBool(desc.getHeader().fExperimentalGS))
109 #else 109 #else
110 , fUsesGS(false) 110 , fUsesGS(false)
111 #endif 111 #endif
112 , fSetupFragPosition(false) 112 , fSetupFragPosition(false)
113 , fRTHeightUniform(GrGLUniformManager::kInvalidUniformHandle)
114 , fDstCopyTopLeftUniform (GrGLUniformManager::kInvalidUniformHandle)
115 , fDstCopyScaleUniform (GrGLUniformManager::kInvalidUniformHandle)
116 , fTopLeftFragPosRead(kTopLeftFragPosRead_FragPosKey == desc.getHeader().fFr agPosKey) { 113 , fTopLeftFragPosRead(kTopLeftFragPosRead_FragPosKey == desc.getHeader().fFr agPosKey) {
117 114
118 const GrGLProgramDesc::KeyHeader& header = desc.getHeader(); 115 const GrGLProgramDesc::KeyHeader& header = desc.getHeader();
119 116
120 fPositionVar = &fVSAttrs.push_back(); 117 fPositionVar = &fVSAttrs.push_back();
121 fPositionVar->set(kVec2f_GrSLType, GrGLShaderVar::kAttribute_TypeModifier, " aPosition"); 118 fPositionVar->set(kVec2f_GrSLType, GrGLShaderVar::kAttribute_TypeModifier, " aPosition");
122 if (-1 != header.fLocalCoordAttributeIndex) { 119 if (-1 != header.fLocalCoordAttributeIndex) {
123 fLocalCoordsVar = &fVSAttrs.push_back(); 120 fLocalCoordsVar = &fVSAttrs.push_back();
124 fLocalCoordsVar->set(kVec2f_GrSLType, 121 fLocalCoordsVar->set(kVec2f_GrSLType,
125 GrGLShaderVar::kAttribute_TypeModifier, 122 GrGLShaderVar::kAttribute_TypeModifier,
(...skipping 258 matching lines...) Expand 10 before | Expand all | Expand 10 after
384 GrSLType ty pe, 381 GrSLType ty pe,
385 const char* name, 382 const char* name,
386 int count, 383 int count,
387 const char* * outName) { 384 const char* * outName) {
388 GrAssert(name && strlen(name)); 385 GrAssert(name && strlen(name));
389 SkDEBUGCODE(static const uint32_t kVisibilityMask = kVertex_ShaderType | kFr agment_ShaderType); 386 SkDEBUGCODE(static const uint32_t kVisibilityMask = kVertex_ShaderType | kFr agment_ShaderType);
390 GrAssert(0 == (~kVisibilityMask & visibility)); 387 GrAssert(0 == (~kVisibilityMask & visibility));
391 GrAssert(0 != visibility); 388 GrAssert(0 != visibility);
392 389
393 BuilderUniform& uni = fUniforms.push_back(); 390 BuilderUniform& uni = fUniforms.push_back();
394 UniformHandle h = index_to_handle(fUniforms.count() - 1); 391 UniformHandle h = GrGLUniformManager::UniformHandle::CreateFromUniformIndex( fUniforms.count() - 1);
395 GR_DEBUGCODE(UniformHandle h2 =) 392 GR_DEBUGCODE(UniformHandle h2 =)
396 fUniformManager.appendUniform(type, count); 393 fUniformManager.appendUniform(type, count);
397 // We expect the uniform manager to initially have no uniforms and that all uniforms are added 394 // We expect the uniform manager to initially have no uniforms and that all uniforms are added
398 // by this function. Therefore, the handles should match. 395 // by this function. Therefore, the handles should match.
399 GrAssert(h2 == h); 396 GrAssert(h2 == h);
400 uni.fVariable.setType(type); 397 uni.fVariable.setType(type);
401 uni.fVariable.setTypeModifier(GrGLShaderVar::kUniform_TypeModifier); 398 uni.fVariable.setTypeModifier(GrGLShaderVar::kUniform_TypeModifier);
402 this->nameVariable(uni.fVariable.accessName(), 'u', name); 399 this->nameVariable(uni.fVariable.accessName(), 'u', name);
403 uni.fVariable.setArrayCount(count); 400 uni.fVariable.setArrayCount(count);
404 uni.fVisibility = visibility; 401 uni.fVisibility = visibility;
405 402
406 // If it is visible in both the VS and FS, the precision must match. 403 // If it is visible in both the VS and FS, the precision must match.
407 // We declare a default FS precision, but not a default VS. So set the var 404 // We declare a default FS precision, but not a default VS. So set the var
408 // to use the default FS precision. 405 // to use the default FS precision.
409 if ((kVertex_ShaderType | kFragment_ShaderType) == visibility) { 406 if ((kVertex_ShaderType | kFragment_ShaderType) == visibility) {
410 // the fragment and vertex precisions must match 407 // the fragment and vertex precisions must match
411 uni.fVariable.setPrecision(kDefaultFragmentPrecision); 408 uni.fVariable.setPrecision(kDefaultFragmentPrecision);
412 } 409 }
413 410
414 if (NULL != outName) { 411 if (NULL != outName) {
415 *outName = uni.fVariable.c_str(); 412 *outName = uni.fVariable.c_str();
416 } 413 }
417 414
418 return h; 415 return h;
419 } 416 }
420 417
421 const GrGLShaderVar& GrGLShaderBuilder::getUniformVariable(UniformHandle u) cons t {
422 return fUniforms[handle_to_index(u)].fVariable;
423 }
424
425 bool GrGLShaderBuilder::addAttribute(GrSLType type, 418 bool GrGLShaderBuilder::addAttribute(GrSLType type,
426 const char* name) { 419 const char* name) {
427 for (int i = 0; i < fVSAttrs.count(); ++i) { 420 for (int i = 0; i < fVSAttrs.count(); ++i) {
428 const GrGLShaderVar& attr = fVSAttrs[i]; 421 const GrGLShaderVar& attr = fVSAttrs[i];
429 // if attribute already added, don't add it again 422 // if attribute already added, don't add it again
430 if (attr.getName().equals(name)) { 423 if (attr.getName().equals(name)) {
431 GrAssert(attr.getType() == type); 424 GrAssert(attr.getType() == type);
432 return false; 425 return false;
433 } 426 }
434 } 427 }
(...skipping 70 matching lines...) Expand 10 before | Expand all | Expand 10 after
505 GrGLShaderVar::kUpperLeft_Origin); 498 GrGLShaderVar::kUpperLeft_Origin);
506 fSetupFragPosition = true; 499 fSetupFragPosition = true;
507 } 500 }
508 return "gl_FragCoord"; 501 return "gl_FragCoord";
509 } else { 502 } else {
510 static const char* kCoordName = "fragCoordYDown"; 503 static const char* kCoordName = "fragCoordYDown";
511 if (!fSetupFragPosition) { 504 if (!fSetupFragPosition) {
512 // temporarily change the stage index because we're inserting non-st age code. 505 // temporarily change the stage index because we're inserting non-st age code.
513 CodeStage::AutoStageRestore csar(&fCodeStage, NULL); 506 CodeStage::AutoStageRestore csar(&fCodeStage, NULL);
514 507
515 GrAssert(GrGLUniformManager::kInvalidUniformHandle == fRTHeightUnifo rm); 508 GrAssert(!fRTHeightUniform.isValid());
516 const char* rtHeightName; 509 const char* rtHeightName;
517 510
518 fRTHeightUniform = this->addUniform(kFragment_ShaderType, 511 fRTHeightUniform = this->addUniform(kFragment_ShaderType,
519 kFloat_GrSLType, 512 kFloat_GrSLType,
520 "RTHeight", 513 "RTHeight",
521 &rtHeightName); 514 &rtHeightName);
522 515
523 this->fFSCode.prependf("\tvec4 %s = vec4(gl_FragCoord.x, %s - gl_Fra gCoord.y, gl_FragCoord.zw);\n", 516 this->fFSCode.prependf("\tvec4 %s = vec4(gl_FragCoord.x, %s - gl_Fra gCoord.y, gl_FragCoord.zw);\n",
524 kCoordName, rtHeightName); 517 kCoordName, rtHeightName);
525 fSetupFragPosition = true; 518 fSetupFragPosition = true;
526 } 519 }
527 GrAssert(GrGLUniformManager::kInvalidUniformHandle != fRTHeightUniform); 520 GrAssert(fRTHeightUniform.isValid());
528 return kCoordName; 521 return kCoordName;
529 } 522 }
530 } 523 }
531 524
532 525
533 void GrGLShaderBuilder::emitFunction(ShaderType shader, 526 void GrGLShaderBuilder::emitFunction(ShaderType shader,
534 GrSLType returnType, 527 GrSLType returnType,
535 const char* name, 528 const char* name,
536 int argCnt, 529 int argCnt,
537 const GrGLShaderVar* args, 530 const GrGLShaderVar* args,
(...skipping 189 matching lines...) Expand 10 before | Expand all | Expand 10 after
727 for (const AttributePair* attrib = this->getEffectAttributes().begin(); 720 for (const AttributePair* attrib = this->getEffectAttributes().begin();
728 attrib != attribEnd; 721 attrib != attribEnd;
729 ++attrib) { 722 ++attrib) {
730 if (attrib->fIndex == attributeIndex) { 723 if (attrib->fIndex == attributeIndex) {
731 return &attrib->fName; 724 return &attrib->fName;
732 } 725 }
733 } 726 }
734 727
735 return NULL; 728 return NULL;
736 } 729 }
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