| /* |
| * Copyright 2012 Google Inc. |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| #include "gl/GrGLShaderBuilder.h" |
| #include "gl/GrGLProgram.h" |
| #include "gl/GrGLUniformHandle.h" |
| #include "GrCoordTransform.h" |
| #include "GrDrawEffect.h" |
| #include "GrGpuGL.h" |
| #include "GrTexture.h" |
| #include "SkRTConf.h" |
| #include "SkTraceEvent.h" |
| |
| #define GL_CALL(X) GR_GL_CALL(this->gpu()->glInterface(), X) |
| #define GL_CALL_RET(R, X) GR_GL_CALL_RET(this->gpu()->glInterface(), R, X) |
| |
| // number of each input/output type in a single allocation block |
| static const int kVarsPerBlock = 8; |
| |
| // except FS outputs where we expect 2 at most. |
| static const int kMaxFSOutputs = 2; |
| |
| // ES2 FS only guarantees mediump and lowp support |
| static const GrGLShaderVar::Precision kDefaultFragmentPrecision = GrGLShaderVar::kMedium_Precision; |
| |
| typedef GrGLUniformManager::UniformHandle UniformHandle; |
| |
| SK_CONF_DECLARE(bool, c_PrintShaders, "gpu.printShaders", false, |
| "Print the source code for all shaders generated."); |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| namespace { |
| |
| inline const char* color_attribute_name() { return "aColor"; } |
| inline const char* coverage_attribute_name() { return "aCoverage"; } |
| inline const char* declared_color_output_name() { return "fsColorOut"; } |
| inline const char* dual_source_output_name() { return "dualSourceOut"; } |
| inline const char* sample_function_name(GrSLType type, GrGLSLGeneration glslGen) { |
| if (kVec2f_GrSLType == type) { |
| return glslGen >= k130_GrGLSLGeneration ? "texture" : "texture2D"; |
| } else { |
| SkASSERT(kVec3f_GrSLType == type); |
| return glslGen >= k130_GrGLSLGeneration ? "textureProj" : "texture2DProj"; |
| } |
| } |
| |
| void append_texture_lookup(SkString* out, |
| GrGpuGL* gpu, |
| const char* samplerName, |
| const char* coordName, |
| uint32_t configComponentMask, |
| const char* swizzle, |
| GrSLType varyingType = kVec2f_GrSLType) { |
| SkASSERT(NULL != coordName); |
| |
| out->appendf("%s(%s, %s)", |
| sample_function_name(varyingType, gpu->glslGeneration()), |
| samplerName, |
| coordName); |
| |
| char mangledSwizzle[5]; |
| |
| // The swizzling occurs using texture params instead of shader-mangling if ARB_texture_swizzle |
| // is available. |
| if (!gpu->glCaps().textureSwizzleSupport() && |
| (kA_GrColorComponentFlag == configComponentMask)) { |
| char alphaChar = gpu->glCaps().textureRedSupport() ? 'r' : 'a'; |
| int i; |
| for (i = 0; '\0' != swizzle[i]; ++i) { |
| mangledSwizzle[i] = alphaChar; |
| } |
| mangledSwizzle[i] ='\0'; |
| swizzle = mangledSwizzle; |
| } |
| // For shader prettiness we omit the swizzle rather than appending ".rgba". |
| if (memcmp(swizzle, "rgba", 4)) { |
| out->appendf(".%s", swizzle); |
| } |
| } |
| |
| } |
| |
| static const char kDstCopyColorName[] = "_dstColor"; |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| bool GrGLShaderBuilder::GenProgram(GrGpuGL* gpu, |
| GrGLUniformManager* uman, |
| const GrGLProgramDesc& desc, |
| const GrEffectStage* inColorStages[], |
| const GrEffectStage* inCoverageStages[], |
| GenProgramOutput* output) { |
| SkAutoTDelete<GrGLShaderBuilder> builder; |
| if (desc.getHeader().fHasVertexCode ||!gpu->shouldUseFixedFunctionTexturing()) { |
| builder.reset(SkNEW_ARGS(GrGLFullShaderBuilder, (gpu, uman, desc))); |
| } else { |
| builder.reset(SkNEW_ARGS(GrGLFragmentOnlyShaderBuilder, (gpu, uman, desc))); |
| } |
| if (builder->genProgram(inColorStages, inCoverageStages)) { |
| *output = builder->getOutput(); |
| return true; |
| } |
| return false; |
| } |
| |
| bool GrGLShaderBuilder::genProgram(const GrEffectStage* colorStages[], |
| const GrEffectStage* coverageStages[]) { |
| const GrGLProgramDesc::KeyHeader& header = this->desc().getHeader(); |
| |
| /////////////////////////////////////////////////////////////////////////// |
| // emit code to read the dst copy texture, if necessary |
| if (kNoDstRead_DstReadKey != header.fDstReadKey && |
| GrGLCaps::kNone_FBFetchType == fGpu->glCaps().fbFetchType()) { |
| bool topDown = SkToBool(kTopLeftOrigin_DstReadKeyBit & header.fDstReadKey); |
| const char* dstCopyTopLeftName; |
| const char* dstCopyCoordScaleName; |
| const char* dstCopySamplerName; |
| uint32_t configMask; |
| if (SkToBool(kUseAlphaConfig_DstReadKeyBit & header.fDstReadKey)) { |
| configMask = kA_GrColorComponentFlag; |
| } else { |
| configMask = kRGBA_GrColorComponentFlags; |
| } |
| fOutput.fUniformHandles.fDstCopySamplerUni = |
| this->addUniform(kFragment_Visibility, kSampler2D_GrSLType, "DstCopySampler", |
| &dstCopySamplerName); |
| fOutput.fUniformHandles.fDstCopyTopLeftUni = |
| this->addUniform(kFragment_Visibility, kVec2f_GrSLType, "DstCopyUpperLeft", |
| &dstCopyTopLeftName); |
| fOutput.fUniformHandles.fDstCopyScaleUni = |
| this->addUniform(kFragment_Visibility, kVec2f_GrSLType, "DstCopyCoordScale", |
| &dstCopyCoordScaleName); |
| const char* fragPos = this->fragmentPosition(); |
| this->fsCodeAppend("\t// Read color from copy of the destination.\n"); |
| this->fsCodeAppendf("\tvec2 _dstTexCoord = (%s.xy - %s) * %s;\n", |
| fragPos, dstCopyTopLeftName, dstCopyCoordScaleName); |
| if (!topDown) { |
| this->fsCodeAppend("\t_dstTexCoord.y = 1.0 - _dstTexCoord.y;\n"); |
| } |
| this->fsCodeAppendf("\tvec4 %s = ", kDstCopyColorName); |
| append_texture_lookup(&fFSCode, |
| fGpu, |
| dstCopySamplerName, |
| "_dstTexCoord", |
| configMask, |
| "rgba"); |
| this->fsCodeAppend(";\n\n"); |
| } |
| |
| /////////////////////////////////////////////////////////////////////////// |
| // get the initial color and coverage to feed into the first effect in each effect chain |
| |
| GrGLSLExpr4 inputColor; |
| GrGLSLExpr4 inputCoverage; |
| |
| if (GrGLProgramDesc::kUniform_ColorInput == header.fColorInput) { |
| const char* name; |
| fOutput.fUniformHandles.fColorUni = |
| this->addUniform(GrGLShaderBuilder::kFragment_Visibility, kVec4f_GrSLType, "Color", |
| &name); |
| inputColor = GrGLSLExpr4(name); |
| } else if (GrGLProgramDesc::kSolidWhite_ColorInput == header.fColorInput) { |
| inputColor = GrGLSLExpr4(1); |
| } else if (GrGLProgramDesc::kTransBlack_ColorInput == header.fColorInput) { |
| inputColor = GrGLSLExpr4(0); |
| } |
| |
| if (GrGLProgramDesc::kUniform_ColorInput == header.fCoverageInput) { |
| const char* name; |
| fOutput.fUniformHandles.fCoverageUni = |
| this->addUniform(GrGLShaderBuilder::kFragment_Visibility, kVec4f_GrSLType, "Coverage", |
| &name); |
| inputCoverage = GrGLSLExpr4(name); |
| } else if (GrGLProgramDesc::kSolidWhite_ColorInput == header.fCoverageInput) { |
| inputCoverage = GrGLSLExpr4(1); |
| } else if (GrGLProgramDesc::kTransBlack_ColorInput == header.fCoverageInput) { |
| inputCoverage = GrGLSLExpr4(0); |
| } |
| |
| if (k110_GrGLSLGeneration != fGpu->glslGeneration()) { |
| fFSOutputs.push_back().set(kVec4f_GrSLType, |
| GrGLShaderVar::kOut_TypeModifier, |
| declared_color_output_name()); |
| fHasCustomColorOutput = true; |
| } |
| |
| this->emitCodeBeforeEffects(&inputColor, &inputCoverage); |
| |
| /////////////////////////////////////////////////////////////////////////// |
| // emit the per-effect code for both color and coverage effects |
| |
| GrGLProgramDesc::EffectKeyProvider colorKeyProvider( |
| &this->desc(), GrGLProgramDesc::EffectKeyProvider::kColor_EffectType); |
| fOutput.fColorEffects.reset(this->createAndEmitEffects(colorStages, |
| this->desc().numColorEffects(), |
| colorKeyProvider, |
| &inputColor)); |
| |
| GrGLProgramDesc::EffectKeyProvider coverageKeyProvider( |
| &this->desc(), GrGLProgramDesc::EffectKeyProvider::kCoverage_EffectType); |
| fOutput.fCoverageEffects.reset(this->createAndEmitEffects(coverageStages, |
| this->desc().numCoverageEffects(), |
| coverageKeyProvider, |
| &inputCoverage)); |
| |
| this->emitCodeAfterEffects(); |
| |
| /////////////////////////////////////////////////////////////////////////// |
| // write the secondary color output if necessary |
| if (GrGLProgramDesc::CoverageOutputUsesSecondaryOutput(header.fCoverageOutput)) { |
| const char* secondaryOutputName = this->enableSecondaryOutput(); |
| |
| // default coeff to ones for kCoverage_DualSrcOutput |
| GrGLSLExpr4 coeff(1); |
| if (GrGLProgramDesc::kSecondaryCoverageISA_CoverageOutput == header.fCoverageOutput) { |
| // Get (1-A) into coeff |
| coeff = GrGLSLExpr4::VectorCast(GrGLSLExpr1(1) - inputColor.a()); |
| } else if (GrGLProgramDesc::kSecondaryCoverageISC_CoverageOutput == |
| header.fCoverageOutput){ |
| // Get (1-RGBA) into coeff |
| coeff = GrGLSLExpr4(1) - inputColor; |
| } |
| // Get coeff * coverage into modulate and then write that to the dual source output. |
| this->fsCodeAppendf("\t%s = %s;\n", secondaryOutputName, (coeff * inputCoverage).c_str()); |
| } |
| |
| /////////////////////////////////////////////////////////////////////////// |
| // combine color and coverage as frag color |
| |
| // Get "color * coverage" into fragColor |
| GrGLSLExpr4 fragColor = inputColor * inputCoverage; |
| // Now tack on "+(1-coverage)dst onto the frag color if we were asked to do so. |
| if (GrGLProgramDesc::kCombineWithDst_CoverageOutput == header.fCoverageOutput) { |
| GrGLSLExpr4 dstCoeff = GrGLSLExpr4(1) - inputCoverage; |
| |
| GrGLSLExpr4 dstContribution = dstCoeff * GrGLSLExpr4(this->dstColor()); |
| |
| fragColor = fragColor + dstContribution; |
| } |
| this->fsCodeAppendf("\t%s = %s;\n", this->getColorOutputName(), fragColor.c_str()); |
| |
| if (!this->finish()) { |
| return false; |
| } |
| |
| return true; |
| } |
| |
| ////////////////////////////////////////////////////////////////////////////// |
| |
| GrGLShaderBuilder::GrGLShaderBuilder(GrGpuGL* gpu, |
| GrGLUniformManager* uniformManager, |
| const GrGLProgramDesc& desc) |
| : fDesc(desc) |
| , fGpu(gpu) |
| , fUniformManager(SkRef(uniformManager)) |
| , fFSFeaturesAddedMask(0) |
| , fFSInputs(kVarsPerBlock) |
| , fFSOutputs(kMaxFSOutputs) |
| , fUniforms(kVarsPerBlock) |
| , fSetupFragPosition(false) |
| , fTopLeftFragPosRead(kTopLeftFragPosRead_FragPosKey == desc.getHeader().fFragPosKey) |
| , fHasCustomColorOutput(false) |
| , fHasSecondaryOutput(false) { |
| } |
| |
| bool GrGLShaderBuilder::enableFeature(GLSLFeature feature) { |
| switch (feature) { |
| case kStandardDerivatives_GLSLFeature: |
| if (!fGpu->glCaps().shaderDerivativeSupport()) { |
| return false; |
| } |
| if (kGLES_GrGLStandard == fGpu->glStandard()) { |
| this->addFSFeature(1 << kStandardDerivatives_GLSLFeature, |
| "GL_OES_standard_derivatives"); |
| } |
| return true; |
| default: |
| SkFAIL("Unexpected GLSLFeature requested."); |
| return false; |
| } |
| } |
| |
| bool GrGLShaderBuilder::enablePrivateFeature(GLSLPrivateFeature feature) { |
| switch (feature) { |
| case kFragCoordConventions_GLSLPrivateFeature: |
| if (!fGpu->glCaps().fragCoordConventionsSupport()) { |
| return false; |
| } |
| if (fGpu->glslGeneration() < k150_GrGLSLGeneration) { |
| this->addFSFeature(1 << kFragCoordConventions_GLSLPrivateFeature, |
| "GL_ARB_fragment_coord_conventions"); |
| } |
| return true; |
| case kEXTShaderFramebufferFetch_GLSLPrivateFeature: |
| if (GrGLCaps::kEXT_FBFetchType != fGpu->glCaps().fbFetchType()) { |
| return false; |
| } |
| this->addFSFeature(1 << kEXTShaderFramebufferFetch_GLSLPrivateFeature, |
| "GL_EXT_shader_framebuffer_fetch"); |
| return true; |
| case kNVShaderFramebufferFetch_GLSLPrivateFeature: |
| if (GrGLCaps::kNV_FBFetchType != fGpu->glCaps().fbFetchType()) { |
| return false; |
| } |
| this->addFSFeature(1 << kNVShaderFramebufferFetch_GLSLPrivateFeature, |
| "GL_NV_shader_framebuffer_fetch"); |
| return true; |
| default: |
| SkFAIL("Unexpected GLSLPrivateFeature requested."); |
| return false; |
| } |
| } |
| |
| void GrGLShaderBuilder::addFSFeature(uint32_t featureBit, const char* extensionName) { |
| if (!(featureBit & fFSFeaturesAddedMask)) { |
| fFSExtensions.appendf("#extension %s: require\n", extensionName); |
| fFSFeaturesAddedMask |= featureBit; |
| } |
| } |
| |
| void GrGLShaderBuilder::nameVariable(SkString* out, char prefix, const char* name) { |
| if ('\0' == prefix) { |
| *out = name; |
| } else { |
| out->printf("%c%s", prefix, name); |
| } |
| if (fCodeStage.inStageCode()) { |
| if (out->endsWith('_')) { |
| // Names containing "__" are reserved. |
| out->append("x"); |
| } |
| out->appendf("_Stage%d", fCodeStage.stageIndex()); |
| } |
| } |
| |
| const char* GrGLShaderBuilder::dstColor() { |
| if (fCodeStage.inStageCode()) { |
| const GrEffect* effect = fCodeStage.effectStage()->getEffect(); |
| if (!effect->willReadDstColor()) { |
| SkDEBUGFAIL("GrGLEffect asked for dst color but its generating GrEffect " |
| "did not request access."); |
| return ""; |
| } |
| } |
| static const char kFBFetchColorName[] = "gl_LastFragData[0]"; |
| GrGLCaps::FBFetchType fetchType = fGpu->glCaps().fbFetchType(); |
| if (GrGLCaps::kEXT_FBFetchType == fetchType) { |
| SkAssertResult(this->enablePrivateFeature(kEXTShaderFramebufferFetch_GLSLPrivateFeature)); |
| return kFBFetchColorName; |
| } else if (GrGLCaps::kNV_FBFetchType == fetchType) { |
| SkAssertResult(this->enablePrivateFeature(kNVShaderFramebufferFetch_GLSLPrivateFeature)); |
| return kFBFetchColorName; |
| } else if (fOutput.fUniformHandles.fDstCopySamplerUni.isValid()) { |
| return kDstCopyColorName; |
| } else { |
| return ""; |
| } |
| } |
| |
| void GrGLShaderBuilder::appendTextureLookup(SkString* out, |
| const GrGLShaderBuilder::TextureSampler& sampler, |
| const char* coordName, |
| GrSLType varyingType) const { |
| append_texture_lookup(out, |
| fGpu, |
| this->getUniformCStr(sampler.samplerUniform()), |
| coordName, |
| sampler.configComponentMask(), |
| sampler.swizzle(), |
| varyingType); |
| } |
| |
| void GrGLShaderBuilder::fsAppendTextureLookup(const GrGLShaderBuilder::TextureSampler& sampler, |
| const char* coordName, |
| GrSLType varyingType) { |
| this->appendTextureLookup(&fFSCode, sampler, coordName, varyingType); |
| } |
| |
| void GrGLShaderBuilder::fsAppendTextureLookupAndModulate( |
| const char* modulation, |
| const GrGLShaderBuilder::TextureSampler& sampler, |
| const char* coordName, |
| GrSLType varyingType) { |
| SkString lookup; |
| this->appendTextureLookup(&lookup, sampler, coordName, varyingType); |
| fFSCode.append((GrGLSLExpr4(modulation) * GrGLSLExpr4(lookup)).c_str()); |
| } |
| |
| GrGLShaderBuilder::DstReadKey GrGLShaderBuilder::KeyForDstRead(const GrTexture* dstCopy, |
| const GrGLCaps& caps) { |
| uint32_t key = kYesDstRead_DstReadKeyBit; |
| if (GrGLCaps::kNone_FBFetchType != caps.fbFetchType()) { |
| return key; |
| } |
| SkASSERT(NULL != dstCopy); |
| if (!caps.textureSwizzleSupport() && GrPixelConfigIsAlphaOnly(dstCopy->config())) { |
| // The fact that the config is alpha-only must be considered when generating code. |
| key |= kUseAlphaConfig_DstReadKeyBit; |
| } |
| if (kTopLeft_GrSurfaceOrigin == dstCopy->origin()) { |
| key |= kTopLeftOrigin_DstReadKeyBit; |
| } |
| SkASSERT(static_cast<DstReadKey>(key) == key); |
| return static_cast<DstReadKey>(key); |
| } |
| |
| GrGLShaderBuilder::FragPosKey GrGLShaderBuilder::KeyForFragmentPosition(const GrRenderTarget* dst, |
| const GrGLCaps&) { |
| if (kTopLeft_GrSurfaceOrigin == dst->origin()) { |
| return kTopLeftFragPosRead_FragPosKey; |
| } else { |
| return kBottomLeftFragPosRead_FragPosKey; |
| } |
| } |
| |
| |
| const GrGLenum* GrGLShaderBuilder::GetTexParamSwizzle(GrPixelConfig config, const GrGLCaps& caps) { |
| if (caps.textureSwizzleSupport() && GrPixelConfigIsAlphaOnly(config)) { |
| if (caps.textureRedSupport()) { |
| static const GrGLenum gRedSmear[] = { GR_GL_RED, GR_GL_RED, GR_GL_RED, GR_GL_RED }; |
| return gRedSmear; |
| } else { |
| static const GrGLenum gAlphaSmear[] = { GR_GL_ALPHA, GR_GL_ALPHA, |
| GR_GL_ALPHA, GR_GL_ALPHA }; |
| return gAlphaSmear; |
| } |
| } else { |
| static const GrGLenum gStraight[] = { GR_GL_RED, GR_GL_GREEN, GR_GL_BLUE, GR_GL_ALPHA }; |
| return gStraight; |
| } |
| } |
| |
| GrGLUniformManager::UniformHandle GrGLShaderBuilder::addUniformArray(uint32_t visibility, |
| GrSLType type, |
| const char* name, |
| 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); |
| |
| BuilderUniform& uni = fUniforms.push_back(); |
| UniformHandle h = GrGLUniformManager::UniformHandle::CreateFromUniformIndex(fUniforms.count() - 1); |
| SkDEBUGCODE(UniformHandle h2 =) |
| fUniformManager->appendUniform(type, count); |
| // We expect the uniform manager to initially have no uniforms and that all uniforms are added |
| // by this function. Therefore, the handles should match. |
| SkASSERT(h2 == h); |
| uni.fVariable.setType(type); |
| uni.fVariable.setTypeModifier(GrGLShaderVar::kUniform_TypeModifier); |
| this->nameVariable(uni.fVariable.accessName(), 'u', name); |
| uni.fVariable.setArrayCount(count); |
| uni.fVisibility = visibility; |
| |
| // If it is visible in both the VS and FS, the precision must match. |
| // We declare a default FS precision, but not a default VS. So set the var |
| // to use the default FS precision. |
| if ((kVertex_Visibility | kFragment_Visibility) == visibility) { |
| // the fragment and vertex precisions must match |
| uni.fVariable.setPrecision(kDefaultFragmentPrecision); |
| } |
| |
| if (NULL != outName) { |
| *outName = uni.fVariable.c_str(); |
| } |
| |
| return h; |
| } |
| |
| SkString GrGLShaderBuilder::ensureFSCoords2D(const TransformedCoordsArray& coords, int index) { |
| if (kVec3f_GrSLType != coords[index].type()) { |
| SkASSERT(kVec2f_GrSLType == coords[index].type()); |
| return coords[index].getName(); |
| } |
| |
| SkString coords2D("coords2D"); |
| if (0 != index) { |
| coords2D.appendf("_%i", index); |
| } |
| this->fsCodeAppendf("\tvec2 %s = %s.xy / %s.z;", |
| coords2D.c_str(), coords[index].c_str(), coords[index].c_str()); |
| return coords2D; |
| } |
| |
| const char* GrGLShaderBuilder::fragmentPosition() { |
| if (fCodeStage.inStageCode()) { |
| const GrEffect* effect = fCodeStage.effectStage()->getEffect(); |
| if (!effect->willReadFragmentPosition()) { |
| SkDEBUGFAIL("GrGLEffect asked for frag position but its generating GrEffect " |
| "did not request access."); |
| return ""; |
| } |
| } |
| // We only declare "gl_FragCoord" when we're in the case where we want to use layout qualifiers |
| // to reverse y. Otherwise it isn't necessary and whether the "in" qualifier appears in the |
| // declaration varies in earlier GLSL specs. So it is simpler to omit it. |
| if (fTopLeftFragPosRead) { |
| fSetupFragPosition = true; |
| return "gl_FragCoord"; |
| } else if (fGpu->glCaps().fragCoordConventionsSupport()) { |
| if (!fSetupFragPosition) { |
| SkAssertResult(this->enablePrivateFeature(kFragCoordConventions_GLSLPrivateFeature)); |
| fFSInputs.push_back().set(kVec4f_GrSLType, |
| GrGLShaderVar::kIn_TypeModifier, |
| "gl_FragCoord", |
| GrGLShaderVar::kDefault_Precision, |
| GrGLShaderVar::kUpperLeft_Origin); |
| fSetupFragPosition = true; |
| } |
| return "gl_FragCoord"; |
| } else { |
| static const char* kCoordName = "fragCoordYDown"; |
| if (!fSetupFragPosition) { |
| // temporarily change the stage index because we're inserting non-stage code. |
| CodeStage::AutoStageRestore csar(&fCodeStage, NULL); |
| |
| SkASSERT(!fOutput.fUniformHandles.fRTHeightUni.isValid()); |
| const char* rtHeightName; |
| |
| fOutput.fUniformHandles.fRTHeightUni = |
| this->addUniform(kFragment_Visibility, kFloat_GrSLType, "RTHeight", &rtHeightName); |
| |
| // Using glFragCoord.zw for the last two components tickles an Adreno driver bug that |
| // causes programs to fail to link. Making this function return a vec2() didn't fix the |
| // problem but using 1.0 for the last two components does. |
| this->fFSCode.prependf("\tvec4 %s = vec4(gl_FragCoord.x, %s - gl_FragCoord.y, 1.0, " |
| "1.0);\n", kCoordName, rtHeightName); |
| fSetupFragPosition = true; |
| } |
| SkASSERT(fOutput.fUniformHandles.fRTHeightUni.isValid()); |
| return kCoordName; |
| } |
| } |
| |
| void GrGLShaderBuilder::fsEmitFunction(GrSLType returnType, |
| const char* name, |
| int argCnt, |
| const GrGLShaderVar* args, |
| const char* body, |
| SkString* outName) { |
| fFSFunctions.append(GrGLSLTypeString(returnType)); |
| this->nameVariable(outName, '\0', name); |
| fFSFunctions.appendf(" %s", outName->c_str()); |
| fFSFunctions.append("("); |
| for (int i = 0; i < argCnt; ++i) { |
| args[i].appendDecl(this->ctxInfo(), &fFSFunctions); |
| if (i < argCnt - 1) { |
| fFSFunctions.append(", "); |
| } |
| } |
| fFSFunctions.append(") {\n"); |
| fFSFunctions.append(body); |
| fFSFunctions.append("}\n\n"); |
| } |
| |
| namespace { |
| |
| inline void append_default_precision_qualifier(GrGLShaderVar::Precision p, |
| GrGLStandard standard, |
| SkString* str) { |
| // Desktop GLSL has added precision qualifiers but they don't do anything. |
| if (kGLES_GrGLStandard == standard) { |
| switch (p) { |
| case GrGLShaderVar::kHigh_Precision: |
| str->append("precision highp float;\n"); |
| break; |
| case GrGLShaderVar::kMedium_Precision: |
| str->append("precision mediump float;\n"); |
| break; |
| case GrGLShaderVar::kLow_Precision: |
| str->append("precision lowp float;\n"); |
| break; |
| case GrGLShaderVar::kDefault_Precision: |
| SkFAIL("Default precision now allowed."); |
| default: |
| SkFAIL("Unknown precision value."); |
| } |
| } |
| } |
| } |
| |
| void GrGLShaderBuilder::appendDecls(const VarArray& vars, SkString* out) const { |
| for (int i = 0; i < vars.count(); ++i) { |
| vars[i].appendDecl(this->ctxInfo(), out); |
| out->append(";\n"); |
| } |
| } |
| |
| void GrGLShaderBuilder::appendUniformDecls(ShaderVisibility visibility, |
| SkString* out) const { |
| for (int i = 0; i < fUniforms.count(); ++i) { |
| if (fUniforms[i].fVisibility & visibility) { |
| fUniforms[i].fVariable.appendDecl(this->ctxInfo(), out); |
| out->append(";\n"); |
| } |
| } |
| } |
| |
| void GrGLShaderBuilder::createAndEmitEffects(GrGLProgramEffectsBuilder* programEffectsBuilder, |
| const GrEffectStage* effectStages[], |
| int effectCnt, |
| const GrGLProgramDesc::EffectKeyProvider& keyProvider, |
| GrGLSLExpr4* fsInOutColor) { |
| bool effectEmitted = false; |
| |
| GrGLSLExpr4 inColor = *fsInOutColor; |
| GrGLSLExpr4 outColor; |
| |
| for (int e = 0; e < effectCnt; ++e) { |
| SkASSERT(NULL != effectStages[e] && NULL != effectStages[e]->getEffect()); |
| const GrEffectStage& stage = *effectStages[e]; |
| |
| CodeStage::AutoStageRestore csar(&fCodeStage, &stage); |
| |
| if (inColor.isZeros()) { |
| SkString inColorName; |
| |
| // Effects have no way to communicate zeros, they treat an empty string as ones. |
| this->nameVariable(&inColorName, '\0', "input"); |
| this->fsCodeAppendf("\tvec4 %s = %s;\n", inColorName.c_str(), inColor.c_str()); |
| inColor = inColorName; |
| } |
| |
| // create var to hold stage result |
| SkString outColorName; |
| this->nameVariable(&outColorName, '\0', "output"); |
| this->fsCodeAppendf("\tvec4 %s;\n", outColorName.c_str()); |
| outColor = outColorName; |
| |
| |
| programEffectsBuilder->emitEffect(stage, |
| keyProvider.get(e), |
| outColor.c_str(), |
| inColor.isOnes() ? NULL : inColor.c_str(), |
| fCodeStage.stageIndex()); |
| |
| inColor = outColor; |
| effectEmitted = true; |
| } |
| |
| if (effectEmitted) { |
| *fsInOutColor = outColor; |
| } |
| } |
| |
| const char* GrGLShaderBuilder::getColorOutputName() const { |
| return fHasCustomColorOutput ? declared_color_output_name() : "gl_FragColor"; |
| } |
| |
| const char* GrGLShaderBuilder::enableSecondaryOutput() { |
| if (!fHasSecondaryOutput) { |
| fFSOutputs.push_back().set(kVec4f_GrSLType, |
| GrGLShaderVar::kOut_TypeModifier, |
| dual_source_output_name()); |
| fHasSecondaryOutput = true; |
| } |
| return dual_source_output_name(); |
| } |
| |
| bool GrGLShaderBuilder::finish() { |
| SkASSERT(0 == fOutput.fProgramID); |
| GL_CALL_RET(fOutput.fProgramID, CreateProgram()); |
| if (!fOutput.fProgramID) { |
| return false; |
| } |
| |
| SkTDArray<GrGLuint> shadersToDelete; |
| |
| if (!this->compileAndAttachShaders(fOutput.fProgramID, &shadersToDelete)) { |
| GL_CALL(DeleteProgram(fOutput.fProgramID)); |
| return false; |
| } |
| |
| this->bindProgramLocations(fOutput.fProgramID); |
| if (fUniformManager->isUsingBindUniform()) { |
| fUniformManager->getUniformLocations(fOutput.fProgramID, fUniforms); |
| } |
| |
| GL_CALL(LinkProgram(fOutput.fProgramID)); |
| |
| // Calling GetProgramiv is expensive in Chromium. Assume success in release builds. |
| bool checkLinked = !fGpu->ctxInfo().isChromium(); |
| #ifdef SK_DEBUG |
| checkLinked = true; |
| #endif |
| if (checkLinked) { |
| GrGLint linked = GR_GL_INIT_ZERO; |
| GL_CALL(GetProgramiv(fOutput.fProgramID, GR_GL_LINK_STATUS, &linked)); |
| if (!linked) { |
| GrGLint infoLen = GR_GL_INIT_ZERO; |
| GL_CALL(GetProgramiv(fOutput.fProgramID, GR_GL_INFO_LOG_LENGTH, &infoLen)); |
| SkAutoMalloc log(sizeof(char)*(infoLen+1)); // outside if for debugger |
| if (infoLen > 0) { |
| // retrieve length even though we don't need it to workaround |
| // bug in chrome cmd buffer param validation. |
| GrGLsizei length = GR_GL_INIT_ZERO; |
| GL_CALL(GetProgramInfoLog(fOutput.fProgramID, |
| infoLen+1, |
| &length, |
| (char*)log.get())); |
| GrPrintf((char*)log.get()); |
| } |
| SkDEBUGFAIL("Error linking program"); |
| GL_CALL(DeleteProgram(fOutput.fProgramID)); |
| fOutput.fProgramID = 0; |
| return false; |
| } |
| } |
| |
| if (!fUniformManager->isUsingBindUniform()) { |
| fUniformManager->getUniformLocations(fOutput.fProgramID, fUniforms); |
| } |
| |
| for (int i = 0; i < shadersToDelete.count(); ++i) { |
| GL_CALL(DeleteShader(shadersToDelete[i])); |
| } |
| |
| return true; |
| } |
| |
| // Compiles a GL shader and attaches it to a program. Returns the shader ID if |
| // successful, or 0 if not. |
| static GrGLuint attach_shader(const GrGLContext& glCtx, |
| GrGLuint programId, |
| GrGLenum type, |
| const SkString& shaderSrc) { |
| const GrGLInterface* gli = glCtx.interface(); |
| |
| GrGLuint shaderId; |
| GR_GL_CALL_RET(gli, shaderId, CreateShader(type)); |
| if (0 == shaderId) { |
| return 0; |
| } |
| |
| const GrGLchar* sourceStr = shaderSrc.c_str(); |
| GrGLint sourceLength = static_cast<GrGLint>(shaderSrc.size()); |
| GR_GL_CALL(gli, ShaderSource(shaderId, 1, &sourceStr, &sourceLength)); |
| GR_GL_CALL(gli, CompileShader(shaderId)); |
| |
| // Calling GetShaderiv in Chromium is quite expensive. Assume success in release builds. |
| bool checkCompiled = !glCtx.isChromium(); |
| #ifdef SK_DEBUG |
| checkCompiled = true; |
| #endif |
| if (checkCompiled) { |
| GrGLint compiled = GR_GL_INIT_ZERO; |
| GR_GL_CALL(gli, GetShaderiv(shaderId, GR_GL_COMPILE_STATUS, &compiled)); |
| |
| if (!compiled) { |
| GrGLint infoLen = GR_GL_INIT_ZERO; |
| GR_GL_CALL(gli, GetShaderiv(shaderId, GR_GL_INFO_LOG_LENGTH, &infoLen)); |
| SkAutoMalloc log(sizeof(char)*(infoLen+1)); // outside if for debugger |
| if (infoLen > 0) { |
| // retrieve length even though we don't need it to workaround bug in Chromium cmd |
| // buffer param validation. |
| GrGLsizei length = GR_GL_INIT_ZERO; |
| GR_GL_CALL(gli, GetShaderInfoLog(shaderId, infoLen+1, |
| &length, (char*)log.get())); |
| GrPrintf(shaderSrc.c_str()); |
| GrPrintf("\n%s", log.get()); |
| } |
| SkDEBUGFAIL("Shader compilation failed!"); |
| GR_GL_CALL(gli, DeleteShader(shaderId)); |
| return 0; |
| } |
| } |
| |
| TRACE_EVENT_INSTANT1(TRACE_DISABLED_BY_DEFAULT("skia.gpu"), "skia_gpu::GLShader", |
| TRACE_EVENT_SCOPE_THREAD, "shader", TRACE_STR_COPY(shaderSrc.c_str())); |
| if (c_PrintShaders) { |
| GrPrintf(shaderSrc.c_str()); |
| GrPrintf("\n"); |
| } |
| |
| // Attach the shader, but defer deletion until after we have linked the program. |
| // This works around a bug in the Android emulator's GLES2 wrapper which |
| // will immediately delete the shader object and free its memory even though it's |
| // attached to a program, which then causes glLinkProgram to fail. |
| GR_GL_CALL(gli, AttachShader(programId, shaderId)); |
| |
| return shaderId; |
| } |
| |
| bool GrGLShaderBuilder::compileAndAttachShaders(GrGLuint programId, SkTDArray<GrGLuint>* shaderIds) const { |
| SkString fragShaderSrc(GrGetGLSLVersionDecl(this->ctxInfo())); |
| fragShaderSrc.append(fFSExtensions); |
| append_default_precision_qualifier(kDefaultFragmentPrecision, |
| fGpu->glStandard(), |
| &fragShaderSrc); |
| this->appendUniformDecls(kFragment_Visibility, &fragShaderSrc); |
| this->appendDecls(fFSInputs, &fragShaderSrc); |
| // We shouldn't have declared outputs on 1.10 |
| SkASSERT(k110_GrGLSLGeneration != fGpu->glslGeneration() || fFSOutputs.empty()); |
| this->appendDecls(fFSOutputs, &fragShaderSrc); |
| fragShaderSrc.append(fFSFunctions); |
| fragShaderSrc.append("void main() {\n"); |
| fragShaderSrc.append(fFSCode); |
| fragShaderSrc.append("}\n"); |
| |
| GrGLuint fragShaderId = attach_shader(fGpu->glContext(), programId, GR_GL_FRAGMENT_SHADER, fragShaderSrc); |
| if (!fragShaderId) { |
| return false; |
| } |
| |
| *shaderIds->append() = fragShaderId; |
| |
| return true; |
| } |
| |
| void GrGLShaderBuilder::bindProgramLocations(GrGLuint programId) const { |
| if (fHasCustomColorOutput) { |
| GL_CALL(BindFragDataLocation(programId, 0, declared_color_output_name())); |
| } |
| if (fHasSecondaryOutput) { |
| GL_CALL(BindFragDataLocationIndexed(programId, 0, 1, dual_source_output_name())); |
| } |
| } |
| |
| const GrGLContextInfo& GrGLShaderBuilder::ctxInfo() const { |
| return fGpu->ctxInfo(); |
| } |
| |
| //////////////////////////////////////////////////////////////////////////////// |
| |
| GrGLFullShaderBuilder::GrGLFullShaderBuilder(GrGpuGL* gpu, |
| GrGLUniformManager* uniformManager, |
| const GrGLProgramDesc& desc) |
| : INHERITED(gpu, uniformManager, desc) |
| , fVSAttrs(kVarsPerBlock) |
| , fVSOutputs(kVarsPerBlock) |
| , fGSInputs(kVarsPerBlock) |
| , fGSOutputs(kVarsPerBlock) { |
| } |
| |
| void GrGLFullShaderBuilder::emitCodeBeforeEffects(GrGLSLExpr4* color, GrGLSLExpr4* coverage) { |
| const GrGLProgramDesc::KeyHeader& header = this->desc().getHeader(); |
| |
| fOutput.fHasVertexShader = true; |
| |
| fPositionVar = &fVSAttrs.push_back(); |
| fPositionVar->set(kVec2f_GrSLType, GrGLShaderVar::kAttribute_TypeModifier, "aPosition"); |
| if (-1 != header.fLocalCoordAttributeIndex) { |
| fLocalCoordsVar = &fVSAttrs.push_back(); |
| fLocalCoordsVar->set(kVec2f_GrSLType, |
| GrGLShaderVar::kAttribute_TypeModifier, |
| "aLocalCoords"); |
| } else { |
| fLocalCoordsVar = fPositionVar; |
| } |
| |
| const char* viewMName; |
| fOutput.fUniformHandles.fViewMatrixUni = |
| this->addUniform(GrGLShaderBuilder::kVertex_Visibility, kMat33f_GrSLType, "ViewM", |
| &viewMName); |
| |
| // Transform the position into Skia's device coords. |
| this->vsCodeAppendf("\tvec3 pos3 = %s * vec3(%s, 1);\n", |
| viewMName, fPositionVar->c_str()); |
| |
| // we output point size in the GS if present |
| if (header.fEmitsPointSize |
| #if GR_GL_EXPERIMENTAL_GS |
| && !header.fExperimentalGS |
| #endif |
| ) { |
| this->vsCodeAppend("\tgl_PointSize = 1.0;\n"); |
| } |
| |
| if (GrGLProgramDesc::kAttribute_ColorInput == header.fColorInput) { |
| this->addAttribute(kVec4f_GrSLType, color_attribute_name()); |
| const char *vsName, *fsName; |
| this->addVarying(kVec4f_GrSLType, "Color", &vsName, &fsName); |
| this->vsCodeAppendf("\t%s = %s;\n", vsName, color_attribute_name()); |
| *color = fsName; |
| } |
| |
| if (GrGLProgramDesc::kAttribute_ColorInput == header.fCoverageInput) { |
| this->addAttribute(kVec4f_GrSLType, coverage_attribute_name()); |
| const char *vsName, *fsName; |
| this->addVarying(kVec4f_GrSLType, "Coverage", &vsName, &fsName); |
| this->vsCodeAppendf("\t%s = %s;\n", vsName, coverage_attribute_name()); |
| *coverage = fsName; |
| } |
| } |
| |
| void GrGLFullShaderBuilder::emitCodeAfterEffects() { |
| const char* rtAdjustName; |
| fOutput.fUniformHandles.fRTAdjustmentUni = |
| this->addUniform(GrGLShaderBuilder::kVertex_Visibility, kVec4f_GrSLType, "rtAdjustment", |
| &rtAdjustName); |
| |
| // Transform from Skia's device coords to GL's normalized device coords. |
| this->vsCodeAppendf( |
| "\tgl_Position = vec4(dot(pos3.xz, %s.xy), dot(pos3.yz, %s.zw), 0, pos3.z);\n", |
| rtAdjustName, rtAdjustName); |
| } |
| |
| bool GrGLFullShaderBuilder::addAttribute(GrSLType type, const char* name) { |
| for (int i = 0; i < fVSAttrs.count(); ++i) { |
| const GrGLShaderVar& attr = fVSAttrs[i]; |
| // if attribute already added, don't add it again |
| if (attr.getName().equals(name)) { |
| SkASSERT(attr.getType() == type); |
| return false; |
| } |
| } |
| fVSAttrs.push_back().set(type, |
| GrGLShaderVar::kAttribute_TypeModifier, |
| name); |
| return true; |
| } |
| |
| bool GrGLFullShaderBuilder::addEffectAttribute(int attributeIndex, |
| GrSLType type, |
| const SkString& name) { |
| if (!this->addAttribute(type, name.c_str())) { |
| return false; |
| } |
| |
| fEffectAttributes.push_back().set(attributeIndex, name); |
| return true; |
| } |
| |
| void GrGLFullShaderBuilder::addVarying(GrSLType type, |
| const char* name, |
| const char** vsOutName, |
| const char** fsInName) { |
| fVSOutputs.push_back(); |
| fVSOutputs.back().setType(type); |
| fVSOutputs.back().setTypeModifier(GrGLShaderVar::kVaryingOut_TypeModifier); |
| this->nameVariable(fVSOutputs.back().accessName(), 'v', name); |
| |
| if (vsOutName) { |
| *vsOutName = fVSOutputs.back().getName().c_str(); |
| } |
| // input to FS comes either from VS or GS |
| const SkString* fsName; |
| #if GR_GL_EXPERIMENTAL_GS |
| if (this->desc().getHeader().fExperimentalGS) { |
| // if we have a GS take each varying in as an array |
| // and output as non-array. |
| fGSInputs.push_back(); |
| fGSInputs.back().setType(type); |
| fGSInputs.back().setTypeModifier(GrGLShaderVar::kVaryingIn_TypeModifier); |
| fGSInputs.back().setUnsizedArray(); |
| *fGSInputs.back().accessName() = fVSOutputs.back().getName(); |
| fGSOutputs.push_back(); |
| fGSOutputs.back().setType(type); |
| fGSOutputs.back().setTypeModifier(GrGLShaderVar::kVaryingOut_TypeModifier); |
| this->nameVariable(fGSOutputs.back().accessName(), 'g', name); |
| fsName = fGSOutputs.back().accessName(); |
| } else |
| #endif |
| { |
| fsName = fVSOutputs.back().accessName(); |
| } |
| this->fsInputAppend().set(type, GrGLShaderVar::kVaryingIn_TypeModifier, *fsName); |
| if (fsInName) { |
| *fsInName = fsName->c_str(); |
| } |
| } |
| |
| const SkString* GrGLFullShaderBuilder::getEffectAttributeName(int attributeIndex) const { |
| const AttributePair* attribEnd = fEffectAttributes.end(); |
| for (const AttributePair* attrib = fEffectAttributes.begin(); attrib != attribEnd; ++attrib) { |
| if (attrib->fIndex == attributeIndex) { |
| return &attrib->fName; |
| } |
| } |
| |
| return NULL; |
| } |
| |
| GrGLProgramEffects* GrGLFullShaderBuilder::createAndEmitEffects( |
| const GrEffectStage* effectStages[], |
| int effectCnt, |
| const GrGLProgramDesc::EffectKeyProvider& keyProvider, |
| GrGLSLExpr4* inOutFSColor) { |
| |
| GrGLVertexProgramEffectsBuilder programEffectsBuilder(this, effectCnt); |
| this->INHERITED::createAndEmitEffects(&programEffectsBuilder, |
| effectStages, |
| effectCnt, |
| keyProvider, |
| inOutFSColor); |
| return programEffectsBuilder.finish(); |
| } |
| |
| bool GrGLFullShaderBuilder::compileAndAttachShaders(GrGLuint programId, |
| SkTDArray<GrGLuint>* shaderIds) const { |
| const GrGLContext& glCtx = this->gpu()->glContext(); |
| SkString vertShaderSrc(GrGetGLSLVersionDecl(this->ctxInfo())); |
| this->appendUniformDecls(kVertex_Visibility, &vertShaderSrc); |
| this->appendDecls(fVSAttrs, &vertShaderSrc); |
| this->appendDecls(fVSOutputs, &vertShaderSrc); |
| vertShaderSrc.append("void main() {\n"); |
| vertShaderSrc.append(fVSCode); |
| vertShaderSrc.append("}\n"); |
| GrGLuint vertShaderId = attach_shader(glCtx, programId, GR_GL_VERTEX_SHADER, vertShaderSrc); |
| if (!vertShaderId) { |
| return false; |
| } |
| *shaderIds->append() = vertShaderId; |
| |
| #if GR_GL_EXPERIMENTAL_GS |
| if (this->desc().getHeader().fExperimentalGS) { |
| SkASSERT(this->ctxInfo().glslGeneration() >= k150_GrGLSLGeneration); |
| SkString geomShaderSrc(GrGetGLSLVersionDecl(this->ctxInfo())); |
| geomShaderSrc.append("layout(triangles) in;\n" |
| "layout(triangle_strip, max_vertices = 6) out;\n"); |
| this->appendDecls(fGSInputs, &geomShaderSrc); |
| this->appendDecls(fGSOutputs, &geomShaderSrc); |
| geomShaderSrc.append("void main() {\n"); |
| geomShaderSrc.append("\tfor (int i = 0; i < 3; ++i) {\n" |
| "\t\tgl_Position = gl_in[i].gl_Position;\n"); |
| if (this->desc().getHeader().fEmitsPointSize) { |
| geomShaderSrc.append("\t\tgl_PointSize = 1.0;\n"); |
| } |
| SkASSERT(fGSInputs.count() == fGSOutputs.count()); |
| for (int i = 0; i < fGSInputs.count(); ++i) { |
| geomShaderSrc.appendf("\t\t%s = %s[i];\n", |
| fGSOutputs[i].getName().c_str(), |
| fGSInputs[i].getName().c_str()); |
| } |
| geomShaderSrc.append("\t\tEmitVertex();\n" |
| "\t}\n" |
| "\tEndPrimitive();\n"); |
| geomShaderSrc.append("}\n"); |
| GrGLuint geomShaderId = attach_shader(glCtx, programId, GR_GL_GEOMETRY_SHADER, geomShaderSrc); |
| if (!geomShaderId) { |
| return false; |
| } |
| *shaderIds->append() = geomShaderId; |
| } |
| #endif |
| |
| return this->INHERITED::compileAndAttachShaders(programId, shaderIds); |
| } |
| |
| void GrGLFullShaderBuilder::bindProgramLocations(GrGLuint programId) const { |
| this->INHERITED::bindProgramLocations(programId); |
| |
| const GrGLProgramDesc::KeyHeader& header = this->desc().getHeader(); |
| |
| // Bind the attrib locations to same values for all shaders |
| SkASSERT(-1 != header.fPositionAttributeIndex); |
| GL_CALL(BindAttribLocation(programId, |
| header.fPositionAttributeIndex, |
| fPositionVar->c_str())); |
| if (-1 != header.fLocalCoordAttributeIndex) { |
| GL_CALL(BindAttribLocation(programId, |
| header.fLocalCoordAttributeIndex, |
| fLocalCoordsVar->c_str())); |
| } |
| if (-1 != header.fColorAttributeIndex) { |
| GL_CALL(BindAttribLocation(programId, |
| header.fColorAttributeIndex, |
| color_attribute_name())); |
| } |
| if (-1 != header.fCoverageAttributeIndex) { |
| GL_CALL(BindAttribLocation(programId, |
| header.fCoverageAttributeIndex, |
| coverage_attribute_name())); |
| } |
| |
| const AttributePair* attribEnd = fEffectAttributes.end(); |
| for (const AttributePair* attrib = fEffectAttributes.begin(); attrib != attribEnd; ++attrib) { |
| GL_CALL(BindAttribLocation(programId, attrib->fIndex, attrib->fName.c_str())); |
| } |
| } |
| |
| //////////////////////////////////////////////////////////////////////////////// |
| |
| GrGLFragmentOnlyShaderBuilder::GrGLFragmentOnlyShaderBuilder(GrGpuGL* gpu, |
| GrGLUniformManager* uniformManager, |
| const GrGLProgramDesc& desc) |
| : INHERITED(gpu, uniformManager, desc) { |
| SkASSERT(!desc.getHeader().fHasVertexCode); |
| SkASSERT(gpu->glCaps().pathRenderingSupport()); |
| SkASSERT(GrGLProgramDesc::kAttribute_ColorInput != desc.getHeader().fColorInput); |
| SkASSERT(GrGLProgramDesc::kAttribute_ColorInput != desc.getHeader().fCoverageInput); |
| } |
| |
| int GrGLFragmentOnlyShaderBuilder::addTexCoordSets(int count) { |
| int firstFreeCoordSet = fOutput.fTexCoordSetCnt; |
| fOutput.fTexCoordSetCnt += count; |
| SkASSERT(gpu()->glCaps().maxFixedFunctionTextureCoords() >= fOutput.fTexCoordSetCnt); |
| return firstFreeCoordSet; |
| } |
| |
| GrGLProgramEffects* GrGLFragmentOnlyShaderBuilder::createAndEmitEffects( |
| const GrEffectStage* effectStages[], |
| int effectCnt, |
| const GrGLProgramDesc::EffectKeyProvider& keyProvider, |
| GrGLSLExpr4* inOutFSColor) { |
| |
| GrGLPathTexGenProgramEffectsBuilder pathTexGenEffectsBuilder(this, |
| effectCnt); |
| this->INHERITED::createAndEmitEffects(&pathTexGenEffectsBuilder, |
| effectStages, |
| effectCnt, |
| keyProvider, |
| inOutFSColor); |
| return pathTexGenEffectsBuilder.finish(); |
| } |