uniquely name FS functions, add lighting effects to unit test
Review URL: http://codereview.appspot.com/6458080/
git-svn-id: http://skia.googlecode.com/svn/trunk@4992 2bbb7eff-a529-9590-31e7-b0007b416f81
diff --git a/src/gpu/gl/GrGLSL.cpp b/src/gpu/gl/GrGLSL.cpp
index 759a17c..ff4d498 100644
--- a/src/gpu/gl/GrGLSL.cpp
+++ b/src/gpu/gl/GrGLSL.cpp
@@ -66,12 +66,12 @@
}
GrSLType GrSLFloatVectorType (int count) {
- GR_STATIC_ASSERT(kFloat_GrSLType == 0);
- GR_STATIC_ASSERT(kVec2f_GrSLType == 1);
- GR_STATIC_ASSERT(kVec3f_GrSLType == 2);
- GR_STATIC_ASSERT(kVec4f_GrSLType == 3);
+ GR_STATIC_ASSERT(kFloat_GrSLType == 1);
+ GR_STATIC_ASSERT(kVec2f_GrSLType == 2);
+ GR_STATIC_ASSERT(kVec3f_GrSLType == 3);
+ GR_STATIC_ASSERT(kVec4f_GrSLType == 4);
GrAssert(count > 0 && count <= 4);
- return (GrSLType)(count - 1);
+ return (GrSLType)(count);
}
const char* GrGLSLVectorHomogCoord(int count) {
diff --git a/src/gpu/gl/GrGLSL.h b/src/gpu/gl/GrGLSL.h
index 7b92c23..a58f7e8 100644
--- a/src/gpu/gl/GrGLSL.h
+++ b/src/gpu/gl/GrGLSL.h
@@ -35,6 +35,7 @@
* langauges.)
*/
enum GrSLType {
+ kVoid_GrSLType,
kFloat_GrSLType,
kVec2f_GrSLType,
kVec3f_GrSLType,
diff --git a/src/gpu/gl/GrGLShaderBuilder.cpp b/src/gpu/gl/GrGLShaderBuilder.cpp
index 3ca4086..167eb78 100644
--- a/src/gpu/gl/GrGLShaderBuilder.cpp
+++ b/src/gpu/gl/GrGLShaderBuilder.cpp
@@ -291,6 +291,32 @@
}
}
+void GrGLShaderBuilder::emitFunction(ShaderType shader,
+ GrSLType returnType,
+ const char* name,
+ int argCnt,
+ const GrGLShaderVar* args,
+ const char* body,
+ SkString* outName) {
+ GrAssert(kFragment_ShaderType == shader);
+ fFSFunctions.append(GrGLShaderVar::TypeString(returnType));
+ if (kNonStageIdx != fCurrentStage) {
+ outName->printf(" %s_%d", name, fCurrentStage);
+ } else {
+ *outName = name;
+ }
+ fFSFunctions.append(*outName);
+ fFSFunctions.append("(");
+ for (int i = 0; i < argCnt; ++i) {
+ args[i].appendDecl(fContext, &fFSFunctions);
+ if (i < argCnt - 1) {
+ fFSFunctions.append(", ");
+ }
+ }
+ fFSFunctions.append(") {\n");
+ fFSFunctions.append(body);
+ fFSFunctions.append("}\n\n");
+}
namespace {
@@ -321,6 +347,7 @@
void GrGLShaderBuilder::appendDecls(const VarArray& vars, SkString* out) const {
for (int i = 0; i < vars.count(); ++i) {
vars[i].appendDecl(fContext, out);
+ out->append(";\n");
}
}
@@ -328,6 +355,7 @@
for (int i = 0; i < fUniforms.count(); ++i) {
if (fUniforms[i].fVisibility & stype) {
fUniforms[i].fVariable.appendDecl(fContext, out);
+ out->append(";\n");
}
}
}
diff --git a/src/gpu/gl/GrGLShaderBuilder.h b/src/gpu/gl/GrGLShaderBuilder.h
index ab0792b..31d603a 100644
--- a/src/gpu/gl/GrGLShaderBuilder.h
+++ b/src/gpu/gl/GrGLShaderBuilder.h
@@ -66,6 +66,16 @@
const char* samplerName,
const char* coordName);
+ /** Emits a helper function outside of main(). Currently ShaderType must be
+ kFragment_ShaderType. */
+ void emitFunction(ShaderType shader,
+ GrSLType returnType,
+ const char* name,
+ int argCnt,
+ const GrGLShaderVar* args,
+ const char* body,
+ SkString* outName);
+
/** Generates a StageKey for the shader code based on the texture access parameters and the
capabilities of the GL context. This is useful for keying the shader programs that may
have multiple representations, based on the type/format of textures used. */
@@ -144,7 +154,6 @@
VarArray fFSInputs;
SkString fGSHeader; // layout qualifiers specific to GS
VarArray fFSOutputs;
- SkString fFSFunctions;
SkString fVSCode;
SkString fGSCode;
SkString fFSCode;
@@ -176,6 +185,7 @@
const GrGLContextInfo& fContext;
GrGLUniformManager& fUniformManager;
int fCurrentStage;
+ SkString fFSFunctions;
};
#endif
diff --git a/src/gpu/gl/GrGLShaderVar.h b/src/gpu/gl/GrGLShaderVar.h
index 0231d21..92d7ee0 100644
--- a/src/gpu/gl/GrGLShaderVar.h
+++ b/src/gpu/gl/GrGLShaderVar.h
@@ -55,13 +55,25 @@
fUseUniformFloatArrays = USE_UNIFORM_FLOAT_ARRAYS;
}
+ GrGLShaderVar(const char* name, GrSLType type, int arrayCount = kNonArray) {
+ GrAssert(kVoid_GrSLType != type);
+ fType = type;
+ fTypeModifier = kNone_TypeModifier;
+ fCount = arrayCount;
+ fPrecision = kDefault_Precision;
+ fUseUniformFloatArrays = USE_UNIFORM_FLOAT_ARRAYS;
+ fName = name;
+ }
+
GrGLShaderVar(const GrGLShaderVar& var)
: fType(var.fType)
, fTypeModifier(var.fTypeModifier)
, fName(var.fName)
, fCount(var.fCount)
, fPrecision(var.fPrecision)
- , fUseUniformFloatArrays(var.fUseUniformFloatArrays) {}
+ , fUseUniformFloatArrays(var.fUseUniformFloatArrays) {
+ GrAssert(kVoid_GrSLType != var.fType);
+ }
/**
* Values for array count that have special meaning. We allow 1-sized arrays.
@@ -79,6 +91,7 @@
const SkString& name,
Precision precision = kDefault_Precision,
bool useUniformFloatArrays = USE_UNIFORM_FLOAT_ARRAYS) {
+ GrAssert(kVoid_GrSLType != type);
fType = type;
fTypeModifier = typeModifier;
fName = name;
@@ -95,6 +108,7 @@
const char* name,
Precision precision = kDefault_Precision,
bool useUniformFloatArrays = USE_UNIFORM_FLOAT_ARRAYS) {
+ GrAssert(kVoid_GrSLType != type);
fType = type;
fTypeModifier = typeModifier;
fName = name;
@@ -112,6 +126,7 @@
int count,
Precision precision = kDefault_Precision,
bool useUniformFloatArrays = USE_UNIFORM_FLOAT_ARRAYS) {
+ GrAssert(kVoid_GrSLType != type);
fType = type;
fTypeModifier = typeModifier;
fName = name;
@@ -129,6 +144,7 @@
int count,
Precision precision = kDefault_Precision,
bool useUniformFloatArrays = USE_UNIFORM_FLOAT_ARRAYS) {
+ GrAssert(kVoid_GrSLType != type);
fType = type;
fTypeModifier = typeModifier;
fName = name;
@@ -232,11 +248,12 @@
TypeString(effectiveType),
this->getName().c_str());
}
- out->append(";\n");
}
static const char* TypeString(GrSLType t) {
switch (t) {
+ case kVoid_GrSLType:
+ return "void";
case kFloat_GrSLType:
return "float";
case kVec2f_GrSLType: