Move all ShaderBuilder files to GLSL
BUG=skia:
Review URL: https://codereview.chromium.org/1438003003
diff --git a/src/effects/SkLightingImageFilter.cpp b/src/effects/SkLightingImageFilter.cpp
index 6121c3c..1f120c0 100644
--- a/src/effects/SkLightingImageFilter.cpp
+++ b/src/effects/SkLightingImageFilter.cpp
@@ -22,7 +22,8 @@
#include "GrPaint.h"
#include "effects/GrSingleTextureEffect.h"
#include "gl/GrGLFragmentProcessor.h"
-#include "gl/builders/GrGLProgramBuilder.h"
+#include "glsl/GrGLSLFragmentShaderBuilder.h"
+#include "glsl/GrGLSLProgramBuilder.h"
#include "glsl/GrGLSLProgramDataManager.h"
class GrGLDiffuseLightingEffect;
@@ -1614,7 +1615,7 @@
}
void GrDiffuseLightingEffect::onGetGLProcessorKey(const GrGLSLCaps& caps,
- GrProcessorKeyBuilder* b) const {
+ GrProcessorKeyBuilder* b) const {
GrGLDiffuseLightingEffect::GenKey(*this, caps, b);
}
@@ -1651,10 +1652,10 @@
}
void GrGLLightingEffect::emitCode(EmitArgs& args) {
- fImageIncrementUni = args.fBuilder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
+ fImageIncrementUni = args.fBuilder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
kVec2f_GrSLType, kDefault_GrSLPrecision,
"ImageIncrement");
- fSurfaceScaleUni = args.fBuilder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
+ fSurfaceScaleUni = args.fBuilder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
kFloat_GrSLType, kDefault_GrSLPrecision,
"SurfaceScale");
fLight->emitLightColorUniform(args.fBuilder);
@@ -1670,7 +1671,7 @@
GrGLSLShaderVar("scale", kFloat_GrSLType),
};
SkString sobelFuncName;
- GrGLFragmentBuilder* fsBuilder = args.fBuilder->getFragmentShaderBuilder();
+ GrGLSLFragmentBuilder* fsBuilder = args.fBuilder->getFragmentShaderBuilder();
SkString coords2D = fsBuilder->ensureFSCoords2D(args.fCoords, 0);
fsBuilder->emitFunction(kFloat_GrSLType,
@@ -1765,7 +1766,7 @@
void GrGLDiffuseLightingEffect::emitLightFunc(GrGLSLFPBuilder* builder, SkString* funcName) {
const char* kd;
- fKDUni = builder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
+ fKDUni = builder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
kFloat_GrSLType, kDefault_GrSLPrecision,
"KD", &kd);
@@ -1815,7 +1816,7 @@
}
void GrSpecularLightingEffect::onGetGLProcessorKey(const GrGLSLCaps& caps,
- GrProcessorKeyBuilder* b) const {
+ GrProcessorKeyBuilder* b) const {
GrGLSpecularLightingEffect::GenKey(*this, caps, b);
}
@@ -1849,9 +1850,9 @@
const char* ks;
const char* shininess;
- fKSUni = builder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
+ fKSUni = builder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
kFloat_GrSLType, kDefault_GrSLPrecision, "KS", &ks);
- fShininessUni = builder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
+ fShininessUni = builder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
kFloat_GrSLType,
kDefault_GrSLPrecision,
"Shininess",
@@ -1885,7 +1886,7 @@
///////////////////////////////////////////////////////////////////////////////
void GrGLLight::emitLightColorUniform(GrGLSLFPBuilder* builder) {
- fColorUni = builder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
+ fColorUni = builder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
kVec3f_GrSLType, kDefault_GrSLPrecision,
"LightColor");
}
@@ -1912,7 +1913,7 @@
void GrGLDistantLight::emitSurfaceToLight(GrGLSLFPBuilder* builder, const char* z) {
const char* dir;
- fDirectionUni = builder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
+ fDirectionUni = builder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
kVec3f_GrSLType, kDefault_GrSLPrecision,
"LightDirection", &dir);
builder->getFragmentShaderBuilder()->codeAppend(dir);
@@ -1930,10 +1931,10 @@
void GrGLPointLight::emitSurfaceToLight(GrGLSLFPBuilder* builder, const char* z) {
const char* loc;
- fLocationUni = builder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
+ fLocationUni = builder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
kVec3f_GrSLType, kDefault_GrSLPrecision,
"LightLocation", &loc);
- GrGLFragmentBuilder* fsBuilder = builder->getFragmentShaderBuilder();
+ GrGLSLFragmentBuilder* fsBuilder = builder->getFragmentShaderBuilder();
fsBuilder->codeAppendf("normalize(%s - vec3(%s.xy, %s))",
loc, fsBuilder->fragmentPosition(), z);
}
@@ -1955,11 +1956,11 @@
void GrGLSpotLight::emitSurfaceToLight(GrGLSLFPBuilder* builder, const char* z) {
const char* location;
- fLocationUni = builder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
+ fLocationUni = builder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
kVec3f_GrSLType, kDefault_GrSLPrecision,
"LightLocation", &location);
- GrGLFragmentBuilder* fsBuilder = builder->getFragmentShaderBuilder();
+ GrGLSLFragmentBuilder* fsBuilder = builder->getFragmentShaderBuilder();
fsBuilder->codeAppendf("normalize(%s - vec3(%s.xy, %s))",
location, fsBuilder->fragmentPosition(), z);
}
@@ -1974,19 +1975,19 @@
const char* cosOuter;
const char* coneScale;
const char* s;
- fExponentUni = builder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
+ fExponentUni = builder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
kFloat_GrSLType, kDefault_GrSLPrecision,
"Exponent", &exponent);
- fCosInnerConeAngleUni = builder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
+ fCosInnerConeAngleUni = builder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
kFloat_GrSLType, kDefault_GrSLPrecision,
"CosInnerConeAngle", &cosInner);
- fCosOuterConeAngleUni = builder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
+ fCosOuterConeAngleUni = builder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
kFloat_GrSLType, kDefault_GrSLPrecision,
"CosOuterConeAngle", &cosOuter);
- fConeScaleUni = builder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
+ fConeScaleUni = builder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
kFloat_GrSLType, kDefault_GrSLPrecision,
"ConeScale", &coneScale);
- fSUni = builder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
+ fSUni = builder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
kVec3f_GrSLType, kDefault_GrSLPrecision, "S", &s);
static const GrGLSLShaderVar gLightColorArgs[] = {
@@ -2003,7 +2004,7 @@
color, cosOuter, coneScale);
lightColorBody.appendf("\t}\n");
lightColorBody.appendf("\treturn %s;\n", color);
- GrGLFragmentBuilder* fsBuilder = builder->getFragmentShaderBuilder();
+ GrGLSLFragmentBuilder* fsBuilder = builder->getFragmentShaderBuilder();
fsBuilder->emitFunction(kVec3f_GrSLType,
"lightColor",
SK_ARRAY_COUNT(gLightColorArgs),