Create GLSLUniformHandler class for gpu backend
BUG=skia:
Review URL: https://codereview.chromium.org/1490283004
diff --git a/src/effects/gradients/SkTwoPointConicalGradient_gpu.cpp b/src/effects/gradients/SkTwoPointConicalGradient_gpu.cpp
index 31ceda4..ac32e72 100644
--- a/src/effects/gradients/SkTwoPointConicalGradient_gpu.cpp
+++ b/src/effects/gradients/SkTwoPointConicalGradient_gpu.cpp
@@ -11,10 +11,12 @@
#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;
@@ -223,10 +225,11 @@
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");
@@ -234,9 +237,9 @@
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());
@@ -270,8 +273,8 @@
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(),
@@ -505,16 +508,17 @@
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;
@@ -543,8 +547,8 @@
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(),
@@ -714,15 +718,16 @@
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;
@@ -731,10 +736,10 @@
// 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(),
@@ -965,20 +970,21 @@
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;
@@ -999,8 +1005,8 @@
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(),
@@ -1201,20 +1207,21 @@
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;
@@ -1248,10 +1255,11 @@
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(),