Add a class representing texture swizzle.
Store config swizzle GrGLCaps and shader swizzles in GrGLSLCaps.
Remove GrTextureAccess's swizzle and update users of it to swizzle in their shader code.
GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1567733005
Committed: https://skia.googlesource.com/skia/+/1a1efeacf7cc94a8c2977114dfe230fed3efc105
Review URL: https://codereview.chromium.org/1567733005
diff --git a/src/gpu/gl/GrGLProgramDesc.cpp b/src/gpu/gl/GrGLProgramDesc.cpp
index 81f92eb..0325625 100644
--- a/src/gpu/gl/GrGLProgramDesc.cpp
+++ b/src/gpu/gl/GrGLProgramDesc.cpp
@@ -13,36 +13,23 @@
#include "glsl/GrGLSLFragmentProcessor.h"
#include "glsl/GrGLSLFragmentShaderBuilder.h"
-/**
- * Do we need to either map r,g,b->a or a->r. configComponentMask indicates which channels are
- * present in the texture's config. swizzleComponentMask indicates the channels present in the
- * shader swizzle.
- */
-static bool swizzle_requires_alpha_remapping(const GrGLSLCaps& caps, GrPixelConfig config) {
- if (!caps.mustSwizzleInShader()) {
- // Any remapping is handled using texture swizzling not shader modifications.
- return false;
- }
- const char* swizzleMap = caps.getSwizzleMap(config);
-
- return SkToBool(memcmp(swizzleMap, "rgba", 4));
-}
-static uint32_t gen_texture_key(const GrProcessor& proc, const GrGLCaps& caps) {
- uint32_t key = 0;
+static void add_texture_key(GrProcessorKeyBuilder* b, const GrProcessor& proc,
+ const GrGLSLCaps& caps) {
int numTextures = proc.numTextures();
- int shift = 0;
- for (int t = 0; t < numTextures; ++t) {
- const GrTextureAccess& access = proc.textureAccess(t);
- if (swizzle_requires_alpha_remapping(*caps.glslCaps(), access.getTexture()->config())) {
- key |= 1 << shift;
- }
- if (GR_GL_TEXTURE_EXTERNAL == static_cast<GrGLTexture*>(access.getTexture())->target()) {
- key |= 2 << shift;
- }
- shift += 2;
+ // Need two bytes per key (swizzle and target).
+ int word32Count = (proc.numTextures() + 1) / 2;
+ if (0 == word32Count) {
+ return;
}
- return key;
+ uint16_t* k16 = SkTCast<uint16_t*>(b->add32n(word32Count));
+ for (int i = 0; i < numTextures; ++i) {
+ const GrTextureAccess& access = proc.textureAccess(i);
+ bool isExternal = (GR_GL_TEXTURE_EXTERNAL ==
+ static_cast<GrGLTexture*>(access.getTexture())->target());
+ k16[i] = caps.configTextureSwizzle(access.getTexture()->config()).asKey() |
+ (isExternal ? 0xFF00 : 0x0000);
+ }
}
/**
@@ -51,15 +38,14 @@
* in its key (e.g. the pixel format of textures used). So we create a meta-key for
* every effect using this function. It is also responsible for inserting the effect's class ID
* which must be different for every GrProcessor subclass. It can fail if an effect uses too many
- * textures, transforms, etc, for the space allotted in the meta-key. NOTE, both FPs and GPs share
- * this function because it is hairy, though FPs do not have attribs, and GPs do not have transforms
+ * transforms, etc, for the space allotted in the meta-key. NOTE, both FPs and GPs share this
+ * function because it is hairy, though FPs do not have attribs, and GPs do not have transforms
*/
static bool gen_meta_key(const GrProcessor& proc,
const GrGLCaps& caps,
uint32_t transformKey,
GrProcessorKeyBuilder* b) {
size_t processorKeySize = b->size();
- uint32_t textureKey = gen_texture_key(proc, caps);
uint32_t classID = proc.classID();
// Currently we allow 16 bits for the class id and the overall processor key size.
@@ -68,10 +54,11 @@
return false;
}
- uint32_t* key = b->add32n(3);
+ add_texture_key(b, proc, *caps.glslCaps());
+
+ uint32_t* key = b->add32n(2);
key[0] = (classID << 16) | SkToU32(processorKeySize);
- key[1] = textureKey;
- key[2] = transformKey;
+ key[1] = transformKey;
return true;
}