Make a bunch of GrGLEffects derive directly from GrGLEffect rather than GrGLLegacyEffect.

Review URL: https://codereview.appspot.com/6783053

git-svn-id: http://skia.googlecode.com/svn/branches/gpu_dev@6150 2bbb7eff-a529-9590-31e7-b0007b416f81
This commit is contained in:
bsalomon@google.com 2012-10-26 19:16:46 +00:00
parent 4d3f8b40e3
commit 22a800a257
7 changed files with 103 additions and 91 deletions

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@ -110,24 +110,24 @@ bool SkBlendImageFilter::onFilterImage(Proxy* proxy,
///////////////////////////////////////////////////////////////////////////////
#if SK_SUPPORT_GPU
class GrGLBlendEffect : public GrGLLegacyEffect {
class GrGLBlendEffect : public GrGLEffect {
public:
GrGLBlendEffect(const GrBackendEffectFactory& factory,
const GrEffect& effect);
virtual ~GrGLBlendEffect();
virtual void emitFS(GrGLShaderBuilder* builder,
const char* outputColor,
const char* inputColor,
const TextureSamplerArray&) SK_OVERRIDE;
virtual void emitVS(GrGLShaderBuilder* builder,
const char* vertexCoords) SK_OVERRIDE {}
virtual void emitCode(GrGLShaderBuilder*,
const GrEffect&,
EffectKey,
const char* vertexCoords,
const char* outputColor,
const char* inputColor,
const TextureSamplerArray&) SK_OVERRIDE;
static inline EffectKey GenKey(const GrEffect& s, const GrGLCaps&);
private:
typedef GrGLLegacyEffect INHERITED;
typedef GrGLEffect INHERITED;
SkBlendImageFilter::Mode fMode;
};
@ -245,10 +245,13 @@ GrGLBlendEffect::GrGLBlendEffect(const GrBackendEffectFactory& factory,
GrGLBlendEffect::~GrGLBlendEffect() {
}
void GrGLBlendEffect::emitFS(GrGLShaderBuilder* builder,
const char* outputColor,
const char* inputColor,
const TextureSamplerArray& samplers) {
void GrGLBlendEffect::emitCode(GrGLShaderBuilder* builder,
const GrEffect&,
EffectKey,
const char* vertexCoords,
const char* outputColor,
const char* inputColor,
const TextureSamplerArray& samplers) {
SkString* code = &builder->fFSCode;
const char* bgColor = inputColor;
const char* fgColor = "fgColor";

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@ -339,7 +339,7 @@ public:
GR_DECLARE_EFFECT_TEST;
class GLEffect : public GrGLLegacyEffect {
class GLEffect : public GrGLEffect {
public:
// this class always generates the same code.
static EffectKey GenKey(const GrEffect& s, const GrGLCaps&) { return 0; }
@ -351,22 +351,20 @@ public:
, fVectorHandle(GrGLUniformManager::kInvalidUniformHandle) {
}
virtual void setupVariables(GrGLShaderBuilder* builder) SK_OVERRIDE {
virtual void emitCode(GrGLShaderBuilder* builder,
const GrEffect&,
EffectKey,
const char* vertexCoords,
const char* outputColor,
const char* inputColor,
const TextureSamplerArray&) SK_OVERRIDE {
fMatrixHandle = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
kMat44f_GrSLType,
"ColorMatrix");
fVectorHandle = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
kVec4f_GrSLType,
"ColorMatrixVector");
}
virtual void emitVS(GrGLShaderBuilder* builder, const char* vertexCoords) SK_OVERRIDE {
}
virtual void emitFS(GrGLShaderBuilder* builder,
const char* outputColor,
const char* inputColor,
const TextureSamplerArray&) SK_OVERRIDE {
if (NULL == inputColor) {
// could optimize this case, but we aren't for now.
inputColor = GrGLSLOnesVecf(4);
@ -410,7 +408,7 @@ public:
private:
SkColorMatrix fMatrix;
typedef GrGLLegacyEffect INHERITED;
typedef GrGLEffect INHERITED;
};
GR_DEFINE_EFFECT_TEST(ColorMatrixEffect);

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@ -279,17 +279,17 @@ private:
typedef GrSingleTextureEffect INHERITED;
};
class GrGLMatrixConvolutionEffect : public GrGLLegacyEffect {
class GrGLMatrixConvolutionEffect : public GrGLEffect {
public:
GrGLMatrixConvolutionEffect(const GrBackendEffectFactory& factory,
const GrEffect& effect);
virtual void setupVariables(GrGLShaderBuilder* builder) SK_OVERRIDE;
virtual void emitVS(GrGLShaderBuilder* state,
const char* vertexCoords) SK_OVERRIDE {}
virtual void emitFS(GrGLShaderBuilder* state,
const char* outputColor,
const char* inputColor,
const TextureSamplerArray&) SK_OVERRIDE;
virtual void emitCode(GrGLShaderBuilder*,
const GrEffect&,
EffectKey,
const char* vertexCoords,
const char* outputColor,
const char* inputColor,
const TextureSamplerArray&) SK_OVERRIDE;
static inline EffectKey GenKey(const GrEffect& s, const GrGLCaps& caps);
@ -308,7 +308,7 @@ private:
UniformHandle fGainUni;
UniformHandle fBiasUni;
typedef GrGLLegacyEffect INHERITED;
typedef GrGLEffect INHERITED;
};
GrGLMatrixConvolutionEffect::GrGLMatrixConvolutionEffect(const GrBackendEffectFactory& factory,
@ -325,19 +325,6 @@ GrGLMatrixConvolutionEffect::GrGLMatrixConvolutionEffect(const GrBackendEffectFa
fConvolveAlpha = m.convolveAlpha();
}
void GrGLMatrixConvolutionEffect::setupVariables(GrGLShaderBuilder* builder) {
fImageIncrementUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
kVec2f_GrSLType, "ImageIncrement");
fKernelUni = builder->addUniformArray(GrGLShaderBuilder::kFragment_ShaderType,
kFloat_GrSLType, "Kernel", fKernelSize.width() * fKernelSize.height());
fTargetUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
kVec2f_GrSLType, "Target");
fGainUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
kFloat_GrSLType, "Gain");
fBiasUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
kFloat_GrSLType, "Bias");
}
static void appendTextureLookup(GrGLShaderBuilder* builder,
const GrGLShaderBuilder::TextureSampler& sampler,
const char* coord,
@ -360,10 +347,25 @@ static void appendTextureLookup(GrGLShaderBuilder* builder,
builder->appendTextureLookup(code, sampler, coord);
}
void GrGLMatrixConvolutionEffect::emitFS(GrGLShaderBuilder* builder,
const char* outputColor,
const char* inputColor,
const TextureSamplerArray& samplers) {
void GrGLMatrixConvolutionEffect::emitCode(GrGLShaderBuilder* builder,
const GrEffect&,
EffectKey,
const char* vertexCoords,
const char* outputColor,
const char* inputColor,
const TextureSamplerArray& samplers) {
fImageIncrementUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
kVec2f_GrSLType, "ImageIncrement");
fKernelUni = builder->addUniformArray(GrGLShaderBuilder::kFragment_ShaderType,
kFloat_GrSLType, "Kernel", fKernelSize.width() * fKernelSize.height());
fTargetUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
kVec2f_GrSLType, "Target");
fGainUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
kFloat_GrSLType, "Gain");
fBiasUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
kFloat_GrSLType, "Bias");
SkString* code = &builder->fFSCode;
const char* target = builder->getUniformCStr(fTargetUni);

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@ -244,18 +244,18 @@ private:
typedef GrEffect INHERITED;
};
class GLColorTableEffect : public GrGLLegacyEffect {
class GLColorTableEffect : public GrGLEffect {
public:
GLColorTableEffect(const GrBackendEffectFactory& factory,
const GrEffect& effect);
virtual void setupVariables(GrGLShaderBuilder* state) SK_OVERRIDE {}
virtual void emitVS(GrGLShaderBuilder* state,
const char* vertexCoords) SK_OVERRIDE {}
virtual void emitFS(GrGLShaderBuilder* state,
const char* outputColor,
const char* inputColor,
const TextureSamplerArray&) SK_OVERRIDE;
virtual void emitCode(GrGLShaderBuilder*,
const GrEffect&,
EffectKey,
const char* vertexCoords,
const char* outputColor,
const char* inputColor,
const TextureSamplerArray&) SK_OVERRIDE;
virtual void setData(const GrGLUniformManager&, const GrEffectStage&) SK_OVERRIDE {}
@ -263,7 +263,7 @@ public:
private:
typedef GrGLLegacyEffect INHERITED;
typedef GrGLEffect INHERITED;
};
GLColorTableEffect::GLColorTableEffect(
@ -271,10 +271,14 @@ GLColorTableEffect::GLColorTableEffect(
: INHERITED(factory) {
}
void GLColorTableEffect::emitFS(GrGLShaderBuilder* builder,
void GLColorTableEffect::emitCode(GrGLShaderBuilder* builder,
const GrEffect&,
EffectKey,
const char* vertexCoords,
const char* outputColor,
const char* inputColor,
const TextureSamplerArray& samplers) {
static const float kColorScaleFactor = 255.0f / 256.0f;
static const float kColorOffsetFactor = 1.0f / 512.0f;
SkString* code = &builder->fFSCode;

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@ -8,7 +8,7 @@
#include "GrConfigConversionEffect.h"
#include "gl/GrGLEffect.h"
class GrGLConfigConversionEffect : public GrGLLegacyEffect {
class GrGLConfigConversionEffect : public GrGLEffect {
public:
GrGLConfigConversionEffect(const GrBackendEffectFactory& factory,
const GrEffect& s) : INHERITED (factory) {
@ -17,12 +17,13 @@ public:
fPMConversion = effect.pmConversion();
}
virtual void emitVS(GrGLShaderBuilder* builder,
const char* vertexCoords) SK_OVERRIDE { }
virtual void emitFS(GrGLShaderBuilder* builder,
const char* outputColor,
const char* inputColor,
const TextureSamplerArray& samplers) SK_OVERRIDE {
virtual void emitCode(GrGLShaderBuilder* builder,
const GrEffect&,
EffectKey,
const char* vertexCoords,
const char* outputColor,
const char* inputColor,
const TextureSamplerArray& samplers) SK_OVERRIDE {
builder->fFSCode.appendf("\t\t%s = ", outputColor);
builder->appendTextureLookup(&builder->fFSCode, samplers[0]);
builder->fFSCode.append(";\n");
@ -67,7 +68,7 @@ private:
bool fSwapRedAndBlue;
GrConfigConversionEffect::PMConversion fPMConversion;
typedef GrGLLegacyEffect INHERITED;
typedef GrGLEffect INHERITED;
};

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@ -12,18 +12,20 @@
#include "GrBackendEffectFactory.h"
#include "GrTexture.h"
class GrGLSingleTextureEffect : public GrGLLegacyEffect {
class GrGLSingleTextureEffect : public GrGLEffect {
public:
GrGLSingleTextureEffect(const GrBackendEffectFactory& factory, const GrEffect&)
: INHERITED (factory) {
}
virtual void emitVS(GrGLShaderBuilder* builder,
const char* vertexCoords) SK_OVERRIDE { }
virtual void emitFS(GrGLShaderBuilder* builder,
const char* outputColor,
const char* inputColor,
const TextureSamplerArray& samplers) SK_OVERRIDE {
virtual void emitCode(GrGLShaderBuilder* builder,
const GrEffect&,
EffectKey,
const char* vertexCoords,
const char* outputColor,
const char* inputColor,
const TextureSamplerArray& samplers) SK_OVERRIDE {
builder->fFSCode.appendf("\t%s = ", outputColor);
builder->appendTextureLookupAndModulate(&builder->fFSCode, inputColor, samplers[0]);
builder->fFSCode.append(";\n");
@ -33,7 +35,7 @@ public:
private:
typedef GrGLLegacyEffect INHERITED;
typedef GrGLEffect INHERITED;
};
///////////////////////////////////////////////////////////////////////////////

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@ -9,17 +9,17 @@
#include "gl/GrGLEffect.h"
#include "GrBackendEffectFactory.h"
class GrGLTextureDomainEffect : public GrGLLegacyEffect {
class GrGLTextureDomainEffect : public GrGLEffect {
public:
GrGLTextureDomainEffect(const GrBackendEffectFactory&, const GrEffect&);
virtual void setupVariables(GrGLShaderBuilder* builder) SK_OVERRIDE;
virtual void emitVS(GrGLShaderBuilder* builder,
const char* vertexCoords) SK_OVERRIDE { }
virtual void emitFS(GrGLShaderBuilder* builder,
const char* outputColor,
const char* inputColor,
const TextureSamplerArray&) SK_OVERRIDE;
virtual void emitCode(GrGLShaderBuilder*,
const GrEffect&,
EffectKey,
const char* vertexCoords,
const char* outputColor,
const char* inputColor,
const TextureSamplerArray&) SK_OVERRIDE;
virtual void setData(const GrGLUniformManager&, const GrEffectStage&) SK_OVERRIDE;
@ -28,7 +28,7 @@ public:
private:
GrGLUniformManager::UniformHandle fNameUni;
typedef GrGLLegacyEffect INHERITED;
typedef GrGLEffect INHERITED;
};
GrGLTextureDomainEffect::GrGLTextureDomainEffect(const GrBackendEffectFactory& factory,
@ -37,15 +37,17 @@ GrGLTextureDomainEffect::GrGLTextureDomainEffect(const GrBackendEffectFactory& f
, fNameUni(GrGLUniformManager::kInvalidUniformHandle) {
}
void GrGLTextureDomainEffect::setupVariables(GrGLShaderBuilder* builder) {
void GrGLTextureDomainEffect::emitCode(GrGLShaderBuilder* builder,
const GrEffect&,
EffectKey,
const char* vertexCoords,
const char* outputColor,
const char* inputColor,
const TextureSamplerArray& samplers) {
fNameUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
kVec4f_GrSLType, "TexDom");
};
void GrGLTextureDomainEffect::emitFS(GrGLShaderBuilder* builder,
const char* outputColor,
const char* inputColor,
const TextureSamplerArray& samplers) {
builder->fFSCode.appendf("\tvec2 clampCoord = clamp(%s, %s.xy, %s.zw);\n",
builder->defaultTexCoordsName(),
builder->getUniformCStr(fNameUni),