Add addFragPosUniform to GrGLrogramBuilder

BUG=skia:

Review URL: https://codereview.chromium.org/1434483002
This commit is contained in:
egdaniel 2015-11-06 06:57:12 -08:00 committed by Commit bot
parent cf1d19805a
commit f3bace9392
3 changed files with 47 additions and 38 deletions

View File

@ -143,17 +143,15 @@ const char* GrGLFragmentShaderBuilder::fragmentPosition() {
static const char* kTempName = "tmpXYFragCoord";
static const char* kCoordName = "fragCoordYDown";
if (!fSetupFragPosition) {
// temporarily change the stage index because we're inserting non-stage code.
GrGLProgramBuilder::AutoStageRestore asr(fProgramBuilder);
SkASSERT(!fProgramBuilder->fUniformHandles.fRTHeightUni.isValid());
const char* rtHeightName;
fProgramBuilder->fUniformHandles.fRTHeightUni =
fProgramBuilder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
kFloat_GrSLType,
kDefault_GrSLPrecision,
"RTHeight",
&rtHeightName);
fProgramBuilder->addFragPosUniform(GrGLProgramBuilder::kFragment_Visibility,
kFloat_GrSLType,
kDefault_GrSLPrecision,
"RTHeight",
&rtHeightName);
// The Adreno compiler seems to be very touchy about access to "gl_FragCoord".
// Accessing glFragCoord.zw can cause a program to fail to link. Additionally,

View File

@ -56,7 +56,6 @@ GrGLProgramBuilder::GrGLProgramBuilder(GrGLGpu* gpu, const DrawArgs& args)
: fVS(this)
, fGS(this)
, fFS(this, args.fDesc->header().fFragPosKey)
, fOutOfStage(true)
, fStageIndex(-1)
, fGeometryProcessor(nullptr)
, fXferProcessor(nullptr)
@ -107,13 +106,13 @@ GrGLProgramBuilder::SeparableVaryingHandle GrGLProgramBuilder::addSeparableVaryi
return SeparableVaryingHandle(varyingInfo.fLocation);
}
void GrGLProgramBuilder::nameVariable(SkString* out, char prefix, const char* name) {
void GrGLProgramBuilder::nameVariable(SkString* out, char prefix, const char* name, bool mangle) {
if ('\0' == prefix) {
*out = name;
} else {
out->printf("%c%s", prefix, name);
}
if (!fOutOfStage) {
if (mangle) {
if (out->endsWith('_')) {
// Names containing "__" are reserved.
out->append("x");
@ -122,11 +121,12 @@ void GrGLProgramBuilder::nameVariable(SkString* out, char prefix, const char* na
}
}
GrGLSLProgramDataManager::UniformHandle GrGLProgramBuilder::addUniformArray(
GrGLSLProgramDataManager::UniformHandle GrGLProgramBuilder::internalAddUniformArray(
uint32_t visibility,
GrSLType type,
GrSLPrecision precision,
const char* name,
bool mangleName,
int count,
const char** outName) {
SkASSERT(name && strlen(name));
@ -148,7 +148,7 @@ GrGLSLProgramDataManager::UniformHandle GrGLProgramBuilder::addUniformArray(
if ('u' == name[0]) {
prefix = '\0';
}
this->nameVariable(uni.fVariable.accessName(), prefix, name);
this->nameVariable(uni.fVariable.accessName(), prefix, name, mangleName);
uni.fVariable.setArrayCount(count);
uni.fVisibility = visibility;
uni.fVariable.setPrecision(precision);

View File

@ -68,7 +68,11 @@ public:
GrSLPrecision precision,
const char* name,
int arrayCount,
const char** outName = nullptr) = 0;
const char** outName = nullptr) {
return this->internalAddUniformArray(visibility, type, precision, name, true, arrayCount,
outName);
}
virtual const GrGLSLShaderVar& getUniformVariable(UniformHandle u) const = 0;
@ -86,6 +90,15 @@ public:
/*
* *NOTE* NO MEMBERS ALLOWED, MULTIPLE INHERITANCE
*/
private:
virtual UniformHandle internalAddUniformArray(
uint32_t visibility,
GrSLType type,
GrSLPrecision precision,
const char* name,
bool mangleName,
int arrayCount,
const char** outName) = 0;
};
// TODO move this into GrGLGPBuilder and move them both out of this file
@ -239,13 +252,6 @@ public:
*/
static GrGLProgram* CreateProgram(const DrawArgs&, GrGLGpu*);
UniformHandle addUniformArray(uint32_t visibility,
GrSLType type,
GrSLPrecision precision,
const char* name,
int arrayCount,
const char** outName) override;
const GrGLSLShaderVar& getUniformVariable(UniformHandle u) const override {
return fUniforms[u.toIndex()].fVariable;
}
@ -298,10 +304,29 @@ protected:
const GrProgramDesc& desc() const { return *fArgs.fDesc; }
const GrProgramDesc::KeyHeader& header() const { return fArgs.fDesc->header(); }
UniformHandle internalAddUniformArray(uint32_t visibility,
GrSLType type,
GrSLPrecision precision,
const char* name,
bool mangleName,
int arrayCount,
const char** outName) override;
// Used to add a uniform for frag position without mangling the name of the uniform inside of a
// stage.
UniformHandle addFragPosUniform(uint32_t visibility,
GrSLType type,
GrSLPrecision precision,
const char* name,
const char** outName) {
SkDebugf("in my frag pos thing\n");
return this->internalAddUniformArray(visibility, type, precision, name, false, 0, outName);
}
// Generates a name for a variable. The generated string will be name prefixed by the prefix
// char (unless the prefix is '\0'). It also mangles the name to be stage-specific if we're
// generating stage code.
void nameVariable(SkString* out, char prefix, const char* name);
// char (unless the prefix is '\0'). It also will mangle the name to be stage-specific unless
// explicitly asked not to.
void nameVariable(SkString* out, char prefix, const char* name, bool mangle = true);
// Generates a possibly mangled name for a stage variable and writes it to the fragment shader.
// If GrGLSLExpr4 has a valid name then it will use that instead
void nameExpression(GrGLSLExpr4*, const char* baseName);
@ -356,22 +381,11 @@ protected:
// stage offset for variable name mangling, and also ensures verfication variables in the
// fragment shader are cleared.
void reset() {
this->enterStage();
this->addStage();
fFS.reset();
}
void addStage() { fStageIndex++; }
// This simple class exits the stage and then restores the stage when it goes out of scope
class AutoStageRestore {
public:
AutoStageRestore(GrGLProgramBuilder* pb)
: fPB(pb), fOutOfStage(pb->fOutOfStage) { pb->exitStage(); }
~AutoStageRestore() { fPB->fOutOfStage = fOutOfStage; }
private:
GrGLProgramBuilder* fPB;
bool fOutOfStage;
};
class AutoStageAdvance {
public:
AutoStageAdvance(GrGLProgramBuilder* pb)
@ -380,12 +394,10 @@ protected:
// Each output to the fragment processor gets its own code section
fPB->fFS.nextStage();
}
~AutoStageAdvance() { fPB->exitStage(); }
~AutoStageAdvance() {}
private:
GrGLProgramBuilder* fPB;
};
void exitStage() { fOutOfStage = true; }
void enterStage() { fOutOfStage = false; }
int stageIndex() const { return fStageIndex; }
const char* rtAdjustment() const { return "rtAdjustment"; }
@ -397,7 +409,6 @@ protected:
GrGLVertexBuilder fVS;
GrGLGeometryBuilder fGS;
GrGLFragmentShaderBuilder fFS;
bool fOutOfStage;
int fStageIndex;
GrGLInstalledGeoProc* fGeometryProcessor;