bool GrGLProgramBuilder::compileAndAttachShaders(const char* glsl, int length, GrGLuint programId, GrGLenum type, SkTDArray<GrGLuint>* shaderIds, const SkSL::Program::Settings& settings, const SkSL::Program::Inputs& inputs) { GrGLGpu* gpu = this->gpu(); GrGLuint shaderId = GrGLCompileAndAttachShader(gpu->glContext(), programId, type, glsl, length, gpu->stats(), settings); if (!shaderId) { return false; } *shaderIds->append() = shaderId; if (inputs.fFlipY) { GrProgramDesc* d = this->desc(); d->setSurfaceOriginKey(GrGLSLFragmentShaderBuilder::KeyForSurfaceOrigin( this->pipeline().proxy()->origin())); d->finalize(); } return true; }
bool GrGLGeometryShaderBuilder::compileAndAttachShaders(GrGLuint programId, SkTDArray<GrGLuint>* shaderIds) const { const GrGLContext& glCtx = fProgramBuilder->gpu()->glContext(); SkASSERT(fProgramBuilder->ctxInfo().glslGeneration() >= k150_GrGLSLGeneration); SkString geomShaderSrc(GrGetGLSLVersionDecl(fProgramBuilder->ctxInfo())); geomShaderSrc.append("layout(triangles) in;\n" "layout(triangle_strip, max_vertices = 6) out;\n"); fProgramBuilder->appendDecls(fInputs, &geomShaderSrc); fProgramBuilder->appendDecls(fOutputs, &geomShaderSrc); geomShaderSrc.append("void main() {\n"); geomShaderSrc.append("\tfor (int i = 0; i < 3; ++i) {\n" "\t\tgl_Position = gl_in[i].gl_Position;\n"); if (fProgramBuilder->desc().getHeader().fEmitsPointSize) { geomShaderSrc.append("\t\tgl_PointSize = 1.0;\n"); } SkASSERT(fInputs.count() == fOutputs.count()); for (int i = 0; i < fInputs.count(); ++i) { geomShaderSrc.appendf("\t\t%s = %s[i];\n", fOutputs[i].getName().c_str(), fInputs[i].getName().c_str()); } geomShaderSrc.append("\t\tEmitVertex();\n" "\t}\n" "\tEndPrimitive();\n"); geomShaderSrc.append("}\n"); GrGLuint geomShaderId = GrGLCompileAndAttachShader(glCtx, programId, GR_GL_GEOMETRY_SHADER, geomShaderSrc, fProgramBuilder->gpu()->gpuStats()); if (!geomShaderId) { return false; } *shaderIds->append() = geomShaderId; return true; }
bool GrGLFragmentShaderBuilder::compileAndAttachShaders(GrGLuint programId, SkTDArray<GrGLuint>* shaderIds) const { GrGLGpu* gpu = fProgramBuilder->gpu(); SkString fragShaderSrc(GrGetGLSLVersionDecl(gpu->ctxInfo())); fragShaderSrc.append(fExtensions); append_default_precision_qualifier(kDefault_GrSLPrecision, gpu->glStandard(), &fragShaderSrc); fProgramBuilder->appendUniformDecls(GrGLProgramBuilder::kFragment_Visibility, &fragShaderSrc); this->appendDecls(fInputs, &fragShaderSrc); // We shouldn't have declared outputs on 1.10 SkASSERT(k110_GrGLSLGeneration != gpu->glslGeneration() || fOutputs.empty()); this->appendDecls(fOutputs, &fragShaderSrc); fragShaderSrc.append(fFunctions); fragShaderSrc.append("void main() {\n"); fragShaderSrc.append(fCode); fragShaderSrc.append("}\n"); GrGLuint fragShaderId = GrGLCompileAndAttachShader(gpu->glContext(), programId, GR_GL_FRAGMENT_SHADER, fragShaderSrc, gpu->gpuStats()); if (!fragShaderId) { return false; } *shaderIds->append() = fragShaderId; return true; }
bool GrGLVertexShaderBuilder::compileAndAttachShaders(GrGLuint programId, SkTDArray<GrGLuint>* shaderIds) const { GrGpuGL* gpu = fProgramBuilder->gpu(); const GrGLContext& glCtx = gpu->glContext(); const GrGLContextInfo& ctxInfo = gpu->ctxInfo(); SkString vertShaderSrc(GrGetGLSLVersionDecl(ctxInfo)); fProgramBuilder->appendUniformDecls(GrGLProgramBuilder::kVertex_Visibility, &vertShaderSrc); fProgramBuilder->appendDecls(fInputs, &vertShaderSrc); fProgramBuilder->appendDecls(fOutputs, &vertShaderSrc); vertShaderSrc.append("void main() {"); vertShaderSrc.append(fCode); vertShaderSrc.append("}\n"); GrGLuint vertShaderId = GrGLCompileAndAttachShader(glCtx, programId, GR_GL_VERTEX_SHADER, vertShaderSrc, gpu->gpuStats()); if (!vertShaderId) { return false; } *shaderIds->append() = vertShaderId; return true; }
bool GrGLProgramBuilder::compileAndAttachShaders(GrGLSLShaderBuilder& shader, GrGLuint programId, GrGLenum type, SkTDArray<GrGLuint>* shaderIds) { GrGLGpu* gpu = this->gpu(); GrGLuint shaderId = GrGLCompileAndAttachShader(gpu->glContext(), programId, type, shader.fCompilerStrings.begin(), shader.fCompilerStringLengths.begin(), shader.fCompilerStrings.count(), gpu->stats()); if (!shaderId) { return false; } *shaderIds->append() = shaderId; return true; }