bool GrGLFullShaderBuilder::compileAndAttachShaders(GrGLuint programId, SkTDArray<GrGLuint>* shaderIds) const { const GrGLContext& glCtx = this->gpu()->glContext(); SkString vertShaderSrc(GrGetGLSLVersionDecl(this->ctxInfo())); this->appendUniformDecls(kVertex_Visibility, &vertShaderSrc); this->appendDecls(fVSAttrs, &vertShaderSrc); this->appendDecls(fVSOutputs, &vertShaderSrc); vertShaderSrc.append("void main() {\n"); vertShaderSrc.append(fVSCode); vertShaderSrc.append("}\n"); GrGLuint vertShaderId = attach_shader(glCtx, programId, GR_GL_VERTEX_SHADER, vertShaderSrc); if (!vertShaderId) { return false; } *shaderIds->append() = vertShaderId; #if GR_GL_EXPERIMENTAL_GS if (this->desc().getHeader().fExperimentalGS) { SkASSERT(this->ctxInfo().glslGeneration() >= k150_GrGLSLGeneration); SkString geomShaderSrc(GrGetGLSLVersionDecl(this->ctxInfo())); geomShaderSrc.append("layout(triangles) in;\n" "layout(triangle_strip, max_vertices = 6) out;\n"); this->appendDecls(fGSInputs, &geomShaderSrc); this->appendDecls(fGSOutputs, &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 (this->desc().getHeader().fEmitsPointSize) { geomShaderSrc.append("\t\tgl_PointSize = 1.0;\n"); } SkASSERT(fGSInputs.count() == fGSOutputs.count()); for (int i = 0; i < fGSInputs.count(); ++i) { geomShaderSrc.appendf("\t\t%s = %s[i];\n", fGSOutputs[i].getName().c_str(), fGSInputs[i].getName().c_str()); } geomShaderSrc.append("\t\tEmitVertex();\n" "\t}\n" "\tEndPrimitive();\n"); geomShaderSrc.append("}\n"); GrGLuint geomShaderId = attach_shader(glCtx, programId, GR_GL_GEOMETRY_SHADER, geomShaderSrc); if (!geomShaderId) { return false; } *shaderIds->append() = geomShaderId; } #endif return this->INHERITED::compileAndAttachShaders(programId, shaderIds); }
bool GrGLShaderBuilder::compileAndAttachShaders(GrGLuint programId, SkTDArray<GrGLuint>* shaderIds) const { SkString fragShaderSrc(GrGetGLSLVersionDecl(this->ctxInfo())); fragShaderSrc.append(fFSExtensions); append_default_precision_qualifier(kDefaultFragmentPrecision, fGpu->glStandard(), &fragShaderSrc); this->appendUniformDecls(kFragment_Visibility, &fragShaderSrc); this->appendDecls(fFSInputs, &fragShaderSrc); // We shouldn't have declared outputs on 1.10 SkASSERT(k110_GrGLSLGeneration != fGpu->glslGeneration() || fFSOutputs.empty()); this->appendDecls(fFSOutputs, &fragShaderSrc); fragShaderSrc.append(fFSFunctions); fragShaderSrc.append("void main() {\n"); fragShaderSrc.append(fFSCode); fragShaderSrc.append("}\n"); GrGLuint fragShaderId = attach_shader(fGpu->glContext(), programId, GR_GL_FRAGMENT_SHADER, fragShaderSrc); if (!fragShaderId) { return false; } *shaderIds->append() = fragShaderId; 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 GrGLVertexBuilder::compileAndAttachShaders(GrGLuint programId, SkTDArray<GrGLuint>* shaderIds) { this->versionDecl() = GrGetGLSLVersionDecl(fProgramBuilder->ctxInfo()); fProgramBuilder->appendUniformDecls(GrGLProgramBuilder::kVertex_Visibility, &this->uniforms()); this->appendDecls(fInputs, &this->inputs()); this->appendDecls(fOutputs, &this->outputs()); return this->finalize(programId, GR_GL_VERTEX_SHADER, shaderIds); }
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; }