예제 #1
0
GrGLEffect* GrGLShaderBuilder::createAndEmitGLEffect(
                                const GrEffectStage& stage,
                                GrGLEffect::EffectKey key,
                                const char* fsInColor,
                                const char* fsOutColor,
                                const char* vsInCoord,
                                SkTArray<GrGLUniformManager::UniformHandle, true>* samplerHandles) {
    GrAssert(NULL != stage.getEffect());

    const GrEffect& effect = *stage.getEffect();
    int numTextures = effect.numTextures();
    SkSTArray<8, GrGLShaderBuilder::TextureSampler> textureSamplers;
    textureSamplers.push_back_n(numTextures);
    for (int i = 0; i < numTextures; ++i) {
        textureSamplers[i].init(this, &effect.textureAccess(i), i);
        samplerHandles->push_back(textureSamplers[i].fSamplerUniform);
    }

    GrGLEffect* glEffect = effect.getFactory().createGLInstance(effect);

    // Enclose custom code in a block to avoid namespace conflicts
    this->fVSCode.appendf("\t{ // %s\n", glEffect->name());
    this->fFSCode.appendf("\t{ // %s \n", glEffect->name());
    glEffect->emitCode(this,
                       stage,
                       key,
                       vsInCoord,
                       fsOutColor,
                       fsInColor,
                       textureSamplers);
    this->fVSCode.appendf("\t}\n");
    this->fFSCode.appendf("\t}\n");

    return glEffect;
}
예제 #2
0
void GrGLPathTexGenProgramEffects::emitEffect(GrGLFragmentOnlyShaderBuilder* builder,
                                          const GrEffectStage& stage,
                                          const GrEffectKey& key,
                                          const char* outColor,
                                          const char* inColor,
                                          int stageIndex) {
    GrDrawEffect drawEffect(stage, false);
    const GrEffect* effect = stage.getEffect();
    SkSTArray<2, TransformedCoords> coords(effect->numTransforms());
    SkSTArray<4, TextureSampler> samplers(effect->numTextures());

    SkASSERT(0 == stage.getVertexAttribIndexCount());
    this->setupPathTexGen(builder, drawEffect, &coords);
    this->emitSamplers(builder, effect, &samplers);

    GrGLEffect* glEffect = effect->getFactory().createGLInstance(drawEffect);
    fGLEffects.push_back(glEffect);

    // Enclose custom code in a block to avoid namespace conflicts
    SkString openBrace;
    openBrace.printf("\t{ // Stage %d: %s\n", stageIndex, glEffect->name());
    builder->fsCodeAppend(openBrace.c_str());

    SkASSERT(!glEffect->isVertexEffect());
    glEffect->emitCode(builder, drawEffect, key, outColor, inColor, coords, samplers);

    builder->fsCodeAppend("\t}\n");
}
예제 #3
0
void GrGLVertexProgramEffects::emitEffect(GrGLFullShaderBuilder* builder,
                                          const GrEffectStage& stage,
                                          const GrEffectKey& key,
                                          const char* outColor,
                                          const char* inColor,
                                          int stageIndex) {
    GrDrawEffect drawEffect(stage, fHasExplicitLocalCoords);
    const GrEffect* effect = stage.getEffect();
    SkSTArray<2, TransformedCoords> coords(effect->numTransforms());
    SkSTArray<4, TextureSampler> samplers(effect->numTextures());

    this->emitAttributes(builder, stage);
    this->emitTransforms(builder, drawEffect, &coords);
    this->emitSamplers(builder, effect, &samplers);

    GrGLEffect* glEffect = effect->getFactory().createGLInstance(drawEffect);
    fGLEffects.push_back(glEffect);

    // Enclose custom code in a block to avoid namespace conflicts
    SkString openBrace;
    openBrace.printf("\t{ // Stage %d: %s\n", stageIndex, glEffect->name());
    builder->vsCodeAppend(openBrace.c_str());
    builder->fsCodeAppend(openBrace.c_str());

    if (glEffect->isVertexEffect()) {
        GrGLVertexEffect* vertexEffect = static_cast<GrGLVertexEffect*>(glEffect);
        vertexEffect->emitCode(builder, drawEffect, key, outColor, inColor, coords, samplers);
    } else {
        glEffect->emitCode(builder, drawEffect, key, outColor, inColor, coords, samplers);
    }

    builder->vsCodeAppend("\t}\n");
    builder->fsCodeAppend("\t}\n");
}