예제 #1
0
void GrGLVertexBuilder::emitAttributes(const GrGeometryProcessor& gp) {
    int vaCount = gp.numAttribs();
    for (int i = 0; i < vaCount; i++) {
        this->addAttribute(&gp.getAttrib(i));
    }
    return;
}
예제 #2
0
 static inline void GenKey(const GrGeometryProcessor& gp,
                           const GrBatchTracker& bt,
                           const GrGLSLCaps&,
                           GrProcessorKeyBuilder* b) {
     const BatchTracker& local = bt.cast<BatchTracker>();
     uint32_t key = local.fInputColorType << 16;
     key |= local.fUsesLocalCoords && gp.localMatrix().hasPerspective() ? 0x1 : 0x0;
     key |= ComputePosKey(gp.viewMatrix()) << 1;
     b->add32(key);
 }
예제 #3
0
void GrGLSLVaryingHandler::emitAttributes(const GrGeometryProcessor& gp) {
    int vaCount = gp.numVertexAttributes();
    for (int i = 0; i < vaCount; i++) {
        this->addAttribute(gp.vertexAttribute(i).asShaderVar());
    }
    int iaCount = gp.numInstanceAttributes();
    for (int i = 0; i < iaCount; i++) {
        this->addAttribute(gp.instanceAttribute(i).asShaderVar());
    }
}
예제 #4
0
void GrGLSLVaryingHandler::emitAttributes(const GrGeometryProcessor& gp) {
    int vaCount = gp.numAttribs();
    for (int i = 0; i < vaCount; i++) {
        const GrGeometryProcessor::Attribute& attr = gp.getAttrib(i);
        this->addAttribute(GrShaderVar(attr.fName,
                                       GrVertexAttribTypeToSLType(attr.fType),
                                       GrShaderVar::kAttribute_TypeModifier,
                                       GrShaderVar::kNonArray,
                                       attr.fPrecision));
    }
}
 static inline void GenKey(const GrGeometryProcessor& gp,
                           const GrBatchTracker& bt,
                           const GrGLCaps&,
                           GrProcessorKeyBuilder* b) {
     const GrDistanceFieldTextureEffect& dfTexEffect = gp.cast<GrDistanceFieldTextureEffect>();
     const DistanceFieldBatchTracker& local = bt.cast<DistanceFieldBatchTracker>();
     uint32_t key = dfTexEffect.getFlags();
     key |= local.fInputColorType << 16;
     key |= local.fUsesLocalCoords && gp.localMatrix().hasPerspective() ? 0x1 << 24: 0x0;
     key |= ComputePosKey(gp.viewMatrix()) << 25;
     b->add32(key);
 }
예제 #6
0
 static inline void GenKey(const GrGeometryProcessor& gp,
                           const GrBatchTracker& bt,
                           const GrGLCaps&,
                           GrProcessorKeyBuilder* b) {
     const DefaultGeoProc& def = gp.cast<DefaultGeoProc>();
     const BatchTracker& local = bt.cast<BatchTracker>();
     uint32_t key = def.fFlags;
     key |= local.fInputColorType << 8 | local.fInputCoverageType << 16;
     key |= local.fUsesLocalCoords && gp.localMatrix().hasPerspective() ? 0x1 << 24 : 0x0;
     key |= ComputePosKey(gp.viewMatrix()) << 25;
     b->add32(key);
 }
예제 #7
0
    static inline void GenKey(const GrGeometryProcessor& gp,
                              const GrGLSLCaps&,
                              GrProcessorKeyBuilder* b) {
        const GrDistanceFieldA8TextGeoProc& dfTexEffect = gp.cast<GrDistanceFieldA8TextGeoProc>();
        uint32_t key = dfTexEffect.getFlags();
        key |= dfTexEffect.colorIgnored() << 16;
        key |= ComputePosKey(dfTexEffect.viewMatrix()) << 25;
        b->add32(key);

        // Currently we hardcode numbers to convert atlas coordinates to normalized floating point
        SkASSERT(gp.numTextures() == 1);
        GrTexture* atlas = gp.textureAccess(0).getTexture();
        SkASSERT(atlas);
        b->add32(atlas->width());
        b->add32(atlas->height());
    }
예제 #8
0
void GrGLVertexShaderBuilder::emitAttributes(const GrGeometryProcessor& gp) {
    const GrGeometryProcessor::VertexAttribArray& vars = gp.getVertexAttribs();
    int numAttributes = vars.count();
    for (int a = 0; a < numAttributes; ++a) {
        this->addAttribute(vars[a]);
    }
}
예제 #9
0
void GrGLVertexBuilder::emitAttributes(const GrGeometryProcessor& gp) {
    const GrGeometryProcessor::VertexAttribArray& v = gp.getAttribs();
    int vaCount = v.count();
    for (int i = 0; i < vaCount; i++) {
        this->addAttribute(&v[i]);
    }
    return;
}
예제 #10
0
void GrAtlasTextOp::flush(GrMeshDrawOp::Target* target, FlushInfo* flushInfo) const {
    if (!flushInfo->fGlyphsToFlush) {
        return;
    }

    auto atlasManager = target->atlasManager();

    GrGeometryProcessor* gp = flushInfo->fGeometryProcessor.get();
    GrMaskFormat maskFormat = this->maskFormat();

    unsigned int numActiveProxies;
    const sk_sp<GrTextureProxy>* proxies = atlasManager->getProxies(maskFormat, &numActiveProxies);
    SkASSERT(proxies);
    if (gp->numTextureSamplers() != (int) numActiveProxies) {
        // During preparation the number of atlas pages has increased.
        // Update the proxies used in the GP to match.
        for (unsigned i = gp->numTextureSamplers(); i < numActiveProxies; ++i) {
            flushInfo->fFixedDynamicState->fPrimitiveProcessorTextures[i] = proxies[i].get();
        }
        if (this->usesDistanceFields()) {
            if (this->isLCD()) {
                reinterpret_cast<GrDistanceFieldLCDTextGeoProc*>(gp)->addNewProxies(
                    proxies, numActiveProxies, GrSamplerState::ClampBilerp());
            } else {
                reinterpret_cast<GrDistanceFieldA8TextGeoProc*>(gp)->addNewProxies(
                    proxies, numActiveProxies, GrSamplerState::ClampBilerp());
            }
        } else {
            GrSamplerState samplerState = fNeedsGlyphTransform ? GrSamplerState::ClampBilerp()
                                                               : GrSamplerState::ClampNearest();
            reinterpret_cast<GrBitmapTextGeoProc*>(gp)->addNewProxies(proxies, numActiveProxies,
                                                                      samplerState);
        }
    }
    int maxGlyphsPerDraw =
            static_cast<int>(flushInfo->fIndexBuffer->gpuMemorySize() / sizeof(uint16_t) / 6);
    GrMesh* mesh = target->allocMesh(GrPrimitiveType::kTriangles);
    mesh->setIndexedPatterned(flushInfo->fIndexBuffer.get(), kIndicesPerGlyph, kVerticesPerGlyph,
                              flushInfo->fGlyphsToFlush, maxGlyphsPerDraw);
    mesh->setVertexData(flushInfo->fVertexBuffer.get(), flushInfo->fVertexOffset);
    target->draw(flushInfo->fGeometryProcessor, flushInfo->fPipeline, flushInfo->fFixedDynamicState,
                 mesh);
    flushInfo->fVertexOffset += kVerticesPerGlyph * flushInfo->fGlyphsToFlush;
    flushInfo->fGlyphsToFlush = 0;
}
예제 #11
0
static uint32_t gen_attrib_key(const GrGeometryProcessor& proc) {
    uint32_t key = 0;

    const GrGeometryProcessor::VertexAttribArray& vars = proc.getVertexAttribs();
    int numAttributes = vars.count();
    SkASSERT(numAttributes <= 2);
    for (int a = 0; a < numAttributes; ++a) {
        uint32_t value = 1 << a;
        key |= value;
    }
    return key;
}
예제 #12
0
 static inline void GenKey(const GrGeometryProcessor& proc,
                           const GrBatchTracker& bt,
                           const GrGLCaps&,
                           GrProcessorKeyBuilder* b) {
     const BitmapTextBatchTracker& local = bt.cast<BitmapTextBatchTracker>();
     // We have to put the optional vertex attribute as part of the key.  See the comment
     // on addVertexAttrib.
     // TODO When we have deferred geometry we can fix this
     const GrBitmapTextGeoProc& gp = proc.cast<GrBitmapTextGeoProc>();
     uint32_t key = 0;
     key |= SkToBool(gp.inColor()) ? 0x1 : 0x0;
     key |= local.fUsesLocalCoords && proc.localMatrix().hasPerspective() ? 0x2 : 0x0;
     key |= gp.maskFormat() == kARGB_GrMaskFormat ? 0x4 : 0x0;
     key |= ComputePosKey(gp.viewMatrix()) << 3;
     b->add32(local.fInputColorType << 16 | key);
 }