예제 #1
0
void GrGLProgramBuilder::emitAndInstallProc(const GrPrimitiveProcessor& gp,
                                            const char* outColor,
                                            const char* outCoverage) {
    SkASSERT(!fGeometryProcessor);
    fGeometryProcessor = new GrGLInstalledGeoProc;

    fGeometryProcessor->fGLProc.reset(gp.createGLSLInstance(*fGpu->glCaps().glslCaps()));

    SkSTArray<4, GrGLSLTextureSampler> samplers(gp.numTextures());
    this->emitSamplers(gp, &samplers, fGeometryProcessor);

    GrGLSLGeometryProcessor::EmitArgs args(this,
                                           &fVS,
                                           &fFS,
                                           &fVaryingHandler,
                                           this->glslCaps(),
                                           gp,
                                           outColor,
                                           outCoverage,
                                           samplers,
                                           fCoordTransforms,
                                           &fOutCoords);
    fGeometryProcessor->fGLProc->emitCode(args);

    // We have to check that effects and the code they emit are consistent, ie if an effect
    // asks for dst color, then the emit code needs to follow suit
    verify(gp);
}
예제 #2
0
void GrGLSLProgramBuilder::emitAndInstallPrimProc(const GrPrimitiveProcessor& proc,
                                                  GrGLSLExpr4* outputColor,
                                                  GrGLSLExpr4* outputCoverage) {
    // Program builders have a bit of state we need to clear with each effect
    AutoStageAdvance adv(this);
    this->nameExpression(outputColor, "outputColor");
    this->nameExpression(outputCoverage, "outputCoverage");

    // Enclose custom code in a block to avoid namespace conflicts
    SkString openBrace;
    openBrace.printf("{ // Stage %d, %s\n", fStageIndex, proc.name());
    fFS.codeAppend(openBrace.c_str());
    fVS.codeAppendf("// Primitive Processor %s\n", proc.name());

    SkASSERT(!fGeometryProcessor);
    fGeometryProcessor = proc.createGLSLInstance(*this->glslCaps());

    SkSTArray<4, SamplerHandle> texSamplers(proc.numTextures());
    SkSTArray<2, SamplerHandle> bufferSamplers(proc.numBuffers());
    this->emitSamplers(proc, &texSamplers, &bufferSamplers);

    GrGLSLGeometryProcessor::EmitArgs args(&fVS,
                                           &fFS,
                                           this->varyingHandler(),
                                           this->uniformHandler(),
                                           this->glslCaps(),
                                           proc,
                                           outputColor->c_str(),
                                           outputCoverage->c_str(),
                                           texSamplers.begin(),
                                           bufferSamplers.begin(),
                                           fCoordTransforms,
                                           &fOutCoords);
    fGeometryProcessor->emitCode(args);

    // We have to check that effects and the code they emit are consistent, ie if an effect
    // asks for dst color, then the emit code needs to follow suit
    SkDEBUGCODE(verify(proc);)