static bool gen_frag_proc_and_meta_keys(const GrPrimitiveProcessor& primProc, const GrFragmentProcessor& fp, const GrGLSLCaps& glslCaps, GrProcessorKeyBuilder* b) { for (int i = 0; i < fp.numChildProcessors(); ++i) { if (!gen_frag_proc_and_meta_keys(primProc, fp.childProcessor(i), glslCaps, b)) { return false; } } fp.getGLSLProcessorKey(glslCaps, b); return gen_meta_key(fp, glslCaps, primProc.getTransformKey(fp.coordTransforms(), fp.numTransformsExclChildren()), b); }
bool GrVkProgramDescBuilder::Build(GrProgramDesc* desc, const GrPrimitiveProcessor& primProc, const GrPipeline& pipeline, const GrGLSLCaps& glslCaps) { // The descriptor is used as a cache key. Thus when a field of the // descriptor will not affect program generation (because of the attribute // bindings in use or other descriptor field settings) it should be set // to a canonical value to avoid duplicate programs with different keys. GrVkProgramDesc* vkDesc = (GrVkProgramDesc*)desc; GR_STATIC_ASSERT(0 == kProcessorKeysOffset % sizeof(uint32_t)); // Make room for everything up to the effect keys. vkDesc->key().reset(); vkDesc->key().push_back_n(kProcessorKeysOffset); GrProcessorKeyBuilder b(&vkDesc->key()); primProc.getGLSLProcessorKey(glslCaps, &b); if (!gen_meta_key(primProc, glslCaps, 0, &b)) { vkDesc->key().reset(); return false; } GrProcessor::RequiredFeatures requiredFeatures = primProc.requiredFeatures(); for (int i = 0; i < pipeline.numFragmentProcessors(); ++i) { const GrFragmentProcessor& fp = pipeline.getFragmentProcessor(i); if (!gen_frag_proc_and_meta_keys(primProc, fp, glslCaps, &b)) { vkDesc->key().reset(); return false; } requiredFeatures |= fp.requiredFeatures(); } const GrXferProcessor& xp = pipeline.getXferProcessor(); xp.getGLSLProcessorKey(glslCaps, &b); if (!gen_meta_key(xp, glslCaps, 0, &b)) { vkDesc->key().reset(); return false; } requiredFeatures |= xp.requiredFeatures(); // --------DO NOT MOVE HEADER ABOVE THIS LINE-------------------------------------------------- // Because header is a pointer into the dynamic array, we can't push any new data into the key // below here. KeyHeader* header = vkDesc->atOffset<KeyHeader, kHeaderOffset>(); // make sure any padding in the header is zeroed. memset(header, 0, kHeaderSize); GrRenderTarget* rt = pipeline.getRenderTarget(); if (requiredFeatures & (GrProcessor::kFragmentPosition_RequiredFeature | GrProcessor::kSampleLocations_RequiredFeature)) { header->fSurfaceOriginKey = GrGLSLFragmentShaderBuilder::KeyForSurfaceOrigin(rt->origin()); } else { header->fSurfaceOriginKey = 0; } if (requiredFeatures & GrProcessor::kSampleLocations_RequiredFeature) { SkASSERT(pipeline.isHWAntialiasState()); header->fSamplePatternKey = rt->renderTargetPriv().getMultisampleSpecs(pipeline.getStencil()).fUniqueID; } else { header->fSamplePatternKey = 0; } header->fOutputSwizzle = glslCaps.configOutputSwizzle(rt->config()).asKey(); if (pipeline.ignoresCoverage()) { header->fIgnoresCoverage = 1; } else { header->fIgnoresCoverage = 0; } header->fSnapVerticesToPixelCenters = pipeline.snapVerticesToPixelCenters(); header->fColorEffectCnt = pipeline.numColorFragmentProcessors(); header->fCoverageEffectCnt = pipeline.numCoverageFragmentProcessors(); vkDesc->finalize(); return true; }
bool GrGLProgramDescBuilder::Build(GrProgramDesc* desc, const GrPrimitiveProcessor& primProc, const GrPipeline& pipeline, const GrGLGpu* gpu) { // The descriptor is used as a cache key. Thus when a field of the // descriptor will not affect program generation (because of the attribute // bindings in use or other descriptor field settings) it should be set // to a canonical value to avoid duplicate programs with different keys. GrGLProgramDesc* glDesc = (GrGLProgramDesc*) desc; GR_STATIC_ASSERT(0 == kProcessorKeysOffset % sizeof(uint32_t)); // Make room for everything up to the effect keys. glDesc->key().reset(); glDesc->key().push_back_n(kProcessorKeysOffset); GrProcessorKeyBuilder b(&glDesc->key()); primProc.getGLSLProcessorKey(*gpu->glCaps().glslCaps(), &b); //**** use glslCaps here? if (!gen_meta_key(primProc, gpu->glCaps(), 0, &b)) { glDesc->key().reset(); return false; } for (int i = 0; i < pipeline.numFragmentProcessors(); ++i) { const GrFragmentProcessor& fp = pipeline.getFragmentProcessor(i); if (!gen_frag_proc_and_meta_keys(primProc, fp, gpu->glCaps(), &b)) { glDesc->key().reset(); return false; } } const GrXferProcessor& xp = *pipeline.getXferProcessor(); xp.getGLSLProcessorKey(*gpu->glCaps().glslCaps(), &b); //**** use glslCaps here? if (!gen_meta_key(xp, gpu->glCaps(), 0, &b)) { glDesc->key().reset(); return false; } // --------DO NOT MOVE HEADER ABOVE THIS LINE-------------------------------------------------- // Because header is a pointer into the dynamic array, we can't push any new data into the key // below here. KeyHeader* header = glDesc->atOffset<KeyHeader, kHeaderOffset>(); // make sure any padding in the header is zeroed. memset(header, 0, kHeaderSize); if (pipeline.readsFragPosition()) { header->fFragPosKey = GrGLSLFragmentShaderBuilder::KeyForFragmentPosition(pipeline.getRenderTarget()); } else { header->fFragPosKey = 0; } header->fSnapVerticesToPixelCenters = pipeline.snapVerticesToPixelCenters(); header->fColorEffectCnt = pipeline.numColorFragmentProcessors(); header->fCoverageEffectCnt = pipeline.numCoverageFragmentProcessors(); glDesc->finalize(); return true; }