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authorGravatar egdaniel <egdaniel@google.com>2016-04-20 07:09:46 -0700
committerGravatar Commit bot <commit-bot@chromium.org>2016-04-20 07:09:46 -0700
commit09aa1fce69b214714171db12c341aebd78dd29ea (patch)
tree2c57de3ceaa5ba5303278a3b04623df187ea97a6 /src/gpu/glsl/GrGLSLShaderBuilder.h
parentb0ec9836dbf7f2304a3a29289b818719ca0a39bd (diff)
Refactor how we store and use samplers in Ganesh
The main goal of this refactorization is to allow Vulkan to use separate sampler and texture objects in the shader and descriptor sets and combine them into a sampler2d in the shader where needed. A large part of this is separating how we store samplers and uniforms in the UniformHandler. We no longer need to store handles to samplers besides when we are initially emitting code. After we emit code all we ever do is loop over all samplers and do some processor independent work on them, so we have no need for direct access to individual samplers. In the GLProgram all we ever do is set the sampler uniforms in the ctor and never touch them again, so no need to save sampler info there. The texture access on program reuse just assume that they come in the same order as we set the texture units for the samplers For Vulkan, it is a similar story. We create the descriptor set layouts with the samplers, then when we get new textures, we just assume they come in in the same order as we set the samplers on the descriptor sets. Thus no need to save direct vulkan info. BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1885863004 Committed: https://skia.googlesource.com/skia/+/45b61a1c4c0be896e7b12fd1405abfece799114f Review URL: https://codereview.chromium.org/1885863004
Diffstat (limited to 'src/gpu/glsl/GrGLSLShaderBuilder.h')
-rw-r--r--src/gpu/glsl/GrGLSLShaderBuilder.h16
1 files changed, 8 insertions, 8 deletions
diff --git a/src/gpu/glsl/GrGLSLShaderBuilder.h b/src/gpu/glsl/GrGLSLShaderBuilder.h
index ef7963f83a..ea36a56a7a 100644
--- a/src/gpu/glsl/GrGLSLShaderBuilder.h
+++ b/src/gpu/glsl/GrGLSLShaderBuilder.h
@@ -9,14 +9,12 @@
#define GrGLSLShaderBuilder_DEFINED
#include "GrAllocator.h"
+#include "glsl/GrGLSLUniformHandler.h"
#include "glsl/GrGLSLShaderVar.h"
#include "SkTDArray.h"
#include <stdarg.h>
-class GrGLSLProgramBuilder;
-class GrGLSLSampler;
-
/**
base class for all shaders builders
*/
@@ -25,17 +23,19 @@ public:
GrGLSLShaderBuilder(GrGLSLProgramBuilder* program);
virtual ~GrGLSLShaderBuilder() {}
+ typedef GrGLSLUniformHandler::SamplerHandle SamplerHandle;
+
/** Appends a 2D texture sample with projection if necessary. coordType must either be Vec2f or
Vec3f. The latter is interpreted as projective texture coords. The vec length and swizzle
order of the result depends on the GrTextureAccess associated with the GrGLSLSampler.
*/
void appendTextureLookup(SkString* out,
- const GrGLSLSampler&,
+ SamplerHandle,
const char* coordName,
GrSLType coordType = kVec2f_GrSLType) const;
/** Version of above that appends the result to the shader code instead.*/
- void appendTextureLookup(const GrGLSLSampler&,
+ void appendTextureLookup(SamplerHandle,
const char* coordName,
GrSLType coordType = kVec2f_GrSLType);
@@ -45,17 +45,17 @@ public:
vec4 or float. If modulation is "" or nullptr it this function acts as though
appendTextureLookup were called. */
void appendTextureLookupAndModulate(const char* modulation,
- const GrGLSLSampler&,
+ SamplerHandle,
const char* coordName,
GrSLType coordType = kVec2f_GrSLType);
/** Fetches an unfiltered texel from a sampler at integer coordinates. coordExpr must match the
dimensionality of the sampler and must be within the sampler's range. coordExpr is emitted
exactly once, so expressions like "idx++" are acceptable. */
- void appendTexelFetch(SkString* out, const GrGLSLSampler&, const char* coordExpr) const;
+ void appendTexelFetch(SkString* out, SamplerHandle, const char* coordExpr) const;
/** Version of above that appends the result to the shader code instead.*/
- void appendTexelFetch(const GrGLSLSampler&, const char* coordExpr);
+ void appendTexelFetch(SamplerHandle, const char* coordExpr);
/**
* Adds a #define directive to the top of the shader.