| Commit message (Collapse) | Author | Age |
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Refactor separable varying location info to be stored in GrGLProgram
subclass GrGLProgram instead of storing it in GrGLPathProcessor.
Separable varyings are exactly analoguous to uniforms: they are inputs
to the shader program. Shader compile-time information about uniforms is gathered to
GrGLProgramBuilder. This information is the converted to link-time
information, uniform locations, when constructing the program. Separable
varyings need to have same lifetime model.
This is needed in the future to support path rendering in Chromium. The
Chromium pseudo-extension will expose program fragment input binding
function similar to uniform binding function. Thus the separable varying
locations need to be decided and bound before link, e.g. before
GrGLProgram is created. This will be achieved in further patches by
overloading GrGLProgramBuilder::bindProgramResourceLocations() in
GrGLNvprProgramBuilder.
BUG=chromium:344330
Review URL: https://codereview.chromium.org/1186113007
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Committed: https://skia.googlesource.com/skia/+/f28cff71db2cbb1ff18a8fbf1e80ca761d1f69bc
Review URL: https://codereview.chromium.org/1158433006
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https://codereview.chromium.org/1158433006/)
Reason for revert:
breaking chromeos build (???)
Original issue's description:
> Store context options on caps.
>
> Committed: https://skia.googlesource.com/skia/+/f28cff71db2cbb1ff18a8fbf1e80ca761d1f69bc
TBR=joshualitt@google.com
NOPRESUBMIT=true
NOTREECHECKS=true
NOTRY=true
Review URL: https://codereview.chromium.org/1151603005
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Review URL: https://codereview.chromium.org/1158433006
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BUG=skia:
Committed: https://skia.googlesource.com/skia/+/55661337667a8305ebb100e36af23d34c2fb83ba
Review URL: https://codereview.chromium.org/1128903008
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https://codereview.chromium.org/1128903008/)
Reason for revert:
breaks windows rollbots
Original issue's description:
> add option to supress prints on context
>
> BUG=skia:
>
> Committed: https://skia.googlesource.com/skia/+/55661337667a8305ebb100e36af23d34c2fb83ba
TBR=bsalomon@google.com,robertphillips@google.com,joshualitt@chromium.org
NOPRESUBMIT=true
NOTREECHECKS=true
NOTRY=true
BUG=skia:
Review URL: https://codereview.chromium.org/1125193006
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BUG=skia:
Review URL: https://codereview.chromium.org/1128903008
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BUG=skia:
Review URL: https://codereview.chromium.org/1136803002
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As discussed, I'll follow this up by removing localmatrix/uniform view matrix from the base classe
BUG=skia:
Review URL: https://codereview.chromium.org/920933002
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Review URL: https://codereview.chromium.org/824753002
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Review URL: https://codereview.chromium.org/808593003
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this is a huge refactor and cleanup of the gl shader building system in
Skia. The entire shader building pipeline is now part of
GrGLProgramCreator, which takes a gp, and some fps, and creates a
program. I added some subclasses of GrGLProgram to handle the
eccentricities of Nvpr/Nvpres. Outside of the builders folder
and GrGLPrograms, this change is basically just a rename
solo gp
BUG=skia:
Committed: https://skia.googlesource.com/skia/+/fe1233c3f12f81bb675718516bbb32f72af726ec
Review URL: https://codereview.chromium.org/611653002
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https://codereview.chromium.org/611653002/)
Reason for revert:
Seems to have messed up windows 7 gms
Original issue's description:
> Cleanup of shader building system
>
> this is a huge refactor and cleanup of the gl shader building system in
> Skia. The entire shader building pipeline is now part of
> GrGLProgramCreator, which takes a gp, and some fps, and creates a
> program. I added some subclasses of GrGLProgram to handle the
> eccentricities of Nvpr/Nvpres. Outside of the builders folder
> and GrGLPrograms, this change is basically just a rename
>
>
> solo gp
>
> BUG=skia:
>
> Committed: https://skia.googlesource.com/skia/+/fe1233c3f12f81bb675718516bbb32f72af726ec
TBR=bsalomon@google.com
NOTREECHECKS=true
NOTRY=true
BUG=skia:
Review URL: https://codereview.chromium.org/635533005
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this is a huge refactor and cleanup of the gl shader building system in
Skia. The entire shader building pipeline is now part of
GrGLProgramCreator, which takes a gp, and some fps, and creates a
program. I added some subclasses of GrGLProgram to handle the
eccentricities of Nvpr/Nvpres. Outside of the builders folder
and GrGLPrograms, this change is basically just a rename
solo gp
BUG=skia:
Review URL: https://codereview.chromium.org/611653002
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Implement support for NV_path_rendering on OpenGL ES. Use
glProgramPathFragmentInputGenNV function call instead of glPathTexGenNV to
communicate transforms to fragment shader.
The intention is that the NVPR paths will be drawn with the same shader program
as non-NVPR geometry. For NVPR calls, the GPU will skip the vertex shader and
just run the fragment shader.
After program is linked, query the locations of the fragment shader inputs with
glGetResourceLocation. The location will be used to set the transforms with
glProgramPathFragmentInputGenNV.
The functions and their workings are documented in:
glProgramPathFragmentInputGenNV
https://www.opengl.org/registry/specs/NV/path_rendering.txt
(note: addition as of API version 1.3)
glGetResourceLocation
https://www.opengl.org/registry/specs/ARB/program_interface_query.txt
http://www.opengl.org/registry/doc/glspec44.core.pdf
(function is in core Open GL 4.4)
Note: glProgramPathFragmentInputGenNV could be used also for OpenGL. However,
using seems to trigger a bug in the driver. Disable this feature on OpenGL at
least until the driver is fixed and released. The bug manifests in shadertext
test, where the lower-left text pair is missing. Valgrind catches a bad read
for the test and causes the context to OOM reproducibly.
R=bsalomon@google.com, cdalton@nvidia.com, joshualitt@google.com, joshualitt@chromium.org
Author: kkinnunen@nvidia.com
Review URL: https://codereview.chromium.org/367643004
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gitignore for eclipse
BUG=skia:
R=bsalomon@google.com, bsalomon@chromium.org
Author: joshualitt@chromium.org
Review URL: https://codereview.chromium.org/491673002
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GL APIs such as glProgramPathFragmentInputGenNV need the explicit program id in
order to set the program resources. For GrGLProgramDataManager to call the APIs,
the program id needs to be available to the GrGLProgramDataManager.
One GrGLProgramDataManager is used to explicitly manage the resources of one
GrGLProgram. Refactor the classes to reflect this: make GrGLProgram create and
own GrGLProgramDataManager. This way the program id can be made available through
GrGLProgram backpointer.
In order to do this, remove the population of the program link results
information for uniforms in GrGLProgramDataManager during shader generation.
Instead, accumulate the info to the uniform list of GrGLShaderBuilder. After the
generation, compilation and link is successful, this info can be used to
construct both GrGLProgram and GrGLProgramDataManager.
Changes names of functions to create UniformHandles and convert them to list
indices. This tries to highlight that they're different lists, even though at
the moment they match index-wise. E.g the contract is that handles can be
created based on the shader builder state, and the object can later be set with
the handle and the manager that was created with the builder.
This is needed to support NV_path_rendering for GLES.
R=bsalomon@google.com
Author: kkinnunen@nvidia.com
Review URL: https://codereview.chromium.org/426553011
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Rename GrGLUniformManager to GrGLProgramDataManager in anticipation that the
class would be used to manage shader resources that are not uniforms.
This is needed in order to implement NVPR on GLES.
R=bsalomon@google.com
Author: kkinnunen@nvidia.com
Review URL: https://codereview.chromium.org/365853002
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