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path: root/src/gpu/gl/GrGLProgramDataManager.cpp
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* Refactor separable varying location info to be stored in GrGLProgram subclassGravatar kkinnunen2015-06-29
| | | | | | | | | | | | | | | | | | | | | | | 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
* Store context options on caps.Gravatar bsalomon2015-05-22
| | | | | | Committed: https://skia.googlesource.com/skia/+/f28cff71db2cbb1ff18a8fbf1e80ca761d1f69bc Review URL: https://codereview.chromium.org/1158433006
* Revert of Store context options on caps. (patchset #3 id:40001 of ↵Gravatar bsalomon2015-05-22
| | | | | | | | | | | | | | | | | | | 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
* Store context options on caps.Gravatar bsalomon2015-05-22
| | | | Review URL: https://codereview.chromium.org/1158433006
* add option to supress prints on contextGravatar joshualitt2015-05-12
| | | | | | | | BUG=skia: Committed: https://skia.googlesource.com/skia/+/55661337667a8305ebb100e36af23d34c2fb83ba Review URL: https://codereview.chromium.org/1128903008
* Revert of add option to supress prints on context (patchset #5 id:80001 of ↵Gravatar joshualitt2015-05-12
| | | | | | | | | | | | | | | | | | | | | | 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
* add option to supress prints on contextGravatar joshualitt2015-05-12
| | | | | | BUG=skia: Review URL: https://codereview.chromium.org/1128903008
* print on unused uniforms in debug buildsGravatar joshualitt2015-05-11
| | | | | | BUG=skia: Review URL: https://codereview.chromium.org/1136803002
* fix for uniform view matrix being uploaded but not usedGravatar joshualitt2015-02-12
| | | | | | | | 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
* Rename GrGpuGL -> GrGLGpuGravatar jvanverth2014-12-22
| | | | Review URL: https://codereview.chromium.org/824753002
* Rename GrGpuGL to GrGLGpu for consistencyGravatar bsalomon2014-12-16
| | | | Review URL: https://codereview.chromium.org/808593003
* Cleanup of shader building systemGravatar joshualitt2014-10-07
| | | | | | | | | | | | | | | | | 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
* Revert of Cleanup of shader building system (patchset #25 id:470001 of ↵Gravatar joshualitt2014-10-07
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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
* Cleanup of shader building systemGravatar joshualitt2014-10-07
| | | | | | | | | | | | | | | 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
* Implement NV_path_rendering on OpenGL ESGravatar kkinnunen2014-08-25
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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
* Initial refactor of shaderbuilder to prepare for geometry shadersGravatar joshualitt2014-08-21
| | | | | | | | | | | gitignore for eclipse BUG=skia: R=bsalomon@google.com, bsalomon@chromium.org Author: joshualitt@chromium.org Review URL: https://codereview.chromium.org/491673002
* Make GrGLProgram be available to GrGLProgramDataManagerGravatar kkinnunen2014-08-03
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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
* Rename GrGLUniformManager to GrGLProgramDataManagerGravatar kkinnunen2014-07-30
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