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path: root/src/gpu/gl/GrGLProgramDataManager.h
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* Integers can now be passed as uniforms; needed for passing color count to ↵Gravatar fmenozzi2016-06-21
| | | | | | | | | | fragment shader BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2076143003 Committed: https://skia.googlesource.com/skia/+/cc3a22b369e1a60fa2acf2987f2934baf7c4b198 Review-Url: https://codereview.chromium.org/2076143003
* Revert of Integers can now be passed as uniforms (patchset #1 id:1 of ↵Gravatar brianosman2016-06-19
| | | | | | | | | | | | | | | | | | | | | https://codereview.chromium.org/2076143003/ ) Reason for revert: Compile failures on Vulkan platforms (eg https://build.chromium.org/p/client.skia.compile/builders/Build-Ubuntu-GCC-Arm7-Debug-Android_Vulkan) Original issue's description: > Integers can now be passed as uniforms; needed for passing color count to fragment shader > > BUG=skia: > GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2076143003 > > Committed: https://skia.googlesource.com/skia/+/cc3a22b369e1a60fa2acf2987f2934baf7c4b198 TBR=tomhudson@google.com,bsalomon@google.com,fmenozzi@google.com # Not skipping CQ checks because original CL landed more than 1 days ago. BUG=skia: Review-Url: https://codereview.chromium.org/2080133002
* Integers can now be passed as uniforms; needed for passing color count to ↵Gravatar fmenozzi2016-06-18
| | | | | | | | | fragment shader BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2076143003 Review-Url: https://codereview.chromium.org/2076143003
* Refactor how we store and use samplers in GaneshGravatar egdaniel2016-04-20
| | | | | | | | | | | | | | | | | | | | | | | | | | | | 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
* Revert of Refactor how we store and use samplers in Ganesh (patchset #7 ↵Gravatar egdaniel2016-04-19
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | id:120001 of https://codereview.chromium.org/1885863004/ ) Reason for revert: breaking bots Original issue's description: > 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 TBR=bsalomon@google.com,jvanverth@google.com,cdalton@nvidia.com # Skipping CQ checks because original CL landed less than 1 days ago. NOPRESUBMIT=true NOTREECHECKS=true NOTRY=true BUG=skia: Review URL: https://codereview.chromium.org/1896013003
* Refactor how we store and use samplers in GaneshGravatar egdaniel2016-04-19
| | | | | | | | | | | | | | | | | | | | | | | | | | 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 Review URL: https://codereview.chromium.org/1885863004
* Add support for 2x2 matricesGravatar cdalton2016-03-07
| | | | | | | BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1755483002 Review URL: https://codereview.chromium.org/1755483002
* Make helper function on GrGLSLProgramDataManager non virtualGravatar egdaniel2016-02-03
| | | | | | | BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1663833002 Review URL: https://codereview.chromium.org/1663833002
* Create GLSLUniformHandler class for gpu backendGravatar egdaniel2015-12-03
| | | | | | BUG=skia: Review URL: https://codereview.chromium.org/1490283004
* Create GrGLSLVaryingHandler class for program buildingGravatar egdaniel2015-11-20
| | | | | | BUG=skia: Review URL: https://codereview.chromium.org/1462123003
* Create GLSL base class for ProgramDataManagerGravatar egdaniel2015-10-28
| | | | | | BUG=skia: Review URL: https://codereview.chromium.org/1428543003
* Move GrGLShaderVar to GrGLSLGravatar egdaniel2015-10-21
| | | | | | BUG=skia: Review URL: https://codereview.chromium.org/1417123002
* Move shader precision modifier check onto GLSLCapsGravatar egdaniel2015-10-21
| | | | | | BUG=skia: Review URL: https://codereview.chromium.org/1414373002
* remove path specific program building classesGravatar joshualitt2015-09-11
| | | | | | BUG=skia: Review URL: https://codereview.chromium.org/1336763003
* Start trying to collapse path program stuffGravatar joshualitt2015-09-11
| | | | | | BUG=skia: Review URL: https://codereview.chromium.org/1333273003
* Move GLSL-specific routines/classes to separate glsl directoryGravatar jvanverth2015-06-24
| | | | | | | The purpose is to begin separating our GLSL-specific code from our GL-specific code, so it can be used with the GL45 platform Review URL: https://codereview.chromium.org/1202293002
* Make GrGLProgramDataManager not refcountedGravatar kkinnunen2015-06-21
| | | | | | | Make GrGLProgramDataManager not refcounted, refcounting is not used for the instances. Review URL: https://codereview.chromium.org/1195573002
* 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
* Move most of the transform logic into the primitive processorsGravatar joshualitt2015-01-13
| | | | | | BUG=skia: Review URL: https://codereview.chromium.org/822423004
* 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