aboutsummaryrefslogtreecommitdiffhomepage
path: root/src/gpu/glsl/GrGLSLProgramBuilder.cpp
Commit message (Collapse)AuthorAge
...
* Revert "Initial OpenGL Image support."Gravatar Brian Salomon2016-11-23
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This reverts commit be34882042048db096baca32ddf4a8b472529804. Reason for revert: Test failures and shader compilation issues on Android. Original change's description: > Initial OpenGL Image support. > > This change along with recently landed changes is enough to make the new unit test work and not much else. imageLoad is support but not stores or any other image functions (atomics). Barriers in the shading language or the GL API are not yet hooked up. > > GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=4182 > > Change-Id: I5958b7c89e40ae5ee05f7bbaca3b3738162fe5ce > Reviewed-on: https://skia-review.googlesource.com/4182 > Reviewed-by: Greg Daniel <egdaniel@google.com> > Reviewed-by: Chris Dalton <csmartdalton@google.com> > Commit-Queue: Brian Salomon <bsalomon@google.com> > TBR=egdaniel@google.com,bsalomon@google.com,csmartdalton@google.com,reviews@skia.org NOPRESUBMIT=true NOTREECHECKS=true NOTRY=true Change-Id: I29a2502c296ae39ed9a999957800414ae46e6f0f Reviewed-on: https://skia-review.googlesource.com/5129 Commit-Queue: Brian Salomon <bsalomon@google.com> Reviewed-by: Brian Salomon <bsalomon@google.com>
* Initial OpenGL Image support.Gravatar Brian Salomon2016-11-22
| | | | | | | | | | | | This change along with recently landed changes is enough to make the new unit test work and not much else. imageLoad is support but not stores or any other image functions (atomics). Barriers in the shading language or the GL API are not yet hooked up. GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=4182 Change-Id: I5958b7c89e40ae5ee05f7bbaca3b3738162fe5ce Reviewed-on: https://skia-review.googlesource.com/4182 Reviewed-by: Greg Daniel <egdaniel@google.com> Reviewed-by: Chris Dalton <csmartdalton@google.com> Commit-Queue: Brian Salomon <bsalomon@google.com>
* Revive geometry shadersGravatar csmartdalton2016-11-21
| | | | | | | | | | | | | | | | Fixes the bit rot that has set in for geometry shaders. They're to a point now that we can use them again for GL experiments. Since SkSL does not support geometry shaders yet, we pass the shader string directly to the GL compiler for now. BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=5080 Change-Id: Ie3864e5559c810c682cf5f1709bdab87f033c43b Reviewed-on: https://skia-review.googlesource.com/5080 Reviewed-by: Brian Salomon <bsalomon@google.com> Commit-Queue: Chris Dalton <csmartdalton@google.com>
* Merge GrGLSLShaderVar and GrShaderVarGravatar Brian Salomon2016-11-21
| | | | | | | | | GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=5087 Change-Id: Ib8943a1da1ea495554feaf5b0992b94fbb9539ab Reviewed-on: https://skia-review.googlesource.com/5087 Commit-Queue: Brian Salomon <bsalomon@google.com> Reviewed-by: Ethan Nicholas <ethannicholas@google.com>
* Remove GrGLSLSampler type and subclassesGravatar Brian Salomon2016-11-21
| | | | | | | | | | | | | GrGLSLUniformManager and GrGLSLProgramDataManager subclasses handle sampler variation across GPU backends. BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=5002 Change-Id: I968b006bab978c2fa209d1f7eda710c298d1212f Reviewed-on: https://skia-review.googlesource.com/5002 Reviewed-by: Greg Daniel <egdaniel@google.com> Commit-Queue: Brian Salomon <bsalomon@google.com>
* Make GrBufferAccess a nested class of GrProcessorGravatar Brian Salomon2016-11-18
| | | | | | | | | GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=4978 Change-Id: I08c24e9183108f4dd6068216488fd3ac9b5f3ec2 Reviewed-on: https://skia-review.googlesource.com/4978 Reviewed-by: Greg Daniel <egdaniel@google.com> Commit-Queue: Brian Salomon <bsalomon@google.com>
* In GrProcessor::TextureSampler drop the "get", it's cleanerGravatar Brian Salomon2016-11-17
| | | | | | | | | GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=4962 Change-Id: I55e7f8d1b6e1097fdbe411e9989dd42a03dd5f33 Reviewed-on: https://skia-review.googlesource.com/4962 Reviewed-by: Greg Daniel <egdaniel@google.com> Commit-Queue: Brian Salomon <bsalomon@google.com>
* Rename GrTextureAccess to GrProcessor::TextureSampler.Gravatar Brian Salomon2016-11-17
| | | | | | | | | | | Renames vars and methods that used the work "access" to refer to this type. GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=4931 Change-Id: Ibcf488fbd445c5119fc13d190544cd98981bdbee Reviewed-on: https://skia-review.googlesource.com/4931 Commit-Queue: Brian Salomon <bsalomon@google.com> Reviewed-by: Greg Daniel <egdaniel@google.com>
* Rename GrTextureBufferSampler to GrBufferSamplerGravatar csmartdalton2016-11-16
| | | | | | | | | | | | | | Just a simple renaming to reinforce the Ganesh notion that a buffer access is not related to a texture. BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=4879 Change-Id: I3f12b6eccff744e246618be0a7abf41c4a1228a1 Reviewed-on: https://skia-review.googlesource.com/4879 Reviewed-by: Brian Salomon <bsalomon@google.com> Commit-Queue: Chris Dalton <csmartdalton@google.com>
* Revert "Revert "Limit GL_TEXTURE_RECTANGLE filtering to bilinear.""Gravatar Brian Salomon2016-11-07
| | | | | | | | | | | | | | | | | | | | | | | This reverts commit ce4d04ae8eace6ba53ff8b8c8d8f4a2e6af4e59f. BUG=skia:5932 Original CL description: > >Limit GL_TEXTURE_RECTANGLE filtering to bilinear. > >Adds a clamp for GrTexture filtering that can be set by a subclass at construction. The clamping is performed by GrTextureParams. GrGLTexture limits filtering to bilinear for rectangle and external textures. > >Also moves samplerType() to GrTexturePriv from GrTexture. > >BUG=skia:5932 GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=4455 Change-Id: I4a9f4abac44979cb900f5b04fe741524eade66b1 Reviewed-on: https://skia-review.googlesource.com/4455 Reviewed-by: Brian Salomon <bsalomon@google.com> Commit-Queue: Brian Salomon <bsalomon@google.com>
* Revert "Limit GL_TEXTURE_RECTANGLE filtering to bilinear."Gravatar Ben Wagner2016-11-06
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This reverts commit 4d53c44aa6e8e0d1b6537f83e4287e5a1423ac75. Reason for revert: Depends on https://skia-review.googlesource.com/c/4383/ which I need to revert. Original change's description: > Limit GL_TEXTURE_RECTANGLE filtering to bilinear. > > Adds a clamp for GrTexture filtering that can be set by a subclass at construction. The clamping is performed by GrTextureParams. GrGLTexture limits filtering to bilinear for rectangle and external textures. > > Also moves samplerType() to GrTexturePriv from GrTexture. > > BUG=skia:5932 > > GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=4352 > > Change-Id: I1f023d4f4133e7eb393367580c0558257e56c8db > Reviewed-on: https://skia-review.googlesource.com/4352 > Commit-Queue: Brian Salomon <bsalomon@google.com> > Reviewed-by: Chris Dalton <csmartdalton@google.com> > TBR=bsalomon@google.com,csmartdalton@google.com,reviews@skia.org NOPRESUBMIT=true NOTREECHECKS=true NOTRY=true BUG=662630 Change-Id: I012aa208594ccff0bb81bece8110a38e1f83ae00 Reviewed-on: https://skia-review.googlesource.com/4444 Commit-Queue: Ben Wagner <benjaminwagner@google.com> Reviewed-by: Ben Wagner <benjaminwagner@google.com>
* Limit GL_TEXTURE_RECTANGLE filtering to bilinear.Gravatar Brian Salomon2016-11-04
| | | | | | | | | | | | | | | Adds a clamp for GrTexture filtering that can be set by a subclass at construction. The clamping is performed by GrTextureParams. GrGLTexture limits filtering to bilinear for rectangle and external textures. Also moves samplerType() to GrTexturePriv from GrTexture. BUG=skia:5932 GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=4352 Change-Id: I1f023d4f4133e7eb393367580c0558257e56c8db Reviewed-on: https://skia-review.googlesource.com/4352 Commit-Queue: Brian Salomon <bsalomon@google.com> Reviewed-by: Chris Dalton <csmartdalton@google.com>
* Stop aggregating texture/buffer access objects in GrFragmentProcessor parents.Gravatar bsalomon2016-09-26
| | | | | | | BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2349243002 Review-Url: https://codereview.chromium.org/2365943003
* Stop flattening GrCoordTransforms in parent GrFragmentProcessors.Gravatar bsalomon2016-09-20
| | | | | | | | This changes moves to a model that iterates over GrCTs in a GrFP hierarchy when inserting transformations by GrGLSLPrimitiveProcessors. GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2339203002 Committed: https://skia.googlesource.com/skia/+/d91237ee051523f439238042674ade99207fe4a6 Review-Url: https://codereview.chromium.org/2339203002
* Revert of Stop flattening GrCoordTransforms in parent GrFragmentProcessors. ↵Gravatar bsalomon2016-09-19
| | | | | | | | | | | | | | | | | | | | | | | | (patchset #3 id:40001 of https://codereview.chromium.org/2339203002/ ) Reason for revert: Crashing blink https://codereview.chromium.org/2351743002/ Original issue's description: > Stop flattening GrCoordTransforms in parent GrFragmentProcessors. > > This changes moves to a model that iterates over GrCTs in a GrFP hierarchy when inserting transformations by GrGLSLPrimitiveProcessors. > GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2339203002 > > Committed: https://skia.googlesource.com/skia/+/d91237ee051523f439238042674ade99207fe4a6 TBR=egdaniel@google.com,robertphillips@google.com # Skipping CQ checks because original CL landed less than 1 days ago. NOPRESUBMIT=true NOTREECHECKS=true NOTRY=true Review-Url: https://codereview.chromium.org/2351753002
* Stop flattening GrCoordTransforms in parent GrFragmentProcessors.Gravatar bsalomon2016-09-19
| | | | | | | This changes moves to a model that iterates over GrCTs in a GrFP hierarchy when inserting transformations by GrGLSLPrimitiveProcessors. GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2339203002 Review-Url: https://codereview.chromium.org/2339203002
* Remove GrPrimitiveProcessor::hasTransformedLocalCoordsGravatar bsalomon2016-09-12
| | | | | | GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2327613002 Review-Url: https://codereview.chromium.org/2327613002
* Add GM/slide to simulate Android-style reveal clipGravatar robertphillips2016-09-08
| | | | | | | | | Hopefully, this will let us play w/ geometric and shader-based solutions. GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2316593003 Committed: https://skia.googlesource.com/skia/+/ffac5c4aae18fc706e4077763c190a89c8507fb0 Review-Url: https://codereview.chromium.org/2316593003
* Add alternative ambient shadow method to Android shadow sampleGravatar jvanverth2016-08-17
| | | | | | | | TBR=bsalomon@google.com BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2249973003 Review-Url: https://codereview.chromium.org/2249973003
* LightingShader and NormalSource comment and style fixesGravatar dvonbeck2016-08-11
| | | | | | | BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2237963002 Review-Url: https://codereview.chromium.org/2237963002
* Split distance vector into direction and magnitude componentsGravatar dvonbeck2016-08-08
| | | | | | | | | The vector was split because the vector's users need it split, and we were creating it from the split components in the first place, so it made sense to skip that step. BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2223053002 Review-Url: https://codereview.chromium.org/2223053002
* GrFP can express distance vector field req., program builder declares ↵Gravatar dvonbeck2016-08-01
| | | | | | | | | | | | | | | | | | | | | variable for it This update allows fragment processors to require a field of vectors to the nearest edge. This requirement propagates: - from child FPs to their parent - from parent FPs to the GrPaint - from GrPaint through the PipelineBuilder into GrPipeline - acessed from GrPipeline by GrGLSLProgramBuilder GrGLSL generates a variable for the distance vector and passes it down to the GeometryProcessor->emitCode() method. This CL's base is the CL for adding the BevelNormalSource API: https://codereview.chromium.org/2080993002 BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2114993002 Committed: https://skia.googlesource.com/skia/+/4ef6dfa7089c092c67b0d5ec34e89c1e319af196 Review-Url: https://codereview.chromium.org/2114993002
* Revert of GrFP can express distance vector field req., program builder ↵Gravatar mtklein2016-07-30
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | declares variable for it (patchset #20 id:370001 of https://codereview.chromium.org/2114993002/ ) Reason for revert: UBSAN says we're reading a bad bool here: bool usesDistanceVectorField() const { return fUsesDistanceVectorField; } ../../../include/gpu/GrPaint.h:83:51: runtime error: load of value 239, which is not a valid value for type 'bool' SUMMARY: AddressSanitizer: undefined-behavior ../../../include/gpu/GrPaint.h:83:51 in Seems likely also the root of Valgrind failure: https://luci-milo.appspot.com/swarming/task/30522e4f2241cb10 Original issue's description: > GrFP can express distance vector field req., program builder declares variable for it > > This update allows fragment processors to require a field of vectors to the nearest edge. This requirement propagates: > > - from child FPs to their parent > - from parent FPs to the GrPaint > - from GrPaint through the PipelineBuilder into GrPipeline > - acessed from GrPipeline by GrGLSLProgramBuilder > > GrGLSL generates a variable for the distance vector and passes it down to the GeometryProcessor->emitCode() method. > > This CL's base is the CL for adding the BevelNormalSource API: https://codereview.chromium.org/2080993002 > > BUG=skia: > GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2114993002 > > Committed: https://skia.googlesource.com/skia/+/4ef6dfa7089c092c67b0d5ec34e89c1e319af196 TBR=egdaniel@google.com,robertphillips@google.com,bsalomon@google.com,dvonbeck@google.com # Not skipping CQ checks because original CL landed more than 1 days ago. BUG=skia: Review-Url: https://codereview.chromium.org/2201613002
* GrFP can express distance vector field req., program builder declares ↵Gravatar dvonbeck2016-07-29
| | | | | | | | | | | | | | | | | | | | variable for it This update allows fragment processors to require a field of vectors to the nearest edge. This requirement propagates: - from child FPs to their parent - from parent FPs to the GrPaint - from GrPaint through the PipelineBuilder into GrPipeline - acessed from GrPipeline by GrGLSLProgramBuilder GrGLSL generates a variable for the distance vector and passes it down to the GeometryProcessor->emitCode() method. This CL's base is the CL for adding the BevelNormalSource API: https://codereview.chromium.org/2080993002 BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2114993002 Review-Url: https://codereview.chromium.org/2114993002
* Add Texture2D and Sampler GrSLTypesGravatar egdaniel2016-07-13
| | | | | | | | | | | | | | | | | | | | | | | | These two new types are in support of Vulkan and the ability to send separate texture and sampler uniforms to the shader. They don't really fit well in the current system, since the current system ties together to idea of intended use and how to emit shader code into the same GrSLType enum. In vulkan, I want the GrGLSLSampler object to be used as a Sampler2D, but when appending its declaration it will emit a Texture2D and sampler object. Our query for GrSLTypeIsSamplerType refers more to the combination of texture and sampler and not just the sampler part. The GrSLTypeIs2DTextureType query is for is a a SamplerType that uses Texture2Ds. My new types don't really fit into either these categories as they are just half of the whole. In some refactoring down the road (possibly connected with SkSL), I suggest we split apart the concept of how we intend to use a GrGLSLSampler (Sampler2D, SamplerBuffer, etc.), from how we actually add it to the code (sampler, texture2D, sampler2D, etc.). BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2143143002 Review-Url: https://codereview.chromium.org/2143143002
* 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
* Implement texel buffersGravatar cdalton2016-04-11
| | | | | | | | | | Adds a mechanism for processors to add buffer accesses and implements them in the GL backend. BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1870893002 Review URL: https://codereview.chromium.org/1870893002
* Rename EmitArgs::fSamplers to fTexSamplersGravatar cdalton2016-04-11
| | | | | | | | | | | Renames fSamplers to fTexSamplers in GrProcessor EmitArgs, and renames GrGLSLTextureSampler to GrGLSLSampler. This will allow us to add a second array of buffer samplers. BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1862373003 Review URL: https://codereview.chromium.org/1862373003
* Infer sampler precision from pixel configGravatar cdalton2016-04-11
| | | | | | | | | | | Adds a "samplerPrecision" method to GrGLSLCaps and updates GrGLSLProgramBuilder to infer a sampler's precision based on its config and visibility. BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1846963004 Review URL: https://codereview.chromium.org/1846963004
* Style bikeshed - remove extraneous whitespaceGravatar halcanary2016-03-29
| | | | | | GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1842753002 Review URL: https://codereview.chromium.org/1842753002
* Update how we send draws to gpu backend to reduce state setting.Gravatar egdaniel2016-03-17
| | | | | | | | | The main change here is that we pull primitive type off of the vertices, we set the gpu state on gpu once per pipeline/prim proc draw batch, and we create the ProgramDescriptor only for the Cache/ProgramBuilder. BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1806983002 Review URL: https://codereview.chromium.org/1806983002
* Add sampler precision to GrTextureAccessGravatar cdalton2016-03-11
| | | | | | | BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1784023002 Review URL: https://codereview.chromium.org/1784023002
* Add support for vertex and geometry shader texturesGravatar cdalton2016-03-11
| | | | | | | | | | | Adds a visibility bitfield to GrTextureAccess that controls in which shaders the texture should be accessible. Also adds caps and validation to ensure we don't exceed texture limits. BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1782583002 Review URL: https://codereview.chromium.org/1782583002
* Add "sample locations" feature to GrProcessorGravatar cdalton2016-03-07
| | | | | | | | | | | | Adds a "sample locations" feature to GrProcessor. When enabled, this allows a processor to know inside the shader where all the samples are located. Also adds various infastructure to query, cache, and identify multisample data. BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1717393002 Review URL: https://codereview.chromium.org/1717393002
* Replace fWillReadFragmentPosition with a bitfieldGravatar cdalton2016-02-26
| | | | | | | | | | | | Replaces fWillReadFragmentPosition on GrProcessor with a "RequiredFeatures" bitfield. This will allow us to add additional built-in features. Completely removes information about reading the fragment position from GrPipeline and GrProcOptInfo. BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1734163002 Review URL: https://codereview.chromium.org/1734163002
* Add GrShaderFlags enumGravatar cdalton2016-02-11
| | | | | | | | | Replaces GrGLSLUniformHandler::ShaderVisibility with GrShaderFlags. BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1684063006 Review URL: https://codereview.chromium.org/1684063006
* Finalize gpu shaders in ProgramBuilding.Gravatar egdaniel2016-02-10
| | | | | | | BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1689703002 Review URL: https://codereview.chromium.org/1689703002
* added support for PLS path renderingGravatar ethannicholas2016-01-30
| | | | | | | | | BUG=skia:3555 GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1541903002 Committed: https://skia.googlesource.com/skia/+/7df3f5e127f8016d17b637cc48a6a4718f1a6822 Review URL: https://codereview.chromium.org/1541903002
* Revert of added support for PLS path rendering (patchset #16 id:360001 of ↵Gravatar ethannicholas2016-01-22
| | | | | | | | | | | | | | | | | | | | | | | | | https://codereview.chromium.org/1541903002/ ) Reason for revert: ASAN failure at src/gpu/GrXferProcessor.cpp:224 Original issue's description: > added support for PLS path rendering > > BUG=skia:3555 > GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1541903002 > > Committed: https://skia.googlesource.com/skia/+/7df3f5e127f8016d17b637cc48a6a4718f1a6822 TBR=bsalomon@google.com,egdaniel@google.com,joshualitt@chromium.org # Skipping CQ checks because original CL landed less than 1 days ago. NOPRESUBMIT=true NOTREECHECKS=true NOTRY=true BUG=skia:3555 GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1626553002 Review URL: https://codereview.chromium.org/1626553002
* added support for PLS path renderingGravatar ethannicholas2016-01-22
| | | | | | | BUG=skia:3555 GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1541903002 Review URL: https://codereview.chromium.org/1541903002
* Move some program building utils from GL to GLSLGravatar egdaniel2016-01-13
| | | | | | | BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1535603006 Review URL: https://codereview.chromium.org/1535603006
* Create GLSLUniformHandler class for gpu backendGravatar egdaniel2015-12-03
| | | | | | BUG=skia: Review URL: https://codereview.chromium.org/1490283004
* Make GrGLSLProgramBuilder base class for GrGLProgramBuilder.Gravatar egdaniel2015-11-11
This CL still keeps the weird diamond shape we have for all our ProgramBuilders. However, the GrGLSL base class will allow us to pull multiple other parts of our program setup away from GL which will eventually allow us to break up the diamond. As part of this all ShaderBuilder subclass have been made gl independent, however I will move them to GLSL files/class names in a follow on CL. BUG=skia: Review URL: https://codereview.chromium.org/1416423003