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path: root/src/gpu/glsl/GrGLSLShaderBuilder.cpp
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* Refactor GrColorSpaceXformHelperGravatar Brian Osman2017-03-08
| | | | | | | | | | | | | | | Nonlinear blending mode is going to (sometimes) require additional uniforms and shader code for color space transformation. This change just alters the usage of the helper struct so that we can hide any new logic (without having to change all the FPs that use it). BUG=skia: Change-Id: I913478a387973f5bad5aa09a29f85d21daacab94 Reviewed-on: https://skia-review.googlesource.com/9414 Reviewed-by: Robert Phillips <robertphillips@google.com> Commit-Queue: Brian Osman <brianosman@google.com>
* Add GrGLSLShaderBuilder::declareGlobalGravatar csmartdalton2017-02-10
| | | | | | | | | BUG=skia: Change-Id: I75eeb7cbd1bf157c463e5e80b4560a953b7883e8 Reviewed-on: https://skia-review.googlesource.com/8245 Reviewed-by: Brian Salomon <bsalomon@google.com> Commit-Queue: Chris Dalton <csmartdalton@google.com>
* Clamp premul colors correctly after a gamut changeGravatar Brian Osman2017-01-04
| | | | | | | | | | | | | | | Textures that we sample on the GPU are always premul, so we should actually clamp to alpha. Colors that are xformed on the CPU are always unpremul, so clamping to [0,1] is correct. Add a comment explaining that. BUG=skia: Change-Id: I180f2d410f24afc78bd03ab8636a83fb443d68e2 Reviewed-on: https://skia-review.googlesource.com/6581 Commit-Queue: Brian Osman <brianosman@google.com> Reviewed-by: Mike Klein <mtklein@chromium.org>
* Merge GrGLSLCaps into GrShaderCapsGravatar Brian Salomon2016-11-29
| | | | | | | | | GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=5121 Change-Id: If8d13638f80f42161cbc766a2666c5789e5772c8 Reviewed-on: https://skia-review.googlesource.com/5121 Reviewed-by: Ethan Nicholas <ethannicholas@google.com> Commit-Queue: Brian Salomon <bsalomon@google.com>
* Reland image storage with fixes.Gravatar Brian Salomon2016-11-29
| | | | | | | | | | | | | Revert "Revert "Initial OpenGL Image support."" This reverts commit 59dc41175d99d0a31c046aec0c26c4d82a3a3574. BUG=skia: Change-Id: Ibe3c87ce7f746f065fdbcc5a518388cc291112f5 Reviewed-on: https://skia-review.googlesource.com/5131 Reviewed-by: Ethan Nicholas <ethannicholas@google.com> Commit-Queue: Brian Salomon <bsalomon@google.com>
* removed textureProj() and legacy texture functions from skslGravatar Ethan Nicholas2016-11-28
| | | | | | | | | | | BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=5120 Change-Id: I21b111d54becaca845134376e54a5a7c0a6cd6c8 Reviewed-on: https://skia-review.googlesource.com/5120 Reviewed-by: Brian Salomon <bsalomon@google.com> Commit-Queue: Ethan Nicholas <ethannicholas@google.com>
* 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>
* removed appendPrecisionModifierGravatar Ethan Nicholas2016-11-22
| | | | | | | | | | | | | | | skslc always provides support for precision modifiers (ignoring them if unsupported on the target platform), so the Skia appendPrecisionModifier function was redundant. BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=5117 Change-Id: I4bcbd47ef8d1f4f1b055086d4c9050254584b48c Reviewed-on: https://skia-review.googlesource.com/5117 Reviewed-by: Brian Salomon <bsalomon@google.com> Commit-Queue: Ethan Nicholas <ethannicholas@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>
* Two changes:Gravatar brianosman2016-09-12
| | | | | | | | | | | | | | | | | 1. Remove special premul handling from gamut xform code Alpha is a constant, so the gamut transformation results remain unchanged (it distributes across the linear matrix multiply). 2. Use SkMatrix44 rather than array of floats Preserves semantic intention, and makes upcoming code (where we transform colors on the CPU by that matrix) simpler. BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2329553002 Review-Url: https://codereview.chromium.org/2329553002
* Fix color gamut xform matrices in GPU codeGravatar brianosman2016-09-09
| | | | | | | | | | | Now that we're not storing them transposed, we can plumb them to the shader column-major all the way, and then multiply colors on the right, as it should be. BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2326093002 Review-Url: https://codereview.chromium.org/2326093002
* Add color gamut xform helpers to GrGLSLShaderBuilderGravatar brianosman2016-09-07
| | | | | | | | | | | | | | New helper functions inject the necessary shader function. Texture lookup functions can now insert the gamut xform at the appropriate place, too. As written, could be used to transform non-texture colors (e.g. vertex colors) as well. BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2180803005 Review-Url: https://codereview.chromium.org/2180803005
* 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
* Add GLSL support for texelFetchGravatar cdalton2016-04-11
| | | | | | | | | | | Adds a cap and builder methods for texelFetch. This is required for texel buffers. Also moves the texel buffer cap into the general shader caps, and adds glTexBufferRange to the GL interface. BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1869063005 Review URL: https://codereview.chromium.org/1869063005
* 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
* Add appendPrecisionModifier method to GrGLSLShaderBuilderGravatar cdalton2016-04-11
| | | | | | | BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1881513002 Review URL: https://codereview.chromium.org/1881513002
* 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
* Add gl_SampleMask functionality to fragment buildersGravatar cdalton2016-02-22
| | | | | | | | | | | Adds methods for overriding and masking a fragment's sample mask. BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1690963003 Committed: https://skia.googlesource.com/skia/+/533cefe5b9c7cec2592fc7ca00ee4cf69a26c094 Review URL: https://codereview.chromium.org/1690963003
* Revert of Add infastructure for gl_SampleMask (patchset #6 id:100001 of ↵Gravatar benjaminwagner2016-02-12
| | | | | | | | | | | | | | | | | | | | | | | | https://codereview.chromium.org/1690963003/ ) Reason for revert: Several bots failing with error 'invalid profile "es" for version 320'. Original issue's description: > Add infastructure for gl_SampleMask > > BUG=skia: > GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1690963003 > > Committed: https://skia.googlesource.com/skia/+/533cefe5b9c7cec2592fc7ca00ee4cf69a26c094 TBR=egdaniel@google.com,bsalomon@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/1693113002
* Add infastructure for gl_SampleMaskGravatar cdalton2016-02-12
| | | | | | | BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1690963003 Review URL: https://codereview.chromium.org/1690963003
* 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
* Texturing support for RECTANGLE textures.Gravatar bsalomon2016-01-20
| | | | | | | | | | | | | | Uses textureSize() to unnormalize texture coords when reading from a RECTANGLE texture. Because of this we also require a later GLSL version to use rectangle textures (1.40). Note that this causes a issue with the bicubic effect. The texture coords seem to have poor precision and the result is ugly. textureSize() is intended as a workaround until effects can be updated to handle unnormalized coords themselves. Updates places where we were looking for OpenGL version 3.2 for rectangle support. It was actually added in 3.1. BUG=skia:3868 GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1594483003 Review URL: https://codereview.chromium.org/1594483003
* Beginning of support for texture rectangles.Gravatar bsalomon2016-01-14
| | | | | | | | | | | | | Adds support for importing a RECTANGLE texture into Skia via GrTexureProvider::wrapBackendTexture(). Tests read/writing pixels, copySurface, and clear. Does not add support for texturing from a RECTANGLE texture as the coords will be incorrectly normalized. BUG=skia:3868 GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1583863002 Review URL: https://codereview.chromium.org/1583863002
* Add a class representing texture swizzle.Gravatar bsalomon2016-01-08
| | | | | | | | | | | Store config swizzle GrGLCaps and shader swizzles in GrGLSLCaps. Remove GrTextureAccess's swizzle and update users of it to swizzle in their shader code. GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1567733005 Committed: https://skia.googlesource.com/skia/+/1a1efeacf7cc94a8c2977114dfe230fed3efc105 Review URL: https://codereview.chromium.org/1567733005
* Revert of Add a class representing texture swizzle. (patchset #6 id:100001 ↵Gravatar mtklein2016-01-08
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | of https://codereview.chromium.org/1567733005/ ) Reason for revert: Shader compilation failures when implicitly converting vec4 to float. https://uberchromegw.corp.google.com/i/client.skia/builders/Test-Win8-MSVC-ShuttleA-GPU-GTX960-x86_64-Debug/builds/3266/steps/dm/logs/stdio https://uberchromegw.corp.google.com/i/client.skia.android/builders/Test-Android-GCC-Nexus6-GPU-Adreno420-Arm7-Debug/builds/3154/steps/dm/logs/stdio Original issue's description: > Add a class representing texture swizzle. > > Store config swizzle GrGLCaps and shader swizzles in GrGLSLCaps. > > Remove GrTextureAccess's swizzle and update users of it to swizzle in their shader code. > GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1567733005 > > Committed: https://skia.googlesource.com/skia/+/1a1efeacf7cc94a8c2977114dfe230fed3efc105 TBR=egdaniel@google.com,bsalomon@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/1569393002
* Add a class representing texture swizzle.Gravatar bsalomon2016-01-08
| | | | | | | | | Store config swizzle GrGLCaps and shader swizzles in GrGLSLCaps. Remove GrTextureAccess's swizzle and update users of it to swizzle in their shader code. GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1567733005 Review URL: https://codereview.chromium.org/1567733005
* 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
* Move all ShaderBuilder files to GLSLGravatar egdaniel2015-11-11
BUG=skia: Review URL: https://codereview.chromium.org/1438003003