/* * Copyright 2015 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "GrGLSLFragmentProcessor.h" #include "GrFragmentProcessor.h" #include "GrProcessor.h" #include "glsl/GrGLSLFragmentShaderBuilder.h" #include "glsl/GrGLSLUniformHandler.h" void GrGLSLFragmentProcessor::setData(const GrGLSLProgramDataManager& pdman, const GrFragmentProcessor& processor) { this->onSetData(pdman, processor); SkASSERT(fChildProcessors.count() == processor.numChildProcessors()); for (int i = 0; i < fChildProcessors.count(); ++i) { fChildProcessors[i]->setData(pdman, processor.childProcessor(i)); } } void GrGLSLFragmentProcessor::emitChild(int childIndex, const char* inputColor, EmitArgs& args) { this->internalEmitChild(childIndex, inputColor, args.fOutputColor, args); } void GrGLSLFragmentProcessor::emitChild(int childIndex, const char* inputColor, SkString* outputColor, EmitArgs& args) { SkASSERT(outputColor); GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder; outputColor->append(fragBuilder->getMangleString()); fragBuilder->codeAppendf("vec4 %s;", outputColor->c_str()); this->internalEmitChild(childIndex, inputColor, outputColor->c_str(), args); } void GrGLSLFragmentProcessor::internalEmitChild(int childIndex, const char* inputColor, const char* outputColor, EmitArgs& args) { GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder; fragBuilder->onBeforeChildProcEmitCode(); // call first so mangleString is updated const GrFragmentProcessor& childProc = args.fFp.childProcessor(childIndex); /* * We now want to find the subset of coords and samplers that belong to the child and its * descendants and put that into childCoords and childSamplers. To do so, we'll do a forwards * linear search. * * Explanation: * Each GrFragmentProcessor has a copy of all the transforms and textures of itself and * all procs in its subtree. For example, suppose we have frag proc A, who has two children B * and D. B has a child C, and D has two children E and F. Each frag proc's transforms array * contains its own transforms, followed by the transforms of all its descendants (i.e. preorder * traversal). Suppose procs A, B, C, D, E, F have 1, 2, 1, 1, 3, 2 transforms respectively. * * (A) * [a1,b1,b2,c1,d1,e1,e2,e3,f1,f2] * / \ * / \ * (B) (D) * [b1,b2,c1] [d1,e1,e2,e3,f1,f2] * / / \ * / / \ * (C) (E) (F) * [c1] [e1,e2,e3] [f1,f2] * * So if we're inside proc A's emitCode, and A is about to call emitCode on proc D, we want the * EmitArgs that's passed onto D to only contain its and its descendants' coords. The * EmitArgs given to A would contain the transforms [a1,b1,b2,c1,d1,e1,e2,e3,f1,f2], and we want * to extract the subset [d1,e1,e2,e3,f1,f2] to pass on to D. We can do this with a linear * search since we know that A has 1 transform (using A.numTransformsExclChildren()), and B's * subtree has 3 transforms (using B.numTransforms()), so we know the start of D's transforms is * 4 after the start of A's transforms. * Textures work the same way as transforms. */ int firstCoordAt = args.fFp.numTransformsExclChildren(); int firstSamplerAt = args.fFp.numTexturesExclChildren(); for (int i = 0; i < childIndex; ++i) { firstCoordAt += args.fFp.childProcessor(i).numTransforms(); firstSamplerAt += args.fFp.childProcessor(i).numTextures(); } GrGLSLTransformedCoordsArray childCoords; TextureSamplerArray childSamplers; if (childProc.numTransforms() > 0) { childCoords.push_back_n(childProc.numTransforms(), &args.fCoords[firstCoordAt]); } if (childProc.numTextures() > 0) { childSamplers.push_back_n(childProc.numTextures(), &args.fSamplers[firstSamplerAt]); } // emit the code for the child in its own scope fragBuilder->codeAppend("{\n"); fragBuilder->codeAppendf("// Child Index %d (mangle: %s): %s\n", childIndex, fragBuilder->getMangleString().c_str(), childProc.name()); EmitArgs childArgs(fragBuilder, args.fUniformHandler, args.fGLSLCaps, childProc, outputColor, inputColor, childCoords, childSamplers); this->childProcessor(childIndex)->emitCode(childArgs); fragBuilder->codeAppend("}\n"); fragBuilder->onAfterChildProcEmitCode(); }