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      1 /*
      2  * Copyright 2015 Google Inc.
      3  *
      4  * Use of this source code is governed by a BSD-style license that can be
      5  * found in the LICENSE file.
      6  */
      7 
      8 #include "GrGLSLFragmentProcessor.h"
      9 #include "GrFragmentProcessor.h"
     10 #include "GrProcessor.h"
     11 #include "glsl/GrGLSLFragmentShaderBuilder.h"
     12 #include "glsl/GrGLSLUniformHandler.h"
     13 
     14 void GrGLSLFragmentProcessor::setData(const GrGLSLProgramDataManager& pdman,
     15                                       const GrFragmentProcessor& processor) {
     16     this->onSetData(pdman, processor);
     17     SkASSERT(fChildProcessors.count() == processor.numChildProcessors());
     18     for (int i = 0; i < fChildProcessors.count(); ++i) {
     19         fChildProcessors[i]->setData(pdman, processor.childProcessor(i));
     20     }
     21 }
     22 
     23 void GrGLSLFragmentProcessor::emitChild(int childIndex, const char* inputColor, EmitArgs& args) {
     24     this->internalEmitChild(childIndex, inputColor, args.fOutputColor, args);
     25 }
     26 
     27 void GrGLSLFragmentProcessor::emitChild(int childIndex, const char* inputColor,
     28                                         SkString* outputColor, EmitArgs& args) {
     29 
     30     SkASSERT(outputColor);
     31     GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder;
     32     outputColor->append(fragBuilder->getMangleString());
     33     fragBuilder->codeAppendf("vec4 %s;", outputColor->c_str());
     34     this->internalEmitChild(childIndex, inputColor, outputColor->c_str(), args);
     35 }
     36 
     37 void GrGLSLFragmentProcessor::internalEmitChild(int childIndex, const char* inputColor,
     38                                                 const char* outputColor, EmitArgs& args) {
     39     GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder;
     40 
     41     fragBuilder->onBeforeChildProcEmitCode();  // call first so mangleString is updated
     42 
     43     const GrFragmentProcessor& childProc = args.fFp.childProcessor(childIndex);
     44 
     45     /*
     46      * We now want to find the subset of coords and samplers that belong to the child and its
     47      * descendants and put that into childCoords and childSamplers. To do so, we'll do a forwards
     48      * linear search.
     49      *
     50      * Explanation:
     51      * Each GrFragmentProcessor has a copy of all the transforms and textures of itself and
     52      * all procs in its subtree. For example, suppose we have frag proc A, who has two children B
     53      * and D. B has a child C, and D has two children E and F. Each frag proc's transforms array
     54      * contains its own transforms, followed by the transforms of all its descendants (i.e. preorder
     55      * traversal). Suppose procs A, B, C, D, E, F have 1, 2, 1, 1, 3, 2 transforms respectively.
     56      *
     57      *                                   (A)
     58      *                        [a1,b1,b2,c1,d1,e1,e2,e3,f1,f2]
     59      *                                  /    \
     60      *                                /        \
     61      *                            (B)           (D)
     62      *                        [b1,b2,c1]   [d1,e1,e2,e3,f1,f2]
     63      *                          /             /    \
     64      *                        /             /        \
     65      *                      (C)          (E)          (F)
     66      *                     [c1]      [e1,e2,e3]      [f1,f2]
     67      *
     68      * So if we're inside proc A's emitCode, and A is about to call emitCode on proc D, we want the
     69      * EmitArgs that's passed onto D to only contain its and its descendants' coords. The
     70      * EmitArgs given to A would contain the transforms [a1,b1,b2,c1,d1,e1,e2,e3,f1,f2], and we want
     71      * to extract the subset [d1,e1,e2,e3,f1,f2] to pass on to D. We can do this with a linear
     72      * search since we know that A has 1 transform (using A.numTransformsExclChildren()), and B's
     73      * subtree has 3 transforms (using B.numTransforms()), so we know the start of D's transforms is
     74      * 4 after the start of A's transforms.
     75      * Textures work the same way as transforms.
     76      */
     77     int firstCoordAt = args.fFp.numTransformsExclChildren();
     78     int firstSamplerAt = args.fFp.numTexturesExclChildren();
     79     for (int i = 0; i < childIndex; ++i) {
     80         firstCoordAt += args.fFp.childProcessor(i).numTransforms();
     81         firstSamplerAt += args.fFp.childProcessor(i).numTextures();
     82     }
     83     GrGLSLTransformedCoordsArray childCoords;
     84     TextureSamplerArray childSamplers;
     85     if (childProc.numTransforms() > 0) {
     86         childCoords.push_back_n(childProc.numTransforms(), &args.fCoords[firstCoordAt]);
     87     }
     88     if (childProc.numTextures() > 0) {
     89         childSamplers.push_back_n(childProc.numTextures(), &args.fSamplers[firstSamplerAt]);
     90     }
     91 
     92     // emit the code for the child in its own scope
     93     fragBuilder->codeAppend("{\n");
     94     fragBuilder->codeAppendf("// Child Index %d (mangle: %s): %s\n", childIndex,
     95                              fragBuilder->getMangleString().c_str(), childProc.name());
     96     EmitArgs childArgs(fragBuilder,
     97                        args.fUniformHandler,
     98                        args.fGLSLCaps,
     99                        childProc,
    100                        outputColor,
    101                        inputColor,
    102                        childCoords,
    103                        childSamplers);
    104     this->childProcessor(childIndex)->emitCode(childArgs);
    105     fragBuilder->codeAppend("}\n");
    106 
    107     fragBuilder->onAfterChildProcEmitCode();
    108 }
    109