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1 /* | 1 /* |
2 * Copyright 2012 Google Inc. | 2 * Copyright 2012 Google Inc. |
3 * | 3 * |
4 * Use of this source code is governed by a BSD-style license that can be | 4 * Use of this source code is governed by a BSD-style license that can be |
5 * found in the LICENSE file. | 5 * found in the LICENSE file. |
6 */ | 6 */ |
7 | 7 |
8 #ifndef GrGLShaderBuilder_DEFINED | 8 #ifndef GrGLShaderBuilder_DEFINED |
9 #define GrGLShaderBuilder_DEFINED | 9 #define GrGLShaderBuilder_DEFINED |
10 | 10 |
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73 }; | 73 }; |
74 | 74 |
75 typedef SkTArray<TextureSampler> TextureSamplerArray; | 75 typedef SkTArray<TextureSampler> TextureSamplerArray; |
76 | 76 |
77 enum ShaderType { | 77 enum ShaderType { |
78 kVertex_ShaderType = 0x1, | 78 kVertex_ShaderType = 0x1, |
79 kGeometry_ShaderType = 0x2, | 79 kGeometry_ShaderType = 0x2, |
80 kFragment_ShaderType = 0x4, | 80 kFragment_ShaderType = 0x4, |
81 }; | 81 }; |
82 | 82 |
83 GrGLShaderBuilder(const GrGLContextInfo&, GrGLUniformManager&); | 83 GrGLShaderBuilder(const GrGLContextInfo&, GrGLUniformManager&, bool explicit
LocalCoords); |
84 | 84 |
85 /** | 85 /** |
86 * Called by GrGLEffects to add code to one of the shaders. | 86 * Called by GrGLEffects to add code to one of the shaders. |
87 */ | 87 */ |
88 void vsCodeAppendf(const char format[], ...) SK_PRINTF_LIKE(2, 3) { | 88 void vsCodeAppendf(const char format[], ...) SK_PRINTF_LIKE(2, 3) { |
89 va_list args; | 89 va_list args; |
90 va_start(args, format); | 90 va_start(args, format); |
91 this->codeAppendf(kVertex_ShaderType, format, args); | 91 this->codeAppendf(kVertex_ShaderType, format, args); |
92 va_end(args); | 92 va_end(args); |
93 } | 93 } |
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198 | 198 |
199 /** Returns a variable name that represents the position of the fragment in
the FS. The position | 199 /** Returns a variable name that represents the position of the fragment in
the FS. The position |
200 is in device space (e.g. 0,0 is the top left and pixel centers are at ha
lf-integers). */ | 200 is in device space (e.g. 0,0 is the top left and pixel centers are at ha
lf-integers). */ |
201 const char* fragmentPosition(); | 201 const char* fragmentPosition(); |
202 | 202 |
203 /** Returns a vertex attribute that represents the vertex position in the VS
. This is the | 203 /** Returns a vertex attribute that represents the vertex position in the VS
. This is the |
204 pre-matrix position and is commonly used by effects to compute texture c
oords via a matrix. | 204 pre-matrix position and is commonly used by effects to compute texture c
oords via a matrix. |
205 */ | 205 */ |
206 const GrGLShaderVar& positionAttribute() const { return *fPositionVar; } | 206 const GrGLShaderVar& positionAttribute() const { return *fPositionVar; } |
207 | 207 |
| 208 /** Returns a vertex attribute that represents the local coords in the VS. T
his may be the same |
| 209 as positionAttribute() or it may not be. It depends upon whether the ren
dering code |
| 210 specified explicit local coords or not in the GrDrawState. */ |
| 211 const GrGLShaderVar& localCoordsAttribute() const { return *fLocalCoordsVar;
} |
| 212 |
| 213 /** |
| 214 * Are explicit local coordinates provided as input to the vertex shader. |
| 215 */ |
| 216 bool hasExplicitLocalCoords() const { return (fLocalCoordsVar != fPositionVa
r); } |
| 217 |
208 /** | 218 /** |
209 * Interfaces used by GrGLProgram. | 219 * Interfaces used by GrGLProgram. |
210 * TODO: Hide these from the GrEffects using friend or splitting this into t
wo related classes. | 220 * TODO: Hide these from the GrEffects using friend or splitting this into t
wo related classes. |
211 * Also, GrGLProgram's shader string construction should be moved to this cl
ass. | 221 * Also, GrGLProgram's shader string construction should be moved to this cl
ass. |
212 */ | 222 */ |
213 | 223 |
214 /** Called after building is complete to get the final shader string. */ | 224 /** Called after building is complete to get the final shader string. */ |
215 void getShader(ShaderType, SkString*) const; | 225 void getShader(ShaderType, SkString*) const; |
216 | 226 |
217 void setCurrentStage(int stageIdx) { fCurrentStageIdx = stageIdx; } | 227 void setCurrentStage(int stageIdx) { fCurrentStageIdx = stageIdx; } |
218 void setNonStage() { fCurrentStageIdx = kNonStageIdx; } | 228 void setNonStage() { fCurrentStageIdx = kNonStageIdx; } |
219 // TODO: move remainder of shader code generation to this class and call thi
s privately | 229 // TODO: move remainder of shader code generation to this class and call thi
s privately |
220 // Handles of sampler uniforms generated for the effect are appended to samp
lerHandles. | 230 // Handles of sampler uniforms generated for the effect are appended to samp
lerHandles. |
221 GrGLEffect* createAndEmitGLEffect( | 231 GrGLEffect* createAndEmitGLEffect( |
222 const GrEffectStage& stage, | 232 const GrEffectStage& stage, |
223 GrBackendEffectFactory::EffectKey key, | 233 GrBackendEffectFactory::EffectKey key, |
224 const char* fsInColor, // NULL means no incoming
color | 234 const char* fsInColor, // NULL means no incoming
color |
225 const char* fsOutColor, | 235 const char* fsOutColor, |
226 const char* vsInCoord, | |
227 SkTArray<GrGLUniformManager::UniformHandle, true
>* samplerHandles); | 236 SkTArray<GrGLUniformManager::UniformHandle, true
>* samplerHandles); |
228 GrGLUniformManager::UniformHandle getRTHeightUniform() const { return fRTHei
ghtUniform; } | 237 GrGLUniformManager::UniformHandle getRTHeightUniform() const { return fRTHei
ghtUniform; } |
229 | 238 |
230 struct AttributePair { | 239 struct AttributePair { |
231 void set(int index, const SkString& name) { | 240 void set(int index, const SkString& name) { |
232 fIndex = index; fName = name; | 241 fIndex = index; fName = name; |
233 } | 242 } |
234 int fIndex; | 243 int fIndex; |
235 SkString fName; | 244 SkString fName; |
236 }; | 245 }; |
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283 SkString fFSCode; | 292 SkString fFSCode; |
284 SkString fVSCode; | 293 SkString fVSCode; |
285 SkString fGSCode; | 294 SkString fGSCode; |
286 | 295 |
287 bool fSetupFragPosition; | 296 bool fSetupFragPosition; |
288 GrGLUniformManager::UniformHandle fRTHeightUniform; | 297 GrGLUniformManager::UniformHandle fRTHeightUniform; |
289 | 298 |
290 SkSTArray<10, AttributePair, true> fEffectAttributes; | 299 SkSTArray<10, AttributePair, true> fEffectAttributes; |
291 | 300 |
292 GrGLShaderVar* fPositionVar; | 301 GrGLShaderVar* fPositionVar; |
| 302 GrGLShaderVar* fLocalCoordsVar; |
| 303 |
293 }; | 304 }; |
294 | 305 |
295 #endif | 306 #endif |
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