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Side by Side Diff: src/gpu/gl/builders/GrGLFragmentShaderBuilder.h

Issue 1438003003: Move all ShaderBuilder files to GLSL (Closed) Base URL: https://skia.googlesource.com/skia.git@glslProgBuild
Patch Set: nits Created 5 years, 1 month ago
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1 /*
2 * Copyright 2014 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 #ifndef GrGLFragmentShaderBuilder_DEFINED
9 #define GrGLFragmentShaderBuilder_DEFINED
10
11 #include "GrGLShaderBuilder.h"
12
13 #include "glsl/GrGLSLProcessorTypes.h"
14
15 class GrRenderTarget;
16 class GrGLSLVarying;
17
18 /*
19 * This base class encapsulates the functionality which the GP uses to build fra gment shaders
20 */
21 class GrGLFragmentBuilder : public GrGLShaderBuilder {
22 public:
23 GrGLFragmentBuilder(GrGLSLProgramBuilder* program)
24 : INHERITED(program)
25 , fHasCustomColorOutput(false)
26 , fHasSecondaryOutput(false) {
27 fSubstageIndices.push_back(0);
28 }
29 virtual ~GrGLFragmentBuilder() {}
30 /**
31 * Use of these features may require a GLSL extension to be enabled. Shaders may not compile
32 * if code is added that uses one of these features without calling enableFe ature()
33 */
34 enum GLSLFeature {
35 kStandardDerivatives_GLSLFeature = 0,
36 kLastGLSLFeature = kStandardDerivatives_GLSLFeature
37 };
38
39 /**
40 * If the feature is supported then true is returned and any necessary #exte nsion declarations
41 * are added to the shaders. If the feature is not supported then false will be returned.
42 */
43 virtual bool enableFeature(GLSLFeature) = 0;
44
45 /**
46 * This returns a variable name to access the 2D, perspective correct versio n of the coords in
47 * the fragment shader. If the coordinates at index are 3-dimensional, it im mediately emits a
48 * perspective divide into the fragment shader (xy / z) to convert them to 2 D.
49 */
50 virtual SkString ensureFSCoords2D(const GrGLSLTransformedCoordsArray& coords , int index) = 0;
51
52
53 /** Returns a variable name that represents the position of the fragment in the FS. The position
54 is in device space (e.g. 0,0 is the top left and pixel centers are at ha lf-integers). */
55 virtual const char* fragmentPosition() = 0;
56
57 /**
58 * Fragment procs with child procs should call these functions before/after calling emitCode
59 * on a child proc.
60 */
61 void onBeforeChildProcEmitCode();
62 void onAfterChildProcEmitCode();
63
64 const SkString& getMangleString() const { return fMangleString; }
65
66 bool hasCustomColorOutput() const { return fHasCustomColorOutput; }
67 bool hasSecondaryOutput() const { return fHasSecondaryOutput; }
68
69 protected:
70 bool fHasCustomColorOutput;
71 bool fHasSecondaryOutput;
72
73 private:
74 /*
75 * State that tracks which child proc in the proc tree is currently emitting code. This is
76 * used to update the fMangleString, which is used to mangle the names of un iforms and functions
77 * emitted by the proc. fSubstageIndices is a stack: its count indicates ho w many levels deep
78 * we are in the tree, and its second-to-last value is the index of the chil d proc at that
79 * level which is currently emitting code. For example, if fSubstageIndices = [3, 1, 2, 0], that
80 * means we're currently emitting code for the base proc's 3rd child's 1st c hild's 2nd child.
81 */
82 SkTArray<int> fSubstageIndices;
83
84 /*
85 * The mangle string is used to mangle the names of uniforms/functions emitt ed by the child
86 * procs so no duplicate uniforms/functions appear in the generated shader p rogram. The mangle
87 * string is simply based on fSubstageIndices. For example, if fSubstageIndi ces = [3, 1, 2, 0],
88 * then the manglestring will be "_c3_c1_c2", and any uniform/function emitt ed by that proc will
89 * have "_c3_c1_c2" appended to its name, which can be interpreted as "base proc's 3rd child's
90 * 1st child's 2nd child".
91 */
92 SkString fMangleString;
93
94 friend class GrGLPathProcessor;
95
96 typedef GrGLShaderBuilder INHERITED;
97 };
98
99 /*
100 * Fragment processor's, in addition to all of the above, may need to use dst co lor so they use
101 * this builder to create their shader. Because this is the only shader builder the FP sees, we
102 * just call it FPShaderBuilder
103 */
104 class GrGLXPFragmentBuilder : public GrGLFragmentBuilder {
105 public:
106 GrGLXPFragmentBuilder(GrGLSLProgramBuilder* program) : INHERITED(program) {}
107
108 /** Returns the variable name that holds the color of the destination pixel. This may be nullptr if
109 no effect advertised that it will read the destination. */
110 virtual const char* dstColor() = 0;
111
112 /** Adds any necessary layout qualifiers in order to legalize the supplied b lend equation with
113 this shader. It is only legal to call this method with an advanced blend equation, and only
114 if these equations are supported. */
115 virtual void enableAdvancedBlendEquationIfNeeded(GrBlendEquation) = 0;
116
117 private:
118 typedef GrGLFragmentBuilder INHERITED;
119 };
120
121 // TODO rename to Fragment Builder
122 class GrGLFragmentShaderBuilder : public GrGLXPFragmentBuilder {
123 public:
124 typedef uint8_t FragPosKey;
125
126 /** Returns a key for reading the fragment location. This should only be cal led if there is an
127 effect that will requires the fragment position. If the fragment position is not required,
128 the key is 0. */
129 static FragPosKey KeyForFragmentPosition(const GrRenderTarget* dst);
130
131 GrGLFragmentShaderBuilder(GrGLSLProgramBuilder* program, uint8_t fragPosKey) ;
132
133 // true public interface, defined explicitly in the abstract interfaces abov e
134 bool enableFeature(GLSLFeature) override;
135 virtual SkString ensureFSCoords2D(const GrGLSLTransformedCoordsArray& coords ,
136 int index) override;
137 const char* fragmentPosition() override;
138 const char* dstColor() override;
139
140 void enableAdvancedBlendEquationIfNeeded(GrBlendEquation) override;
141
142 private:
143 // Private public interface, used by GrGLProgramBuilder to build a fragment shader
144 void enableCustomOutput();
145 void enableSecondaryOutput();
146 const char* getPrimaryColorOutputName() const;
147 const char* getSecondaryColorOutputName() const;
148
149 // As GLProcessors emit code, there are some conditions we need to verify. We use the below
150 // state to track this. The reset call is called per processor emitted.
151 bool hasReadDstColor() const { return fHasReadDstColor; }
152 bool hasReadFragmentPosition() const { return fHasReadFragmentPosition; }
153 void reset() {
154 fHasReadDstColor = false;
155 fHasReadFragmentPosition = false;
156 }
157
158 static const char* DeclaredColorOutputName() { return "fsColorOut"; }
159 static const char* DeclaredSecondaryColorOutputName() { return "fsSecondaryC olorOut"; }
160
161 /*
162 * An internal call for GrGLProgramBuilder to use to add varyings to the ver tex shader
163 */
164 void addVarying(GrGLSLVarying*, GrSLPrecision);
165
166 void onFinalize() override;
167
168 /**
169 * Features that should only be enabled by GrGLFragmentShaderBuilder itself.
170 */
171 enum GLSLPrivateFeature {
172 kFragCoordConventions_GLSLPrivateFeature = kLastGLSLFeature + 1,
173 kBlendEquationAdvanced_GLSLPrivateFeature,
174 kBlendFuncExtended_GLSLPrivateFeature,
175 kLastGLSLPrivateFeature = kBlendFuncExtended_GLSLPrivateFeature
176 };
177
178 // Interpretation of FragPosKey when generating code
179 enum {
180 kNoFragPosRead_FragPosKey = 0, // The fragment positition wil l not be needed.
181 kTopLeftFragPosRead_FragPosKey = 0x1,// Read frag pos relative to t op-left.
182 kBottomLeftFragPosRead_FragPosKey = 0x2,// Read frag pos relative to b ottom-left.
183 };
184
185 static const char* kDstTextureColorName;
186
187 bool fSetupFragPosition;
188 bool fTopLeftFragPosRead;
189 int fCustomColorOutputIndex;
190
191 // some state to verify shaders and effects are consistent, this is reset be tween effects by
192 // the program creator
193 bool fHasReadDstColor;
194 bool fHasReadFragmentPosition;
195
196 friend class GrGLProgramBuilder;
197
198 typedef GrGLXPFragmentBuilder INHERITED;
199 };
200
201 #endif
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