Chromium Code Reviews
chromiumcodereview-hr@appspot.gserviceaccount.com (chromiumcodereview-hr) | Please choose your nickname with Settings | Help | Chromium Project | Gerrit Changes | Sign out
(149)

Side by Side Diff: src/gpu/gl/builders/GrGLShaderBuilder.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
Use n/p to move between diff chunks; N/P to move between comments. Draft comments are only viewable by you.
Jump to:
View unified diff | Download patch
« no previous file with comments | « src/gpu/gl/builders/GrGLProgramBuilder.cpp ('k') | src/gpu/gl/builders/GrGLShaderBuilder.cpp » ('j') | no next file with comments »
Toggle Intra-line Diffs ('i') | Expand Comments ('e') | Collapse Comments ('c') | Show Comments Hide Comments ('s')
OLDNEW
(Empty)
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 GrGLShaderBuilder_DEFINED
9 #define GrGLShaderBuilder_DEFINED
10
11 #include "GrAllocator.h"
12 #include "glsl/GrGLSLShaderVar.h"
13 #include "SkTDArray.h"
14
15 #include <stdarg.h>
16
17 class GrGLSLProgramBuilder;
18 class GrGLSLTextureSampler;
19
20 /**
21 base class for all shaders builders
22 */
23 class GrGLShaderBuilder {
24 public:
25 GrGLShaderBuilder(GrGLSLProgramBuilder* program);
26 virtual ~GrGLShaderBuilder() {}
27
28 void addInput(const GrGLSLShaderVar& input) { fInputs.push_back(input); }
29 void addOutput(const GrGLSLShaderVar& output) { fOutputs.push_back(output); }
30
31 /*
32 * We put texture lookups in the base class because it is TECHNICALLY possib le to do texture
33 * lookups in any kind of shader. However, for the time being using these c alls on non-fragment
34 * shaders will result in a shader compilation error as texture sampler unif orms are only
35 * visible to the fragment shader. It would not be hard to change this beha vior, if someone
36 * actually wants to do texture lookups in a non-fragment shader
37 *
38 * TODO if append texture lookup is used on a non-fragment shader, sampler u niforms should be
39 * made visible to that shaders
40 */
41 /** Appends a 2D texture sample with projection if necessary. coordType must either be Vec2f or
42 Vec3f. The latter is interpreted as projective texture coords. The vec l ength and swizzle
43 order of the result depends on the GrTextureAccess associated with the G rGLSLTextureSampler.
44 */
45 void appendTextureLookup(SkString* out,
46 const GrGLSLTextureSampler&,
47 const char* coordName,
48 GrSLType coordType = kVec2f_GrSLType) const;
49
50 /** Version of above that appends the result to the fragment shader code ins tead.*/
51 void appendTextureLookup(const GrGLSLTextureSampler&,
52 const char* coordName,
53 GrSLType coordType = kVec2f_GrSLType);
54
55
56 /** Does the work of appendTextureLookup and modulates the result by modulat ion. The result is
57 always a vec4. modulation and the swizzle specified by GrGLSLTextureSamp ler must both be
58 vec4 or float. If modulation is "" or nullptr it this function acts as t hough
59 appendTextureLookup were called. */
60 void appendTextureLookupAndModulate(const char* modulation,
61 const GrGLSLTextureSampler&,
62 const char* coordName,
63 GrSLType coordType = kVec2f_GrSLType);
64
65 /**
66 * Called by GrGLProcessors to add code to one of the shaders.
67 */
68 void codeAppendf(const char format[], ...) SK_PRINTF_LIKE(2, 3) {
69 va_list args;
70 va_start(args, format);
71 this->code().appendVAList(format, args);
72 va_end(args);
73 }
74
75 void codeAppend(const char* str) { this->code().append(str); }
76
77 void codePrependf(const char format[], ...) SK_PRINTF_LIKE(2, 3) {
78 va_list args;
79 va_start(args, format);
80 this->code().prependVAList(format, args);
81 va_end(args);
82 }
83
84 /**
85 * Appends a variable declaration to one of the shaders
86 */
87 void declAppend(const GrGLSLShaderVar& var);
88
89 /** Emits a helper function outside of main() in the fragment shader. */
90 void emitFunction(GrSLType returnType,
91 const char* name,
92 int argCnt,
93 const GrGLSLShaderVar* args,
94 const char* body,
95 SkString* outName);
96
97 /*
98 * Combines the various parts of the shader to create a single finalized sha der string.
99 */
100 void finalize(uint32_t visibility);
101
102 /*
103 * Get parent builder for adding uniforms
104 */
105 GrGLSLProgramBuilder* getProgramBuilder() { return fProgramBuilder; }
106
107 /**
108 * Helper for begining and ending a block in the shader code.
109 */
110 class ShaderBlock {
111 public:
112 ShaderBlock(GrGLShaderBuilder* builder) : fBuilder(builder) {
113 SkASSERT(builder);
114 fBuilder->codeAppend("{");
115 }
116
117 ~ShaderBlock() {
118 fBuilder->codeAppend("}");
119 }
120 private:
121 GrGLShaderBuilder* fBuilder;
122 };
123
124 protected:
125 typedef GrTAllocator<GrGLSLShaderVar> VarArray;
126 void appendDecls(const VarArray& vars, SkString* out) const;
127
128 /*
129 * A general function which enables an extension in a shader if the feature bit is not present
130 */
131 void addFeature(uint32_t featureBit, const char* extensionName);
132
133 enum InterfaceQualifier {
134 kOut_InterfaceQualifier,
135 kLastInterfaceQualifier = kOut_InterfaceQualifier
136 };
137
138 /*
139 * A low level function to build default layout qualifiers.
140 *
141 * e.g. layout(param1, param2, ...) out;
142 *
143 * GLSL allows default layout qualifiers for in, out, and uniform.
144 */
145 void addLayoutQualifier(const char* param, InterfaceQualifier);
146
147 void compileAndAppendLayoutQualifiers();
148
149 void nextStage() {
150 fShaderStrings.push_back();
151 fCompilerStrings.push_back(this->code().c_str());
152 fCompilerStringLengths.push_back((int)this->code().size());
153 fCodeIndex++;
154 }
155
156 SkString& versionDecl() { return fShaderStrings[kVersionDecl]; }
157 SkString& extensions() { return fShaderStrings[kExtensions]; }
158 SkString& precisionQualifier() { return fShaderStrings[kPrecisionQualifier]; }
159 SkString& layoutQualifiers() { return fShaderStrings[kLayoutQualifiers]; }
160 SkString& uniforms() { return fShaderStrings[kUniforms]; }
161 SkString& inputs() { return fShaderStrings[kInputs]; }
162 SkString& outputs() { return fShaderStrings[kOutputs]; }
163 SkString& functions() { return fShaderStrings[kFunctions]; }
164 SkString& main() { return fShaderStrings[kMain]; }
165 SkString& code() { return fShaderStrings[fCodeIndex]; }
166
167 virtual void onFinalize() = 0;
168
169 enum {
170 kVersionDecl,
171 kExtensions,
172 kPrecisionQualifier,
173 kLayoutQualifiers,
174 kUniforms,
175 kInputs,
176 kOutputs,
177 kFunctions,
178 kMain,
179 kCode,
180 };
181
182 GrGLSLProgramBuilder* fProgramBuilder;
183 SkSTArray<kCode, const char*, true> fCompilerStrings;
184 SkSTArray<kCode, int, true> fCompilerStringLengths;
185 SkSTArray<kCode, SkString> fShaderStrings;
186 SkString fCode;
187 SkString fFunctions;
188 SkString fExtensions;
189
190 VarArray fInputs;
191 VarArray fOutputs;
192 uint32_t fFeaturesAddedMask;
193 SkSTArray<1, SkString> fLayoutParams[kLastInterfaceQualifier + 1];
194 int fCodeIndex;
195 bool fFinalized;
196
197 friend class GrGLProgramBuilder;
198 friend class GrGLPathProgramBuilder; // to access fInputs.
199 };
200 #endif
OLDNEW
« no previous file with comments | « src/gpu/gl/builders/GrGLProgramBuilder.cpp ('k') | src/gpu/gl/builders/GrGLShaderBuilder.cpp » ('j') | no next file with comments »

Powered by Google App Engine
This is Rietveld 408576698