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Side by Side Diff: src/gpu/glsl/GrGLSLProgramBuilder.h

Issue 1490283004: Create GLSLUniformHandler class for gpu backend (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: Created 5 years ago
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1 /* 1 /*
2 * Copyright 2015 Google Inc. 2 * Copyright 2015 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 GrGLSLProgramBuilder_DEFINED 8 #ifndef GrGLSLProgramBuilder_DEFINED
9 #define GrGLSLProgramBuilder_DEFINED 9 #define GrGLSLProgramBuilder_DEFINED
10 10
11 #include "GrGeometryProcessor.h" 11 #include "GrGeometryProcessor.h"
12 #include "GrGpu.h" 12 #include "GrGpu.h"
13 #include "glsl/GrGLSLFragmentShaderBuilder.h" 13 #include "glsl/GrGLSLFragmentShaderBuilder.h"
14 #include "glsl/GrGLSLGeometryShaderBuilder.h" 14 #include "glsl/GrGLSLGeometryShaderBuilder.h"
15 #include "glsl/GrGLSLProgramDataManager.h" 15 #include "glsl/GrGLSLProgramDataManager.h"
16 #include "glsl/GrGLSLUniformHandler.h"
16 #include "glsl/GrGLSLVertexShaderBuilder.h" 17 #include "glsl/GrGLSLVertexShaderBuilder.h"
17 18
18 class GrGLSLCaps; 19 class GrGLSLCaps;
19 class GrGLSLShaderVar; 20 class GrGLSLShaderVar;
20 class GrGLSLVaryingHandler; 21 class GrGLSLVaryingHandler;
21 22
22 // Enough precision to represent 1 / 2048 accurately in printf 23 class GrGLSLProgramBuilder {
23 #define GR_SIGNIFICANT_POW2_DECIMAL_DIG 11
24
25 class GrGLSLUniformBuilder {
26 public:
27 enum ShaderVisibility {
28 kVertex_Visibility = 1 << kVertex_GrShaderType,
29 kGeometry_Visibility = 1 << kGeometry_GrShaderType,
30 kFragment_Visibility = 1 << kFragment_GrShaderType,
31 };
32
33 virtual ~GrGLSLUniformBuilder() {}
34
35 typedef GrGLSLProgramDataManager::UniformHandle UniformHandle;
36
37 /** Add a uniform variable to the current program, that has visibility in on e or more shaders.
38 visibility is a bitfield of ShaderVisibility values indicating from whic h shaders the
39 uniform should be accessible. At least one bit must be set. Geometry sha der uniforms are not
40 supported at this time. The actual uniform name will be mangled. If outN ame is not nullptr
41 then it will refer to the final uniform name after return. Use the addUn iformArray variant
42 to add an array of uniforms. */
43 UniformHandle addUniform(uint32_t visibility,
44 GrSLType type,
45 GrSLPrecision precision,
46 const char* name,
47 const char** outName = nullptr) {
48 return this->addUniformArray(visibility, type, precision, name, 0, outNa me);
49 }
50
51 UniformHandle addUniformArray(uint32_t visibility,
52 GrSLType type,
53 GrSLPrecision precision,
54 const char* name,
55 int arrayCount,
56 const char** outName = nullptr) {
57 return this->internalAddUniformArray(visibility, type, precision, name, true, arrayCount,
58 outName);
59 }
60
61 virtual const GrGLSLShaderVar& getUniformVariable(UniformHandle u) const = 0 ;
62
63 /**
64 * Shortcut for getUniformVariable(u).c_str()
65 */
66 virtual const char* getUniformCStr(UniformHandle u) const = 0;
67
68 /*
69 * *NOTE* NO MEMBERS ALLOWED, MULTIPLE INHERITANCE
70 */
71 protected:
72 virtual UniformHandle internalAddUniformArray(
73 uint32_t visibility,
74 GrSLType type,
75 GrSLPrecision precision,
76 const char* name,
77 bool mangleName,
78 int arrayCount,
79 const char** outName) = 0;
80 };
81
82 /* a specialization of the above for GPs. Lets the user add uniforms, varyings, and VS / FS code */
83 class GrGLSLGPBuilder : public virtual GrGLSLUniformBuilder {
84 public:
85 /*
86 * *NOTE* NO MEMBERS ALLOWED, MULTIPLE INHERITANCE
87 */
88 };
89
90
91 /* a specializations for FPs. Lets the user add uniforms and FS code */
92 class GrGLSLFPBuilder : public virtual GrGLSLUniformBuilder {
93 public:
94 /*
95 * *NOTE* NO MEMBERS ALLOWED, MULTIPLE INHERITANCE
96 */
97 };
98
99 /* a specializations for XPs. Lets the user add uniforms and FS code */
100 class GrGLSLXPBuilder : public virtual GrGLSLUniformBuilder {
101 public:
102 /*
103 * *NOTE* NO MEMBERS ALLOWED, MULTIPLE INHERITANCE
104 */
105 };
106
107 class GrGLSLProgramBuilder : public GrGLSLGPBuilder,
108 public GrGLSLFPBuilder,
109 public GrGLSLXPBuilder {
110 public: 24 public:
111 typedef GrGpu::DrawArgs DrawArgs; 25 typedef GrGpu::DrawArgs DrawArgs;
26 typedef GrGLSLUniformHandler::ShaderVisibility ShaderVisibility;
27
28 virtual ~GrGLSLProgramBuilder() {}
112 29
113 virtual const GrGLSLCaps* glslCaps() const = 0; 30 virtual const GrGLSLCaps* glslCaps() const = 0;
114 31
115 // Handles for program uniforms (other than per-effect uniforms)
116 struct BuiltinUniformHandles {
117 UniformHandle fRTAdjustmentUni;
118
119 // We use the render target height to provide a y-down frag coord when s pecifying
120 // origin_upper_left is not supported.
121 UniformHandle fRTHeightUni;
122 };
123
124 protected:
125 explicit GrGLSLProgramBuilder(const DrawArgs& args);
126
127 const GrPrimitiveProcessor& primitiveProcessor() const { return *fArgs.fPrim itiveProcessor; } 32 const GrPrimitiveProcessor& primitiveProcessor() const { return *fArgs.fPrim itiveProcessor; }
128 const GrPipeline& pipeline() const { return *fArgs.fPipeline; } 33 const GrPipeline& pipeline() const { return *fArgs.fPipeline; }
129 const GrProgramDesc& desc() const { return *fArgs.fDesc; } 34 const GrProgramDesc& desc() const { return *fArgs.fDesc; }
130 const GrProgramDesc::KeyHeader& header() const { return fArgs.fDesc->header( ); } 35 const GrProgramDesc::KeyHeader& header() const { return fArgs.fDesc->header( ); }
131 36
132 void appendUniformDecls(ShaderVisibility, SkString*) const; 37 void appendUniformDecls(ShaderVisibility, SkString*) const;
133 38
134 // Used to add a uniform for frag position without mangling the name of the uniform inside of a
135 // stage.
136 UniformHandle addFragPosUniform(uint32_t visibility,
137 GrSLType type,
138 GrSLPrecision precision,
139 const char* name,
140 const char** outName) {
141 return this->internalAddUniformArray(visibility, type, precision, name, false, 0, outName);
142 }
143
144 const char* rtAdjustment() const { return "rtAdjustment"; } 39 const char* rtAdjustment() const { return "rtAdjustment"; }
145 40
146 // Generates a name for a variable. The generated string will be name prefix ed by the prefix 41 // Generates a name for a variable. The generated string will be name prefix ed by the prefix
147 // char (unless the prefix is '\0'). It also will mangle the name to be stag e-specific unless 42 // char (unless the prefix is '\0'). It also will mangle the name to be stag e-specific unless
148 // explicitly asked not to. 43 // explicitly asked not to.
149 void nameVariable(SkString* out, char prefix, const char* name, bool mangle = true); 44 void nameVariable(SkString* out, char prefix, const char* name, bool mangle = true);
150 45
46 virtual GrGLSLUniformHandler* uniformHandler() = 0;
47 virtual const GrGLSLUniformHandler* uniformHandler() const = 0;
151 virtual GrGLSLVaryingHandler* varyingHandler() = 0; 48 virtual GrGLSLVaryingHandler* varyingHandler() = 0;
152 49
153 // number of each input/output type in a single allocation block, used by ma ny builders 50 // number of each input/output type in a single allocation block, used by ma ny builders
154 static const int kVarsPerBlock; 51 static const int kVarsPerBlock;
155 52
156 GrGLSLVertexBuilder fVS; 53 GrGLSLVertexBuilder fVS;
157 GrGLSLGeometryBuilder fGS; 54 GrGLSLGeometryBuilder fGS;
158 GrGLSLFragmentShaderBuilder fFS; 55 GrGLSLFragmentShaderBuilder fFS;
159 56
160 int fStageIndex; 57 int fStageIndex;
161 58
162 BuiltinUniformHandles fUniformHandles;
163
164 const DrawArgs& fArgs; 59 const DrawArgs& fArgs;
165 60
166 private: 61 protected:
167 virtual void onAppendUniformDecls(ShaderVisibility visibility, SkString* out ) const = 0; 62 explicit GrGLSLProgramBuilder(const DrawArgs& args);
168
169 friend class GrGLSLShaderBuilder;
170 friend class GrGLSLVertexBuilder;
171 friend class GrGLSLFragmentShaderBuilder;
172 friend class GrGLSLGeometryBuilder;
173 friend class GrGLSLVaryingHandler;
174 }; 63 };
175 64
176 #endif 65 #endif
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