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

Issue 1535603006: Move some program building utils from GL to GLSL (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: rebased Created 4 years, 11 months ago
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1 /* 1 /*
2 * Copyright 2014 Google Inc. 2 * Copyright 2014 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 GrGLProgramBuilder_DEFINED 8 #ifndef GrGLProgramBuilder_DEFINED
9 #define GrGLProgramBuilder_DEFINED 9 #define GrGLProgramBuilder_DEFINED
10 10
11 #include "GrPipeline.h" 11 #include "GrPipeline.h"
12 #include "gl/GrGLProgramDataManager.h" 12 #include "gl/GrGLProgramDataManager.h"
13 #include "gl/GrGLUniformHandler.h" 13 #include "gl/GrGLUniformHandler.h"
14 #include "gl/GrGLVaryingHandler.h" 14 #include "gl/GrGLVaryingHandler.h"
15 #include "glsl/GrGLSLPrimitiveProcessor.h"
16 #include "glsl/GrGLSLProgramBuilder.h" 15 #include "glsl/GrGLSLProgramBuilder.h"
17 #include "glsl/GrGLSLProgramDataManager.h" 16 #include "glsl/GrGLSLProgramDataManager.h"
18 #include "glsl/GrGLSLTextureSampler.h"
19 #include "glsl/GrGLSLXferProcessor.h"
20 17
21 class GrFragmentProcessor; 18 class GrFragmentProcessor;
22 class GrGLContextInfo; 19 class GrGLContextInfo;
23 class GrGLSLShaderBuilder; 20 class GrGLSLShaderBuilder;
24 class GrGLSLCaps; 21 class GrGLSLCaps;
25 22
26 /**
27 * The below struct represent processors installed in programs.
28 */
29 template <class Proc>
egdaniel 2016/01/13 17:01:58 Glad to kill this whole crazy setup
30 struct GrGLInstalledProc {
31 SkDEBUGCODE(int fSamplersIdx;)
32 SkAutoTDelete<Proc> fGLProc;
33 };
34
35 typedef GrGLInstalledProc<GrGLSLPrimitiveProcessor> GrGLInstalledGeoProc;
36 typedef GrGLInstalledProc<GrGLSLXferProcessor> GrGLInstalledXferProc;
37 typedef GrGLInstalledProc<GrGLSLFragmentProcessor> GrGLInstalledFragProc;
38
39 struct GrGLInstalledFragProcs : public SkRefCnt {
40 virtual ~GrGLInstalledFragProcs();
41 SkSTArray<8, GrGLInstalledFragProc*, true> fProcs;
42 };
43
44 /* 23 /*
45 * Please note - no diamond problems because of virtual inheritance. Also, both base classes 24 * Please note - no diamond problems because of virtual inheritance. Also, both base classes
bsalomon 2016/01/13 17:49:19 Can you remove/modify this comment? I don't think
egdaniel 2016/01/13 19:59:49 Done.
46 * are pure virtual with no data members. This is the base class for program bu ilding. 25 * are pure virtual with no data members. This is the base class for program bu ilding.
47 * Subclasses are nearly identical but each has their own way of emitting transf orms. State for 26 * Subclasses are nearly identical but each has their own way of emitting transf orms. State for
48 * each of the elements of the shader pipeline, ie vertex, fragment, geometry, e tc, lives in those 27 * each of the elements of the shader pipeline, ie vertex, fragment, geometry, e tc, lives in those
49 * respective builders 28 * respective builders
50 */ 29 */
51 class GrGLProgramBuilder : public GrGLSLProgramBuilder { 30 class GrGLProgramBuilder : public GrGLSLProgramBuilder {
52 public: 31 public:
53 /** Generates a shader program. 32 /** Generates a shader program.
54 * 33 *
55 * The program implements what is specified in the stages given as input. 34 * The program implements what is specified in the stages given as input.
56 * After successful generation, the builder result objects are available 35 * After successful generation, the builder result objects are available
57 * to be used. 36 * to be used.
58 * @return true if generation was successful. 37 * @return true if generation was successful.
59 */ 38 */
60 static GrGLProgram* CreateProgram(const DrawArgs&, GrGLGpu*); 39 static GrGLProgram* CreateProgram(const DrawArgs&, GrGLGpu*);
61 40
41 const GrCaps* caps() const override;
62 const GrGLSLCaps* glslCaps() const override; 42 const GrGLSLCaps* glslCaps() const override;
63 43
44
joshualitt 2016/01/13 17:58:24 \n
egdaniel 2016/01/13 19:59:49 Done.
64 GrGLGpu* gpu() const { return fGpu; } 45 GrGLGpu* gpu() const { return fGpu; }
65 46
66 private: 47 private:
67 GrGLProgramBuilder(GrGLGpu*, const DrawArgs&); 48 GrGLProgramBuilder(GrGLGpu*, const DrawArgs&);
68 49
69 // Generates a possibly mangled name for a stage variable and writes it to t he fragment shader.
70 // If GrGLSLExpr4 has a valid name then it will use that instead
71 void nameExpression(GrGLSLExpr4*, const char* baseName);
72 bool emitAndInstallProcs(GrGLSLExpr4* inputColor, GrGLSLExpr4* inputCoverage );
73 void emitAndInstallFragProcs(int procOffset, int numProcs, GrGLSLExpr4* inOu t);
74 void emitAndInstallProc(const GrFragmentProcessor&,
75 int index,
76 const GrGLSLExpr4& input,
77 GrGLSLExpr4* output);
78
79 void emitAndInstallProc(const GrPrimitiveProcessor&,
80 GrGLSLExpr4* outputColor,
81 GrGLSLExpr4* outputCoverage);
82
83 // these emit functions help to keep the createAndEmitProcessors template ge neral
84 void emitAndInstallProc(const GrFragmentProcessor&,
85 int index,
86 const char* outColor,
87 const char* inColor);
88 void emitAndInstallProc(const GrPrimitiveProcessor&,
89 const char* outColor,
90 const char* outCoverage);
91 void emitAndInstallXferProc(const GrXferProcessor&,
92 const GrGLSLExpr4& colorIn,
93 const GrGLSLExpr4& coverageIn,
94 bool ignoresCoverage);
95 void emitFSOutputSwizzle(bool hasSecondaryOutput);
96
97 void verify(const GrPrimitiveProcessor&);
98 void verify(const GrXferProcessor&);
99 void verify(const GrFragmentProcessor&);
100 template <class Proc>
101 void emitSamplers(const GrProcessor&, 50 void emitSamplers(const GrProcessor&,
102 GrGLSLTextureSampler::TextureSamplerArray* outSamplers, 51 GrGLSLTextureSampler::TextureSamplerArray* outSamplers) ov erride;
103 GrGLInstalledProc<Proc>*);
104 52
105 bool compileAndAttachShaders(GrGLSLShaderBuilder& shader, 53 bool compileAndAttachShaders(GrGLSLShaderBuilder& shader,
106 GrGLuint programId, 54 GrGLuint programId,
107 GrGLenum type, 55 GrGLenum type,
108 SkTDArray<GrGLuint>* shaderIds); 56 SkTDArray<GrGLuint>* shaderIds);
109 GrGLProgram* finalize(); 57 GrGLProgram* finalize();
110 void bindProgramResourceLocations(GrGLuint programID); 58 void bindProgramResourceLocations(GrGLuint programID);
111 bool checkLinkStatus(GrGLuint programID); 59 bool checkLinkStatus(GrGLuint programID);
112 void resolveProgramResourceLocations(GrGLuint programID); 60 void resolveProgramResourceLocations(GrGLuint programID);
113 void cleanupProgram(GrGLuint programID, const SkTDArray<GrGLuint>& shaderIDs ); 61 void cleanupProgram(GrGLuint programID, const SkTDArray<GrGLuint>& shaderIDs );
114 void cleanupShaders(const SkTDArray<GrGLuint>& shaderIDs); 62 void cleanupShaders(const SkTDArray<GrGLuint>& shaderIDs);
115 63
116 // Subclasses create different programs 64 // Subclasses create different programs
117 GrGLProgram* createProgram(GrGLuint programID); 65 GrGLProgram* createProgram(GrGLuint programID);
118 66
119 GrGLSLUniformHandler* uniformHandler() override { return &fUniformHandler; } 67 GrGLSLUniformHandler* uniformHandler() override { return &fUniformHandler; }
120 const GrGLSLUniformHandler* uniformHandler() const override { return &fUnifo rmHandler; } 68 const GrGLSLUniformHandler* uniformHandler() const override { return &fUnifo rmHandler; }
121 GrGLSLVaryingHandler* varyingHandler() override { return &fVaryingHandler; } 69 GrGLSLVaryingHandler* varyingHandler() override { return &fVaryingHandler; }
122 70
123 // reset is called by program creator between each processor's emit code. I t increments the
124 // stage offset for variable name mangling, and also ensures verfication var iables in the
125 // fragment shader are cleared.
126 void reset() {
127 this->addStage();
128 fFS.reset();
129 }
130 void addStage() { fStageIndex++; }
131
132 class AutoStageAdvance {
133 public:
134 AutoStageAdvance(GrGLProgramBuilder* pb)
135 : fPB(pb) {
136 fPB->reset();
137 // Each output to the fragment processor gets its own code section
138 fPB->fFS.nextStage();
139 }
140 ~AutoStageAdvance() {}
141 private:
142 GrGLProgramBuilder* fPB;
143 };
144
145 GrGLInstalledGeoProc* fGeometryProcessor;
146 GrGLInstalledXferProc* fXferProcessor;
147 SkAutoTUnref<GrGLInstalledFragProcs> fFragmentProcessors;
148 71
149 GrGLGpu* fGpu; 72 GrGLGpu* fGpu;
150 GrGLSLPrimitiveProcessor::TransformsIn fCoordTransforms;
151 GrGLSLPrimitiveProcessor::TransformsOut fOutCoords;
152 typedef GrGLSLUniformHandler::UniformHandle UniformHandle; 73 typedef GrGLSLUniformHandler::UniformHandle UniformHandle;
153 SkTArray<UniformHandle> fSamplerUniforms; 74 SkTArray<UniformHandle> fSamplerUniforms;
154 75
155 GrGLVaryingHandler fVaryingHandler; 76 GrGLVaryingHandler fVaryingHandler;
156 GrGLUniformHandler fUniformHandler; 77 GrGLUniformHandler fUniformHandler;
157 78
158 typedef GrGLSLProgramBuilder INHERITED; 79 typedef GrGLSLProgramBuilder INHERITED;
159 }; 80 };
160 #endif 81 #endif
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