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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 GrGLSLShaderBuilder_DEFINED | 8 #ifndef GrGLSLShaderBuilder_DEFINED |
| 9 #define GrGLSLShaderBuilder_DEFINED | 9 #define GrGLSLShaderBuilder_DEFINED |
| 10 | 10 |
| 11 #include "GrAllocator.h" | 11 #include "GrAllocator.h" |
| 12 #include "glsl/GrGLSLShaderVar.h" | 12 #include "glsl/GrGLSLShaderVar.h" |
| 13 #include "SkTDArray.h" | 13 #include "SkTDArray.h" |
| 14 | 14 |
| 15 #include <stdarg.h> | 15 #include <stdarg.h> |
| 16 | 16 |
| 17 class GrGLSLProgramBuilder; | 17 class GrGLSLProgramBuilder; |
| 18 class GrGLSLTextureSampler; | 18 class GrGLSLTextureSampler; |
| 19 | 19 |
| 20 /** | 20 /** |
| 21 base class for all shaders builders | 21 base class for all shaders builders |
| 22 */ | 22 */ |
| 23 class GrGLSLShaderBuilder { | 23 class GrGLSLShaderBuilder { |
| 24 public: | 24 public: |
| 25 GrGLSLShaderBuilder(GrGLSLProgramBuilder* program); | 25 GrGLSLShaderBuilder(GrGLSLProgramBuilder* program); |
| 26 virtual ~GrGLSLShaderBuilder() {} | 26 virtual ~GrGLSLShaderBuilder() {} |
| 27 | 27 |
| 28 /* | |
| 29 * We put texture lookups in the base class because it is TECHNICALLY possib
le to do texture | |
| 30 * lookups in any kind of shader. However, for the time being using these c
alls on non-fragment | |
| 31 * shaders will result in a shader compilation error as texture sampler unif
orms are only | |
| 32 * visible to the fragment shader. It would not be hard to change this beha
vior, if someone | |
| 33 * actually wants to do texture lookups in a non-fragment shader | |
| 34 * | |
| 35 * TODO if append texture lookup is used on a non-fragment shader, sampler u
niforms should be | |
| 36 * made visible to that shaders | |
| 37 */ | |
| 38 /** Appends a 2D texture sample with projection if necessary. coordType must
either be Vec2f or | 28 /** Appends a 2D texture sample with projection if necessary. coordType must
either be Vec2f or |
| 39 Vec3f. The latter is interpreted as projective texture coords. The vec l
ength and swizzle | 29 Vec3f. The latter is interpreted as projective texture coords. The vec l
ength and swizzle |
| 40 order of the result depends on the GrTextureAccess associated with the G
rGLSLTextureSampler. | 30 order of the result depends on the GrTextureAccess associated with the G
rGLSLTextureSampler. |
| 41 */ | 31 */ |
| 42 void appendTextureLookup(SkString* out, | 32 void appendTextureLookup(SkString* out, |
| 43 const GrGLSLTextureSampler&, | 33 const GrGLSLTextureSampler&, |
| 44 const char* coordName, | 34 const char* coordName, |
| 45 GrSLType coordType = kVec2f_GrSLType) const; | 35 GrSLType coordType = kVec2f_GrSLType) const; |
| 46 | 36 |
| 47 /** Version of above that appends the result to the fragment shader code ins
tead.*/ | 37 /** Version of above that appends the result to the fragment shader code ins
tead.*/ |
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| 230 int fCodeIndex; | 220 int fCodeIndex; |
| 231 bool fFinalized; | 221 bool fFinalized; |
| 232 | 222 |
| 233 friend class GrGLSLProgramBuilder; | 223 friend class GrGLSLProgramBuilder; |
| 234 friend class GrGLProgramBuilder; | 224 friend class GrGLProgramBuilder; |
| 235 friend class GrGLSLVaryingHandler; // to access noperspective interpolation
feature. | 225 friend class GrGLSLVaryingHandler; // to access noperspective interpolation
feature. |
| 236 friend class GrGLPathProgramBuilder; // to access fInputs. | 226 friend class GrGLPathProgramBuilder; // to access fInputs. |
| 237 friend class GrVkProgramBuilder; | 227 friend class GrVkProgramBuilder; |
| 238 }; | 228 }; |
| 239 #endif | 229 #endif |
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