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

Issue 1782583002: Add support for vertex and geometry shader textures (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: better rebase Created 4 years, 9 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 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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