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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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