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

Issue 1806983002: Update how we send draws to gpu backend to reduce state setting. (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: nit Created 4 years, 9 months 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/GrGLSLPrimitiveProcessor.h" 15 #include "glsl/GrGLSLPrimitiveProcessor.h"
16 #include "glsl/GrGLSLProgramDataManager.h" 16 #include "glsl/GrGLSLProgramDataManager.h"
17 #include "glsl/GrGLSLUniformHandler.h" 17 #include "glsl/GrGLSLUniformHandler.h"
18 #include "glsl/GrGLSLTextureSampler.h" 18 #include "glsl/GrGLSLTextureSampler.h"
19 #include "glsl/GrGLSLVertexShaderBuilder.h" 19 #include "glsl/GrGLSLVertexShaderBuilder.h"
20 #include "glsl/GrGLSLXferProcessor.h" 20 #include "glsl/GrGLSLXferProcessor.h"
21 21
22 class GrGLSLCaps; 22 class GrGLSLCaps;
23 class GrGLSLShaderVar; 23 class GrGLSLShaderVar;
24 class GrGLSLVaryingHandler; 24 class GrGLSLVaryingHandler;
25 25
26 typedef SkSTArray<8, GrGLSLFragmentProcessor*, true> GrGLSLFragProcs; 26 typedef SkSTArray<8, GrGLSLFragmentProcessor*, true> GrGLSLFragProcs;
27 27
28 class GrGLSLProgramBuilder { 28 class GrGLSLProgramBuilder {
29 public: 29 public:
30 typedef GrGpu::DrawArgs DrawArgs;
31 typedef GrGLSLUniformHandler::UniformHandle UniformHandle; 30 typedef GrGLSLUniformHandler::UniformHandle UniformHandle;
32 31
33 virtual ~GrGLSLProgramBuilder() {} 32 virtual ~GrGLSLProgramBuilder() {}
34 33
35 virtual const GrCaps* caps() const = 0; 34 virtual const GrCaps* caps() const = 0;
36 virtual const GrGLSLCaps* glslCaps() const = 0; 35 virtual const GrGLSLCaps* glslCaps() const = 0;
37 36
38 const GrPrimitiveProcessor& primitiveProcessor() const { return *fArgs.fPrim itiveProcessor; } 37 const GrPrimitiveProcessor& primitiveProcessor() const { return fPrimProc; }
39 const GrPipeline& pipeline() const { return *fArgs.fPipeline; } 38 const GrPipeline& pipeline() const { return fPipeline; }
40 const GrProgramDesc& desc() const { return *fArgs.fDesc; } 39 const GrProgramDesc& desc() const { return fDesc; }
41 const GrProgramDesc::KeyHeader& header() const { return fArgs.fDesc->header( ); } 40 const GrProgramDesc::KeyHeader& header() const { return fDesc.header(); }
42 41
43 void appendUniformDecls(GrShaderFlags visibility, SkString*) const; 42 void appendUniformDecls(GrShaderFlags visibility, SkString*) const;
44 43
45 // Handles for program uniforms (other than per-effect uniforms) 44 // Handles for program uniforms (other than per-effect uniforms)
46 struct BuiltinUniformHandles { 45 struct BuiltinUniformHandles {
47 UniformHandle fRTAdjustmentUni; 46 UniformHandle fRTAdjustmentUni;
48 47
49 // We use the render target height to provide a y-down frag coord when s pecifying 48 // We use the render target height to provide a y-down frag coord when s pecifying
50 // origin_upper_left is not supported. 49 // origin_upper_left is not supported.
51 UniformHandle fRTHeightUni; 50 UniformHandle fRTHeightUni;
(...skipping 23 matching lines...) Expand all
75 74
76 // number of each input/output type in a single allocation block, used by ma ny builders 75 // number of each input/output type in a single allocation block, used by ma ny builders
77 static const int kVarsPerBlock; 76 static const int kVarsPerBlock;
78 77
79 GrGLSLVertexBuilder fVS; 78 GrGLSLVertexBuilder fVS;
80 GrGLSLGeometryBuilder fGS; 79 GrGLSLGeometryBuilder fGS;
81 GrGLSLFragmentShaderBuilder fFS; 80 GrGLSLFragmentShaderBuilder fFS;
82 81
83 int fStageIndex; 82 int fStageIndex;
84 83
85 const DrawArgs& fArgs; 84 const GrPipeline& fPipeline;
85 const GrPrimitiveProcessor& fPrimProc;
86 const GrProgramDesc& fDesc;
86 87
87 BuiltinUniformHandles fUniformHandles; 88 BuiltinUniformHandles fUniformHandles;
88 89
89 GrGLSLPrimitiveProcessor* fGeometryProcessor; 90 GrGLSLPrimitiveProcessor* fGeometryProcessor;
90 GrGLSLXferProcessor* fXferProcessor; 91 GrGLSLXferProcessor* fXferProcessor;
91 GrGLSLFragProcs fFragmentProcessors; 92 GrGLSLFragProcs fFragmentProcessors;
92 93
93 protected: 94 protected:
94 explicit GrGLSLProgramBuilder(const DrawArgs& args); 95 explicit GrGLSLProgramBuilder(const GrPipeline&,
96 const GrPrimitiveProcessor&,
97 const GrProgramDesc&);
95 98
96 void addFeature(GrShaderFlags shaders, uint32_t featureBit, const char* exte nsionName); 99 void addFeature(GrShaderFlags shaders, uint32_t featureBit, const char* exte nsionName);
97 100
98 bool emitAndInstallProcs(GrGLSLExpr4* inputColor, GrGLSLExpr4* inputCoverage ); 101 bool emitAndInstallProcs(GrGLSLExpr4* inputColor, GrGLSLExpr4* inputCoverage );
99 102
100 void cleanupFragmentProcessors(); 103 void cleanupFragmentProcessors();
101 104
102 void finalizeShaders(); 105 void finalizeShaders();
103 106
104 SkTArray<UniformHandle> fSamplerUniforms; 107 SkTArray<UniformHandle> fSamplerUniforms;
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155 #endif 158 #endif
156 159
157 GrGLSLPrimitiveProcessor::TransformsIn fCoordTransforms; 160 GrGLSLPrimitiveProcessor::TransformsIn fCoordTransforms;
158 GrGLSLPrimitiveProcessor::TransformsOut fOutCoords; 161 GrGLSLPrimitiveProcessor::TransformsOut fOutCoords;
159 int fNumVertexSamplers; 162 int fNumVertexSamplers;
160 int fNumGeometrySamplers; 163 int fNumGeometrySamplers;
161 int fNumFragmentSamplers; 164 int fNumFragmentSamplers;
162 }; 165 };
163 166
164 #endif 167 #endif
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