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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 GrGLSLFragmentShaderBuilder_DEFINED | 8 #ifndef GrGLSLFragmentShaderBuilder_DEFINED |
9 #define GrGLSLFragmentShaderBuilder_DEFINED | 9 #define GrGLSLFragmentShaderBuilder_DEFINED |
10 | 10 |
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46 * the fragment shader. If the coordinates at index are 3-dimensional, it im mediately emits a | 46 * the fragment shader. If the coordinates at index are 3-dimensional, it im mediately emits a |
47 * perspective divide into the fragment shader (xy / z) to convert them to 2 D. | 47 * perspective divide into the fragment shader (xy / z) to convert them to 2 D. |
48 */ | 48 */ |
49 virtual SkString ensureFSCoords2D(const GrGLSLTransformedCoordsArray& coords , int index) = 0; | 49 virtual SkString ensureFSCoords2D(const GrGLSLTransformedCoordsArray& coords , int index) = 0; |
50 | 50 |
51 | 51 |
52 /** Returns a variable name that represents the position of the fragment in the FS. The position | 52 /** Returns a variable name that represents the position of the fragment in the FS. The position |
53 is in device space (e.g. 0,0 is the top left and pixel centers are at ha lf-integers). */ | 53 is in device space (e.g. 0,0 is the top left and pixel centers are at ha lf-integers). */ |
54 virtual const char* fragmentPosition() = 0; | 54 virtual const char* fragmentPosition() = 0; |
55 | 55 |
56 /** Returns a variable name that represents a vector to the nearest edge of the shape, in source | |
57 space coordinates. */ | |
58 virtual const char* distanceVectorName() const = 0; | |
egdaniel
2016/07/12 13:46:42
with other changes mentioned in comments, I think
dvonbeck
2016/07/13 15:17:13
Done.
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59 virtual bool hasDistanceVectorOutput() const = 0; | |
60 | |
56 // TODO: remove this method. | 61 // TODO: remove this method. |
57 void declAppendf(const char* fmt, ...); | 62 void declAppendf(const char* fmt, ...); |
58 | 63 |
59 private: | 64 private: |
60 typedef GrGLSLShaderBuilder INHERITED; | 65 typedef GrGLSLShaderBuilder INHERITED; |
61 }; | 66 }; |
62 | 67 |
63 /* | 68 /* |
64 * This class is used by fragment processors to build their fragment code. | 69 * This class is used by fragment processors to build their fragment code. |
65 */ | 70 */ |
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158 /** Returns a nonzero key for a surface's origin. This should only be called if a processor will | 163 /** Returns a nonzero key for a surface's origin. This should only be called if a processor will |
159 use the fragment position and/or sample locations. */ | 164 use the fragment position and/or sample locations. */ |
160 static uint8_t KeyForSurfaceOrigin(GrSurfaceOrigin); | 165 static uint8_t KeyForSurfaceOrigin(GrSurfaceOrigin); |
161 | 166 |
162 GrGLSLFragmentShaderBuilder(GrGLSLProgramBuilder* program); | 167 GrGLSLFragmentShaderBuilder(GrGLSLProgramBuilder* program); |
163 | 168 |
164 // Shared GrGLSLFragmentBuilder interface. | 169 // Shared GrGLSLFragmentBuilder interface. |
165 bool enableFeature(GLSLFeature) override; | 170 bool enableFeature(GLSLFeature) override; |
166 virtual SkString ensureFSCoords2D(const GrGLSLTransformedCoordsArray& coords , | 171 virtual SkString ensureFSCoords2D(const GrGLSLTransformedCoordsArray& coords , |
167 int index) override; | 172 int index) override; |
168 const char* fragmentPosition() override; | 173 const char* fragmentPosition() override; |
robertphillips
2016/07/11 17:55:40
same order as above ?
dvonbeck
2016/07/13 15:17:13
Done.
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174 bool hasDistanceVectorOutput() const override; | |
175 const char* distanceVectorName() const override; | |
169 | 176 |
170 // GrGLSLFPFragmentBuilder interface. | 177 // GrGLSLFPFragmentBuilder interface. |
171 void appendOffsetToSample(const char* sampleIdx, Coordinates) override; | 178 void appendOffsetToSample(const char* sampleIdx, Coordinates) override; |
172 void maskSampleCoverage(const char* mask, bool invert = false) override; | 179 void maskSampleCoverage(const char* mask, bool invert = false) override; |
173 void overrideSampleCoverage(const char* mask) override; | 180 void overrideSampleCoverage(const char* mask) override; |
174 const SkString& getMangleString() const override { return fMangleString; } | 181 const SkString& getMangleString() const override { return fMangleString; } |
175 void onBeforeChildProcEmitCode() override; | 182 void onBeforeChildProcEmitCode() override; |
176 void onAfterChildProcEmitCode() override; | 183 void onAfterChildProcEmitCode() override; |
177 | 184 |
178 // GrGLSLXPFragmentBuilder interface. | 185 // GrGLSLXPFragmentBuilder interface. |
179 bool hasCustomColorOutput() const override { return fHasCustomColorOutput; } | 186 bool hasCustomColorOutput() const override { return fHasCustomColorOutput; } |
180 bool hasSecondaryOutput() const override { return fHasSecondaryOutput; } | 187 bool hasSecondaryOutput() const override { return fHasSecondaryOutput; } |
181 const char* dstColor() override; | 188 const char* dstColor() override; |
182 void enableAdvancedBlendEquationIfNeeded(GrBlendEquation) override; | 189 void enableAdvancedBlendEquationIfNeeded(GrBlendEquation) override; |
183 | 190 |
184 private: | 191 private: |
185 // Private public interface, used by GrGLProgramBuilder to build a fragment shader | 192 // Private public interface, used by GrGLProgramBuilder to build a fragment shader |
193 void enableDistanceVector(const SkString& name); | |
186 void enableCustomOutput(); | 194 void enableCustomOutput(); |
187 void enableSecondaryOutput(); | 195 void enableSecondaryOutput(); |
188 const char* getPrimaryColorOutputName() const; | 196 const char* getPrimaryColorOutputName() const; |
189 const char* getSecondaryColorOutputName() const; | 197 const char* getSecondaryColorOutputName() const; |
190 | 198 |
191 #ifdef SK_DEBUG | 199 #ifdef SK_DEBUG |
192 // As GLSLProcessors emit code, there are some conditions we need to verify. We use the below | 200 // As GLSLProcessors emit code, there are some conditions we need to verify. We use the below |
193 // state to track this. The reset call is called per processor emitted. | 201 // state to track this. The reset call is called per processor emitted. |
194 GrProcessor::RequiredFeatures usedProcessorFeatures() const { return fUsedPr ocessorFeatures; } | 202 GrProcessor::RequiredFeatures usedProcessorFeatures() const { return fUsedPr ocessorFeatures; } |
195 bool hasReadDstColor() const { return fHasReadDstColor; } | 203 bool hasReadDstColor() const { return fHasReadDstColor; } |
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228 * 1st child's 2nd child". | 236 * 1st child's 2nd child". |
229 */ | 237 */ |
230 SkString fMangleString; | 238 SkString fMangleString; |
231 | 239 |
232 bool fSetupFragPosition; | 240 bool fSetupFragPosition; |
233 bool fHasCustomColorOutput; | 241 bool fHasCustomColorOutput; |
234 int fCustomColorOutputIndex; | 242 int fCustomColorOutputIndex; |
235 bool fHasSecondaryOutput; | 243 bool fHasSecondaryOutput; |
236 uint8_t fUsedSampleOffsetArrays; | 244 uint8_t fUsedSampleOffsetArrays; |
237 bool fHasInitializedSampleMask; | 245 bool fHasInitializedSampleMask; |
246 SkString fDistanceVectorOutput; | |
238 | 247 |
239 #ifdef SK_DEBUG | 248 #ifdef SK_DEBUG |
240 // some state to verify shaders and effects are consistent, this is reset be tween effects by | 249 // some state to verify shaders and effects are consistent, this is reset be tween effects by |
241 // the program creator | 250 // the program creator |
242 GrProcessor::RequiredFeatures fUsedProcessorFeatures; | 251 GrProcessor::RequiredFeatures fUsedProcessorFeatures; |
243 bool fHasReadDstColor; | 252 bool fHasReadDstColor; |
244 #endif | 253 #endif |
245 | 254 |
246 friend class GrGLSLProgramBuilder; | 255 friend class GrGLSLProgramBuilder; |
247 friend class GrGLProgramBuilder; | 256 friend class GrGLProgramBuilder; |
248 }; | 257 }; |
249 | 258 |
250 #endif | 259 #endif |
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