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1 /* | 1 /* |
2 * Copyright 2012 Google Inc. | 2 * Copyright 2012 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 GrGLShaderBuilder_DEFINED | 8 #ifndef GrGLShaderBuilder_DEFINED |
9 #define GrGLShaderBuilder_DEFINED | 9 #define GrGLShaderBuilder_DEFINED |
10 | 10 |
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53 // We use the render target height to provide a y-down frag coord when s pecifying | 53 // We use the render target height to provide a y-down frag coord when s pecifying |
54 // origin_upper_left is not supported. | 54 // origin_upper_left is not supported. |
55 UniformHandle fRTHeightUni; | 55 UniformHandle fRTHeightUni; |
56 | 56 |
57 // Uniforms for computing texture coords to do the dst-copy lookup | 57 // Uniforms for computing texture coords to do the dst-copy lookup |
58 UniformHandle fDstCopyTopLeftUni; | 58 UniformHandle fDstCopyTopLeftUni; |
59 UniformHandle fDstCopyScaleUni; | 59 UniformHandle fDstCopyScaleUni; |
60 UniformHandle fDstCopySamplerUni; | 60 UniformHandle fDstCopySamplerUni; |
61 }; | 61 }; |
62 | 62 |
63 struct GenProgramOutput { | 63 struct GenProgramOutput { |
Kimmo Kinnunen
2014/07/01 13:01:21
I think this is the correct concept to represent t
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64 GenProgramOutput() | 64 GenProgramOutput() |
65 : fColorEffects(NULL) | 65 : fColorEffects(NULL) |
66 , fCoverageEffects(NULL) | 66 , fCoverageEffects(NULL) |
67 , fHasVertexShader(false) | 67 , fHasVertexShader(false) |
68 , fTexCoordSetCnt(0) | 68 , fTexCoordSetCnt(0) |
69 , fProgramID(0) {} | 69 , fProgramID(0) {} |
70 | 70 |
71 GenProgramOutput(const GenProgramOutput& other) { | 71 GenProgramOutput(const GenProgramOutput& other) { |
72 *this = other; | 72 *this = other; |
73 } | 73 } |
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240 GrGLShaderBuilder* fBuilder; | 240 GrGLShaderBuilder* fBuilder; |
241 }; | 241 }; |
242 | 242 |
243 protected: | 243 protected: |
244 GrGLShaderBuilder(GrGpuGL*, GrGLUniformManager*, const GrGLProgramDesc&); | 244 GrGLShaderBuilder(GrGpuGL*, GrGLUniformManager*, const GrGLProgramDesc&); |
245 | 245 |
246 GrGpuGL* gpu() const { return fGpu; } | 246 GrGpuGL* gpu() const { return fGpu; } |
247 | 247 |
248 const GrGLProgramDesc& desc() const { return fDesc; } | 248 const GrGLProgramDesc& desc() const { return fDesc; } |
249 | 249 |
250 /** Add input/output variable declarations (i.e. 'varying') to the fragment shader. */ | |
251 GrGLShaderVar& fsInputAppend() { return fFSInputs.push_back(); } | |
252 | |
253 // Helper for emitEffects(). | 250 // Helper for emitEffects(). |
254 void createAndEmitEffects(GrGLProgramEffectsBuilder*, | 251 void createAndEmitEffects(GrGLProgramEffectsBuilder*, |
255 const GrEffectStage* effectStages[], | 252 const GrEffectStage* effectStages[], |
256 const EffectKey effectKeys[], | 253 const EffectKey effectKeys[], |
257 int effectCnt, | 254 int effectCnt, |
258 GrGLSLExpr4* inOutFSColor); | 255 GrGLSLExpr4* inOutFSColor); |
259 | 256 |
260 // Generates a name for a variable. The generated string will be name prefix ed by the prefix | 257 // Generates a name for a variable. The generated string will be name prefix ed by the prefix |
261 // char (unless the prefix is '\0'). It also mangles the name to be stage-sp ecific if we're | 258 // char (unless the prefix is '\0'). It also mangles the name to be stage-sp ecific if we're |
262 // generating stage code. | 259 // generating stage code. |
263 void nameVariable(SkString* out, char prefix, const char* name); | 260 void nameVariable(SkString* out, char prefix, const char* name); |
264 | 261 |
265 virtual bool compileAndAttachShaders(GrGLuint programId, SkTDArray<GrGLuint> * shaderIds) const; | 262 virtual bool compileAndAttachShaders(GrGLuint programId, SkTDArray<GrGLuint> * shaderIds) const; |
266 | 263 |
267 virtual void bindProgramLocations(GrGLuint programId) const; | 264 virtual void bindProgramLocations(GrGLuint programId) const; |
268 | 265 |
269 void appendDecls(const VarArray&, SkString*) const; | 266 void appendDecls(const VarArray&, SkString*) const; |
270 void appendUniformDecls(ShaderVisibility, SkString*) const; | 267 void appendUniformDecls(ShaderVisibility, SkString*) const; |
271 | 268 |
272 const GenProgramOutput& getOutput() const { return fOutput; } | 269 const GenProgramOutput& getOutput() const { return fOutput; } |
273 | 270 |
274 GenProgramOutput fOutput; | 271 GenProgramOutput fOutput; |
272 VarArray fFSInputs; | |
273 SkAutoTUnref<GrGLUniformManager> fUniformManager; | |
275 | 274 |
276 private: | 275 private: |
277 class CodeStage : SkNoncopyable { | 276 class CodeStage : SkNoncopyable { |
278 public: | 277 public: |
279 CodeStage() : fNextIndex(0), fCurrentIndex(-1), fEffectStage(NULL) {} | 278 CodeStage() : fNextIndex(0), fCurrentIndex(-1), fEffectStage(NULL) {} |
280 | 279 |
281 bool inStageCode() const { | 280 bool inStageCode() const { |
282 this->validate(); | 281 this->validate(); |
283 return NULL != fEffectStage; | 282 return NULL != fEffectStage; |
284 } | 283 } |
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389 }; | 388 }; |
390 | 389 |
391 enum { | 390 enum { |
392 kNoFragPosRead_FragPosKey = 0, // The fragment positition wil l not be needed. | 391 kNoFragPosRead_FragPosKey = 0, // The fragment positition wil l not be needed. |
393 kTopLeftFragPosRead_FragPosKey = 0x1,// Read frag pos relative to t op-left. | 392 kTopLeftFragPosRead_FragPosKey = 0x1,// Read frag pos relative to t op-left. |
394 kBottomLeftFragPosRead_FragPosKey = 0x2,// Read frag pos relative to b ottom-left. | 393 kBottomLeftFragPosRead_FragPosKey = 0x2,// Read frag pos relative to b ottom-left. |
395 }; | 394 }; |
396 | 395 |
397 const GrGLProgramDesc& fDesc; | 396 const GrGLProgramDesc& fDesc; |
398 GrGpuGL* fGpu; | 397 GrGpuGL* fGpu; |
399 SkAutoTUnref<GrGLUniformManager> fUniformManager; | |
400 uint32_t fFSFeaturesAddedMask; | 398 uint32_t fFSFeaturesAddedMask; |
401 SkString fFSFunctions; | 399 SkString fFSFunctions; |
402 SkString fFSExtensions; | 400 SkString fFSExtensions; |
403 VarArray fFSInputs; | |
404 VarArray fFSOutputs; | 401 VarArray fFSOutputs; |
405 GrGLUniformManager::BuilderUniformArray fUniforms; | 402 GrGLUniformManager::BuilderUniformArray fUniforms; |
406 | 403 |
407 SkString fFSCode; | 404 SkString fFSCode; |
408 | 405 |
409 bool fSetupFragPosition; | 406 bool fSetupFragPosition; |
410 bool fTopLeftFragPosRead; | 407 bool fTopLeftFragPosRead; |
411 | 408 |
412 bool fHasCustomColorOutput; | 409 bool fHasCustomColorOutput; |
413 bool fHasSecondaryOutput; | 410 bool fHasSecondaryOutput; |
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431 | 428 |
432 void vsCodeAppend(const char* str) { fVSCode.append(str); } | 429 void vsCodeAppend(const char* str) { fVSCode.append(str); } |
433 | 430 |
434 /** Add a vertex attribute to the current program that is passed in from the vertex data. | 431 /** Add a vertex attribute to the current program that is passed in from the vertex data. |
435 Returns false if the attribute was already there, true otherwise. */ | 432 Returns false if the attribute was already there, true otherwise. */ |
436 bool addAttribute(GrSLType type, const char* name); | 433 bool addAttribute(GrSLType type, const char* name); |
437 | 434 |
438 /** Add a varying variable to the current program to pass values between vert ex and fragment | 435 /** Add a varying variable to the current program to pass values between vert ex and fragment |
439 shaders. If the last two parameters are non-NULL, they are filled in wit h the name | 436 shaders. If the last two parameters are non-NULL, they are filled in wit h the name |
440 generated. */ | 437 generated. */ |
441 void addVarying(GrSLType type, | 438 GrGLUniformManager::FragmentInputHandle addVarying(GrSLType type, |
442 const char* name, | 439 const char* name, |
443 const char** vsOutName = NULL, | 440 const char** vsOutName = NULL, |
444 const char** fsInName = NULL); | 441 const char** fsInName = N ULL); |
442 | |
443 void addFragmentInput(const char* fsName); | |
445 | 444 |
446 /** Returns a vertex attribute that represents the vertex position in the VS . This is the | 445 /** Returns a vertex attribute that represents the vertex position in the VS . This is the |
447 pre-matrix position and is commonly used by effects to compute texture c oords via a matrix. | 446 pre-matrix position and is commonly used by effects to compute texture c oords via a matrix. |
448 */ | 447 */ |
449 const GrGLShaderVar& positionAttribute() const { return *fPositionVar; } | 448 const GrGLShaderVar& positionAttribute() const { return *fPositionVar; } |
450 | 449 |
451 /** Returns a vertex attribute that represents the local coords in the VS. T his may be the same | 450 /** Returns a vertex attribute that represents the local coords in the VS. T his may be the same |
452 as positionAttribute() or it may not be. It depends upon whether the ren dering code | 451 as positionAttribute() or it may not be. It depends upon whether the ren dering code |
453 specified explicit local coords or not in the GrDrawState. */ | 452 specified explicit local coords or not in the GrDrawState. */ |
454 const GrGLShaderVar& localCoordsAttribute() const { return *fLocalCoordsVar; } | 453 const GrGLShaderVar& localCoordsAttribute() const { return *fLocalCoordsVar; } |
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513 const EffectKey effectKeys[ ], | 512 const EffectKey effectKeys[ ], |
514 int effectCnt, | 513 int effectCnt, |
515 GrGLSLExpr4* inOutFSColor) SK_OVERRIDE; | 514 GrGLSLExpr4* inOutFSColor) SK_OVERRIDE; |
516 | 515 |
517 virtual void emitCodeAfterEffects() SK_OVERRIDE {} | 516 virtual void emitCodeAfterEffects() SK_OVERRIDE {} |
518 | 517 |
519 typedef GrGLShaderBuilder INHERITED; | 518 typedef GrGLShaderBuilder INHERITED; |
520 }; | 519 }; |
521 | 520 |
522 #endif | 521 #endif |
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