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| 1 /* | |
| 2 * Copyright 2014 Google Inc. | |
| 3 * | |
| 4 * Use of this source code is governed by a BSD-style license that can be | |
| 5 * found in the LICENSE file. | |
| 6 */ | |
| 7 | |
| 8 #ifndef GrGLShaderBuilder_DEFINED | |
| 9 #define GrGLShaderBuilder_DEFINED | |
| 10 | |
| 11 #include "gl/GrGLProgramDesc.h" | |
| 12 #include "gl/GrGLProgramEffects.h" | |
| 13 #include "gl/GrGLSL.h" | |
| 14 #include "gl/GrGLProgramDataManager.h" | |
| 15 #include "GrAllocator.h" | |
| 16 #include "GrBackendEffectFactory.h" | |
| 17 #include "GrColor.h" | |
| 18 #include "GrEffect.h" | |
| 19 #include "SkTypes.h" | |
| 20 | |
| 21 #include <stdarg.h> | |
| 22 | |
| 23 class GrGLContextInfo; | |
| 24 class GrEffectStage; | |
| 25 class GrGLProgramDesc; | |
| 26 class GrGLProgramBuilder; | |
| 27 class GrGLFullProgramBuilder; | |
| 28 | |
| 29 /** | |
| 30 base class for all shaders | |
|
bsalomon
2014/08/21 17:18:00
How about "... all shader builders"?
| |
| 31 */ | |
| 32 class GrGLShaderBuilder { | |
| 33 public: | |
| 34 typedef GrGLProgramEffects::TransformedCoordsArray TransformedCoordsArray; | |
| 35 typedef GrGLProgramEffects::TextureSampler TextureSampler; | |
| 36 GrGLShaderBuilder(GrGLProgramBuilder* program); | |
| 37 | |
| 38 void addInput(GrGLShaderVar i) { fInputs.push_back(i); } | |
| 39 void addOutput(GrGLShaderVar i) { fOutputs.push_back(i); } | |
| 40 | |
| 41 /* | |
| 42 * We put texture lookups in the base class because it is TECHNICALLY possib le to do texture | |
| 43 * lookups in any kind of shader. However, For the most part, usage of thes e features should be | |
|
bsalomon
2014/08/21 17:18:00
Would it work anywhere else? Maybe we should say "
| |
| 44 * confined to the fragment shader. | |
| 45 */ | |
| 46 /** Appends a 2D texture sample with projection if necessary. coordType must either be Vec2f or | |
| 47 Vec3f. The latter is interpreted as projective texture coords. The vec l ength and swizzle | |
| 48 order of the result depends on the GrTextureAccess associated with the T extureSampler. */ | |
| 49 void appendTextureLookup(SkString* out, | |
| 50 const TextureSampler&, | |
| 51 const char* coordName, | |
| 52 GrSLType coordType = kVec2f_GrSLType) const; | |
| 53 | |
| 54 /** Version of above that appends the result to the fragment shader code ins tead.*/ | |
| 55 void appendTextureLookup(const TextureSampler&, | |
| 56 const char* coordName, | |
| 57 GrSLType coordType = kVec2f_GrSLType); | |
| 58 | |
| 59 | |
| 60 /** Does the work of appendTextureLookup and modulates the result by modulat ion. The result is | |
| 61 always a vec4. modulation and the swizzle specified by TextureSampler mu st both be vec4 or | |
| 62 float. If modulation is "" or NULL it this function acts as though appen dTextureLookup were | |
| 63 called. */ | |
| 64 void appendTextureLookupAndModulate(const char* modulation, | |
| 65 const TextureSampler&, | |
| 66 const char* coordName, | |
| 67 GrSLType coordType = kVec2f_GrSLType); | |
| 68 | |
| 69 /** If texture swizzling is available using tex parameters then it is prefer red over mangling | |
| 70 the generated shader code. This potentially allows greater reuse of cach ed shaders. */ | |
| 71 static const GrGLenum* GetTexParamSwizzle(GrPixelConfig config, const GrGLCa ps& caps); | |
| 72 | |
| 73 /** | |
| 74 * Called by GrGLEffects to add code to one of the shaders. | |
| 75 */ | |
| 76 void codeAppendf(const char format[], ...) SK_PRINTF_LIKE(2, 3) { | |
| 77 va_list args; | |
| 78 va_start(args, format); | |
| 79 fCode.appendVAList(format, args); | |
| 80 va_end(args); | |
| 81 } | |
| 82 | |
| 83 void codeAppend(const char* str) { fCode.append(str); } | |
| 84 | |
| 85 void codePrependf(const char format[], ...) SK_PRINTF_LIKE(2, 3) { | |
| 86 va_list args; | |
| 87 va_start(args, format); | |
| 88 fCode.prependVAList(format, args); | |
| 89 va_end(args); | |
| 90 } | |
| 91 | |
| 92 /** Emits a helper function outside of main() in the fragment shader. */ | |
| 93 void emitFunction(GrSLType returnType, | |
| 94 const char* name, | |
| 95 int argCnt, | |
| 96 const GrGLShaderVar* args, | |
| 97 const char* body, | |
| 98 SkString* outName); | |
| 99 | |
| 100 /* | |
| 101 * Get parent builder for adding uniforms | |
| 102 */ | |
| 103 GrGLProgramBuilder* getProgramBuilder() { return fProgram; } | |
| 104 | |
| 105 /** | |
| 106 * Helper for begining and ending a block in the fragment code. | |
| 107 */ | |
| 108 class ShaderBlock { | |
| 109 public: | |
| 110 ShaderBlock(GrGLShaderBuilder* builder) : fBuilder(builder) { | |
| 111 SkASSERT(NULL != builder); | |
| 112 fBuilder->codeAppend("{"); | |
| 113 } | |
| 114 | |
| 115 ~ShaderBlock() { | |
| 116 fBuilder->codeAppend("}"); | |
| 117 } | |
| 118 private: | |
| 119 GrGLShaderBuilder* fBuilder; | |
| 120 }; | |
| 121 protected: | |
| 122 | |
| 123 /* | |
| 124 * this super low level function is just for use internally to builders | |
| 125 */ | |
| 126 void appendTextureLookup(const char* samplerName, | |
| 127 const char* coordName, | |
| 128 uint32_t configComponentMask, | |
| 129 const char* swizzle); | |
| 130 | |
| 131 /* | |
| 132 * A general function which enables an extension in a shader if the feature bit is not present | |
| 133 */ | |
| 134 void addFeature(uint32_t featureBit, const char* extensionName); | |
| 135 | |
| 136 typedef GrTAllocator<GrGLShaderVar> VarArray; | |
| 137 | |
| 138 GrGLProgramBuilder* fProgram; | |
| 139 | |
| 140 SkString fCode; | |
| 141 SkString fFunctions; | |
| 142 SkString fExtensions; | |
| 143 | |
| 144 VarArray fInputs; | |
| 145 VarArray fOutputs; | |
| 146 uint32_t fFeaturesAddedMask; | |
| 147 }; | |
| 148 | |
| 149 class GrGLFullShaderBuilder : public GrGLShaderBuilder { | |
|
bsalomon
2014/08/21 17:18:00
Why do we need this subclass?
| |
| 150 public: | |
| 151 GrGLFullShaderBuilder(GrGLFullProgramBuilder* program); | |
| 152 | |
| 153 GrGLFullProgramBuilder* fullProgram() { return fFullProgram; } | |
| 154 protected: | |
| 155 GrGLFullProgramBuilder* fFullProgram; | |
| 156 private: | |
| 157 typedef GrGLShaderBuilder INHERITED; | |
| 158 }; | |
| 159 #endif | |
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