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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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