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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 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 time being using these c alls on non-fragment | |
| 44 * shaders will result in a shader compilation error as texture sampler unif orms are only | |
| 45 * visible to the fragment shader. It would not be hard to change this beha vior, if someone | |
| 46 * actually wants to do texture lookups in a non-fragment shader | |
| 47 * | |
| 48 * TODO if append texture lookup is used on a non-fragment shader, sampler u niforms should be | |
| 49 * made visible to that shaders | |
| 50 */ | |
| 51 /** Appends a 2D texture sample with projection if necessary. coordType must either be Vec2f or | |
| 52 Vec3f. The latter is interpreted as projective texture coords. The vec l ength and swizzle | |
| 53 order of the result depends on the GrTextureAccess associated with the T extureSampler. */ | |
| 54 void appendTextureLookup(SkString* out, | |
| 55 const TextureSampler&, | |
| 56 const char* coordName, | |
| 57 GrSLType coordType = kVec2f_GrSLType) const; | |
| 58 | |
| 59 /** Version of above that appends the result to the fragment shader code ins tead.*/ | |
| 60 void appendTextureLookup(const TextureSampler&, | |
| 61 const char* coordName, | |
| 62 GrSLType coordType = kVec2f_GrSLType); | |
| 63 | |
| 64 | |
| 65 /** Does the work of appendTextureLookup and modulates the result by modulat ion. The result is | |
| 66 always a vec4. modulation and the swizzle specified by TextureSampler mu st both be vec4 or | |
| 67 float. If modulation is "" or NULL it this function acts as though appen dTextureLookup were | |
| 68 called. */ | |
| 69 void appendTextureLookupAndModulate(const char* modulation, | |
| 70 const TextureSampler&, | |
| 71 const char* coordName, | |
| 72 GrSLType coordType = kVec2f_GrSLType); | |
| 73 | |
| 74 /** If texture swizzling is available using tex parameters then it is prefer red over mangling | |
| 75 the generated shader code. This potentially allows greater reuse of cach ed shaders. */ | |
| 76 static const GrGLenum* GetTexParamSwizzle(GrPixelConfig config, const GrGLCa ps& caps); | |
| 77 | |
| 78 /** | |
| 79 * Called by GrGLEffects to add code to one of the shaders. | |
| 80 */ | |
| 81 void codeAppendf(const char format[], ...) SK_PRINTF_LIKE(2, 3) { | |
| 82 va_list args; | |
| 83 va_start(args, format); | |
| 84 fCode.appendVAList(format, args); | |
| 85 va_end(args); | |
| 86 } | |
| 87 | |
| 88 void codeAppend(const char* str) { fCode.append(str); } | |
| 89 | |
| 90 void codePrependf(const char format[], ...) SK_PRINTF_LIKE(2, 3) { | |
| 91 va_list args; | |
| 92 va_start(args, format); | |
| 93 fCode.prependVAList(format, args); | |
| 94 va_end(args); | |
| 95 } | |
| 96 | |
| 97 /** Emits a helper function outside of main() in the fragment shader. */ | |
| 98 void emitFunction(GrSLType returnType, | |
| 99 const char* name, | |
| 100 int argCnt, | |
| 101 const GrGLShaderVar* args, | |
| 102 const char* body, | |
| 103 SkString* outName); | |
| 104 | |
| 105 /* | |
| 106 * Get parent builder for adding uniforms | |
| 107 */ | |
| 108 GrGLProgramBuilder* getProgramBuilder() { return fProgram; } | |
| 109 | |
| 110 /** | |
| 111 * Helper for begining and ending a block in the fragment code. | |
| 112 */ | |
| 113 class ShaderBlock { | |
| 114 public: | |
| 115 ShaderBlock(GrGLShaderBuilder* builder) : fBuilder(builder) { | |
| 116 SkASSERT(NULL != builder); | |
| 117 fBuilder->codeAppend("{"); | |
| 118 } | |
| 119 | |
| 120 ~ShaderBlock() { | |
| 121 fBuilder->codeAppend("}"); | |
| 122 } | |
| 123 private: | |
| 124 GrGLShaderBuilder* fBuilder; | |
| 125 }; | |
| 126 protected: | |
| 127 | |
| 128 /* | |
| 129 * this super low level function is just for use internally to builders | |
| 130 */ | |
| 131 void appendTextureLookup(const char* samplerName, | |
| 132 const char* coordName, | |
| 133 uint32_t configComponentMask, | |
| 134 const char* swizzle); | |
| 135 | |
| 136 /* | |
| 137 * A general function which enables an extension in a shader if the feature bit is not present | |
| 138 */ | |
| 139 void addFeature(uint32_t featureBit, const char* extensionName); | |
| 140 | |
| 141 typedef GrTAllocator<GrGLShaderVar> VarArray; | |
| 142 | |
| 143 GrGLProgramBuilder* fProgram; | |
| 144 | |
| 145 SkString fCode; | |
| 146 SkString fFunctions; | |
| 147 SkString fExtensions; | |
| 148 | |
| 149 VarArray fInputs; | |
| 150 VarArray fOutputs; | |
| 151 uint32_t fFeaturesAddedMask; | |
| 152 }; | |
| 153 | |
| 154 | |
| 155 /* | |
| 156 * Full Shader builder is the base class for shaders which are only accessible t hrough full program | |
| 157 * builder, ie vertex, geometry, and later TCU / TES. Using this base class, th ey can access the | |
| 158 * full program builder functionality through the full program pointer | |
| 159 */ | |
| 160 class GrGLFullShaderBuilder : public GrGLShaderBuilder { | |
| 161 public: | |
| 162 GrGLFullShaderBuilder(GrGLFullProgramBuilder* program); | |
| 163 | |
| 164 GrGLFullProgramBuilder* fullProgram() { return fFullProgram; } | |
|
bsalomon
2014/08/21 20:21:01
How about getFullProgramBuilder()? It's more a bu
| |
| 165 protected: | |
| 166 GrGLFullProgramBuilder* fFullProgram; | |
| 167 private: | |
| 168 typedef GrGLShaderBuilder INHERITED; | |
| 169 }; | |
| 170 #endif | |
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