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| 1 /* | |
| 2 * Copyright 2012 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 "GrAllocator.h" | |
| 12 #include "GrBackendEffectFactory.h" | |
| 13 #include "GrColor.h" | |
| 14 #include "GrEffect.h" | |
| 15 #include "SkTypes.h" | |
| 16 #include "gl/GrGLProgramDesc.h" | |
| 17 #include "gl/GrGLProgramEffects.h" | |
| 18 #include "gl/GrGLSL.h" | |
| 19 #include "gl/GrGLProgramDataManager.h" | |
| 20 | |
| 21 #include <stdarg.h> | |
| 22 | |
| 23 class GrGLContextInfo; | |
| 24 class GrEffectStage; | |
| 25 class GrGLProgramDesc; | |
| 26 | |
| 27 /** | |
| 28 Contains all the incremental state of a shader as it is being built,as well as
helpers to | |
| 29 manipulate that state. | |
| 30 */ | |
| 31 class GrGLShaderBuilder { | |
| 32 public: | |
| 33 typedef GrTAllocator<GrGLShaderVar> VarArray; | |
| 34 typedef GrGLProgramEffects::TextureSampler TextureSampler; | |
| 35 typedef GrGLProgramEffects::TransformedCoordsArray TransformedCoordsArray; | |
| 36 | |
| 37 enum ShaderVisibility { | |
| 38 kVertex_Visibility = 0x1, | |
| 39 kGeometry_Visibility = 0x2, | |
| 40 kFragment_Visibility = 0x4, | |
| 41 }; | |
| 42 | |
| 43 typedef GrGLProgramDataManager::UniformHandle UniformHandle; | |
| 44 | |
| 45 // Handles for program uniforms (other than per-effect uniforms) | |
| 46 struct BuiltinUniformHandles { | |
| 47 UniformHandle fViewMatrixUni; | |
| 48 UniformHandle fRTAdjustmentUni; | |
| 49 UniformHandle fColorUni; | |
| 50 UniformHandle fCoverageUni; | |
| 51 | |
| 52 // We use the render target height to provide a y-down frag coord when s
pecifying | |
| 53 // origin_upper_left is not supported. | |
| 54 UniformHandle fRTHeightUni; | |
| 55 | |
| 56 // Uniforms for computing texture coords to do the dst-copy lookup | |
| 57 UniformHandle fDstCopyTopLeftUni; | |
| 58 UniformHandle fDstCopyScaleUni; | |
| 59 UniformHandle fDstCopySamplerUni; | |
| 60 }; | |
| 61 | |
| 62 struct UniformInfo { | |
| 63 GrGLShaderVar fVariable; | |
| 64 uint32_t fVisibility; | |
| 65 GrGLint fLocation; | |
| 66 }; | |
| 67 | |
| 68 // This uses an allocator rather than array so that the GrGLShaderVars don't
move in memory | |
| 69 // after they are inserted. Users of GrGLShaderBuilder get refs to the vars
and ptrs to their | |
| 70 // name strings. Otherwise, we'd have to hand out copies. | |
| 71 typedef GrTAllocator<UniformInfo> UniformInfoArray; | |
| 72 | |
| 73 /** Generates a shader program. | |
| 74 * | |
| 75 * The program implements what is specified in the stages given as input. | |
| 76 * After successful generation, the builder result objects are available | |
| 77 * to be used. | |
| 78 * @return true if generation was successful. | |
| 79 */ | |
| 80 bool genProgram(const GrEffectStage* inColorStages[], | |
| 81 const GrEffectStage* inCoverageStages[]); | |
| 82 | |
| 83 // Below are the results of the shader generation. | |
| 84 | |
| 85 GrGLProgramEffects* getColorEffects() const { SkASSERT(fProgramID); return f
ColorEffects.get(); } | |
| 86 GrGLProgramEffects* getCoverageEffects() const { SkASSERT(fProgramID); retur
n fCoverageEffects.get(); } | |
| 87 const BuiltinUniformHandles& getBuiltinUniformHandles() const { | |
| 88 SkASSERT(fProgramID); | |
| 89 return fUniformHandles; | |
| 90 } | |
| 91 GrGLuint getProgramID() const { SkASSERT(fProgramID); return fProgramID; } | |
| 92 bool hasVertexShader() const { SkASSERT(fProgramID); return fHasVertexShader
; } | |
| 93 int getTexCoordSetCount() const { SkASSERT(fProgramID); return fTexCoordSetC
nt; } | |
| 94 const UniformInfoArray& getUniformInfos() const { return fUniforms; } | |
| 95 | |
| 96 virtual ~GrGLShaderBuilder() {} | |
| 97 | |
| 98 /** | |
| 99 * Use of these features may require a GLSL extension to be enabled. Shaders
may not compile | |
| 100 * if code is added that uses one of these features without calling enableFe
ature() | |
| 101 */ | |
| 102 enum GLSLFeature { | |
| 103 kStandardDerivatives_GLSLFeature = 0, | |
| 104 | |
| 105 kLastGLSLFeature = kStandardDerivatives_GLSLFeature | |
| 106 }; | |
| 107 | |
| 108 /** | |
| 109 * If the feature is supported then true is returned and any necessary #exte
nsion declarations | |
| 110 * are added to the shaders. If the feature is not supported then false will
be returned. | |
| 111 */ | |
| 112 bool enableFeature(GLSLFeature); | |
| 113 | |
| 114 /** | |
| 115 * Called by GrGLEffects to add code the fragment shader. | |
| 116 */ | |
| 117 void fsCodeAppendf(const char format[], ...) SK_PRINTF_LIKE(2, 3) { | |
| 118 va_list args; | |
| 119 va_start(args, format); | |
| 120 fFSCode.appendVAList(format, args); | |
| 121 va_end(args); | |
| 122 } | |
| 123 | |
| 124 void fsCodeAppend(const char* str) { fFSCode.append(str); } | |
| 125 | |
| 126 /** Appends a 2D texture sample with projection if necessary. coordType must
either be Vec2f or | |
| 127 Vec3f. The latter is interpreted as projective texture coords. The vec l
ength and swizzle | |
| 128 order of the result depends on the GrTextureAccess associated with the T
extureSampler. */ | |
| 129 void appendTextureLookup(SkString* out, | |
| 130 const TextureSampler&, | |
| 131 const char* coordName, | |
| 132 GrSLType coordType = kVec2f_GrSLType) const; | |
| 133 | |
| 134 /** Version of above that appends the result to the fragment shader code ins
tead.*/ | |
| 135 void fsAppendTextureLookup(const TextureSampler&, | |
| 136 const char* coordName, | |
| 137 GrSLType coordType = kVec2f_GrSLType); | |
| 138 | |
| 139 | |
| 140 /** Does the work of appendTextureLookup and modulates the result by modulat
ion. The result is | |
| 141 always a vec4. modulation and the swizzle specified by TextureSampler mu
st both be vec4 or | |
| 142 float. If modulation is "" or NULL it this function acts as though appen
dTextureLookup were | |
| 143 called. */ | |
| 144 void fsAppendTextureLookupAndModulate(const char* modulation, | |
| 145 const TextureSampler&, | |
| 146 const char* coordName, | |
| 147 GrSLType coordType = kVec2f_GrSLType); | |
| 148 | |
| 149 /** Emits a helper function outside of main() in the fragment shader. */ | |
| 150 void fsEmitFunction(GrSLType returnType, | |
| 151 const char* name, | |
| 152 int argCnt, | |
| 153 const GrGLShaderVar* args, | |
| 154 const char* body, | |
| 155 SkString* outName); | |
| 156 | |
| 157 typedef uint8_t DstReadKey; | |
| 158 typedef uint8_t FragPosKey; | |
| 159 | |
| 160 /** Returns a key for adding code to read the copy-of-dst color in service
of effects that | |
| 161 require reading the dst. It must not return 0 because 0 indicates that
there is no dst | |
| 162 copy read at all (in which case this function should not be called). */ | |
| 163 static DstReadKey KeyForDstRead(const GrTexture* dstCopy, const GrGLCaps&); | |
| 164 | |
| 165 /** Returns a key for reading the fragment location. This should only be cal
led if there is an | |
| 166 effect that will requires the fragment position. If the fragment positio
n is not required, | |
| 167 the key is 0. */ | |
| 168 static FragPosKey KeyForFragmentPosition(const GrRenderTarget* dst, const Gr
GLCaps&); | |
| 169 | |
| 170 /** If texture swizzling is available using tex parameters then it is prefer
red over mangling | |
| 171 the generated shader code. This potentially allows greater reuse of cach
ed shaders. */ | |
| 172 static const GrGLenum* GetTexParamSwizzle(GrPixelConfig config, const GrGLCa
ps& caps); | |
| 173 | |
| 174 /** Add a uniform variable to the current program, that has visibility in on
e or more shaders. | |
| 175 visibility is a bitfield of ShaderVisibility values indicating from whic
h shaders the | |
| 176 uniform should be accessible. At least one bit must be set. Geometry sha
der uniforms are not | |
| 177 supported at this time. The actual uniform name will be mangled. If outN
ame is not NULL then | |
| 178 it will refer to the final uniform name after return. Use the addUniform
Array variant to add | |
| 179 an array of uniforms. */ | |
| 180 GrGLProgramDataManager::UniformHandle addUniform(uint32_t visibility, | |
| 181 GrSLType type, | |
| 182 const char* name, | |
| 183 const char** outName = NULL
) { | |
| 184 return this->addUniformArray(visibility, type, name, GrGLShaderVar::kNon
Array, outName); | |
| 185 } | |
| 186 GrGLProgramDataManager::UniformHandle addUniformArray(uint32_t visibility, | |
| 187 GrSLType type, | |
| 188 const char* name, | |
| 189 int arrayCount, | |
| 190 const char** outName =
NULL); | |
| 191 | |
| 192 const GrGLShaderVar& getUniformVariable(GrGLProgramDataManager::UniformHandl
e u) const { | |
| 193 return fUniforms[u.toShaderBuilderIndex()].fVariable; | |
| 194 } | |
| 195 | |
| 196 /** | |
| 197 * Shortcut for getUniformVariable(u).c_str() | |
| 198 */ | |
| 199 const char* getUniformCStr(GrGLProgramDataManager::UniformHandle u) const { | |
| 200 return this->getUniformVariable(u).c_str(); | |
| 201 } | |
| 202 | |
| 203 /** | |
| 204 * This returns a variable name to access the 2D, perspective correct versio
n of the coords in | |
| 205 * the fragment shader. If the coordinates at index are 3-dimensional, it im
mediately emits a | |
| 206 * perspective divide into the fragment shader (xy / z) to convert them to 2
D. | |
| 207 */ | |
| 208 SkString ensureFSCoords2D(const TransformedCoordsArray&, int index); | |
| 209 | |
| 210 /** Returns a variable name that represents the position of the fragment in
the FS. The position | |
| 211 is in device space (e.g. 0,0 is the top left and pixel centers are at ha
lf-integers). */ | |
| 212 const char* fragmentPosition(); | |
| 213 | |
| 214 /** Returns the variable name that holds the color of the destination pixel.
This may be NULL if | |
| 215 no effect advertised that it will read the destination. */ | |
| 216 const char* dstColor(); | |
| 217 | |
| 218 const GrGLContextInfo& ctxInfo() const; | |
| 219 | |
| 220 /** | |
| 221 * Helper for begining and ending a block in the fragment code. TODO: Make G
rGLShaderBuilder | |
| 222 * aware of all blocks and turn single \t's into the correct number of tabs
(or spaces) so that | |
| 223 * our shaders print pretty without effect writers tracking indentation. | |
| 224 */ | |
| 225 class FSBlock { | |
| 226 public: | |
| 227 FSBlock(GrGLShaderBuilder* builder) : fBuilder(builder) { | |
| 228 SkASSERT(NULL != builder); | |
| 229 fBuilder->fsCodeAppend("\t{\n"); | |
| 230 } | |
| 231 | |
| 232 ~FSBlock() { | |
| 233 fBuilder->fsCodeAppend("\t}\n"); | |
| 234 } | |
| 235 private: | |
| 236 GrGLShaderBuilder* fBuilder; | |
| 237 }; | |
| 238 | |
| 239 protected: | |
| 240 GrGLShaderBuilder(GrGpuGL*, const GrGLProgramDesc&); | |
| 241 | |
| 242 GrGpuGL* gpu() const { return fGpu; } | |
| 243 | |
| 244 const GrGLProgramDesc& desc() const { return fDesc; } | |
| 245 | |
| 246 /** Add input/output variable declarations (i.e. 'varying') to the fragment
shader. */ | |
| 247 GrGLShaderVar& fsInputAppend() { return fFSInputs.push_back(); } | |
| 248 | |
| 249 // Helper for emitEffects(). | |
| 250 void createAndEmitEffects(GrGLProgramEffectsBuilder*, | |
| 251 const GrEffectStage* effectStages[], | |
| 252 int effectCnt, | |
| 253 const GrGLProgramDesc::EffectKeyProvider&, | |
| 254 GrGLSLExpr4* inOutFSColor); | |
| 255 | |
| 256 // Generates a name for a variable. The generated string will be name prefix
ed by the prefix | |
| 257 // char (unless the prefix is '\0'). It also mangles the name to be stage-sp
ecific if we're | |
| 258 // generating stage code. | |
| 259 void nameVariable(SkString* out, char prefix, const char* name); | |
| 260 | |
| 261 virtual bool compileAndAttachShaders(GrGLuint programId, SkTDArray<GrGLuint>
* shaderIds) const; | |
| 262 | |
| 263 virtual void bindProgramLocations(GrGLuint programId); | |
| 264 void resolveProgramLocations(GrGLuint programId); | |
| 265 | |
| 266 void appendDecls(const VarArray&, SkString*) const; | |
| 267 void appendUniformDecls(ShaderVisibility, SkString*) const; | |
| 268 | |
| 269 SkAutoTUnref<GrGLProgramEffects> fColorEffects; | |
| 270 SkAutoTUnref<GrGLProgramEffects> fCoverageEffects; | |
| 271 BuiltinUniformHandles fUniformHandles; | |
| 272 bool fHasVertexShader; | |
| 273 int fTexCoordSetCnt; | |
| 274 GrGLuint fProgramID; | |
| 275 private: | |
| 276 class CodeStage : SkNoncopyable { | |
| 277 public: | |
| 278 CodeStage() : fNextIndex(0), fCurrentIndex(-1), fEffectStage(NULL) {} | |
| 279 | |
| 280 bool inStageCode() const { | |
| 281 this->validate(); | |
| 282 return NULL != fEffectStage; | |
| 283 } | |
| 284 | |
| 285 const GrEffectStage* effectStage() const { | |
| 286 this->validate(); | |
| 287 return fEffectStage; | |
| 288 } | |
| 289 | |
| 290 int stageIndex() const { | |
| 291 this->validate(); | |
| 292 return fCurrentIndex; | |
| 293 } | |
| 294 | |
| 295 class AutoStageRestore : SkNoncopyable { | |
| 296 public: | |
| 297 AutoStageRestore(CodeStage* codeStage, const GrEffectStage* newStage
) { | |
| 298 SkASSERT(NULL != codeStage); | |
| 299 fSavedIndex = codeStage->fCurrentIndex; | |
| 300 fSavedEffectStage = codeStage->fEffectStage; | |
| 301 | |
| 302 if (NULL == newStage) { | |
| 303 codeStage->fCurrentIndex = -1; | |
| 304 } else { | |
| 305 codeStage->fCurrentIndex = codeStage->fNextIndex++; | |
| 306 } | |
| 307 codeStage->fEffectStage = newStage; | |
| 308 | |
| 309 fCodeStage = codeStage; | |
| 310 } | |
| 311 ~AutoStageRestore() { | |
| 312 fCodeStage->fCurrentIndex = fSavedIndex; | |
| 313 fCodeStage->fEffectStage = fSavedEffectStage; | |
| 314 } | |
| 315 private: | |
| 316 CodeStage* fCodeStage; | |
| 317 int fSavedIndex; | |
| 318 const GrEffectStage* fSavedEffectStage; | |
| 319 }; | |
| 320 private: | |
| 321 void validate() const { SkASSERT((NULL == fEffectStage) == (-1 == fCurre
ntIndex)); } | |
| 322 int fNextIndex; | |
| 323 int fCurrentIndex; | |
| 324 const GrEffectStage* fEffectStage; | |
| 325 } fCodeStage; | |
| 326 | |
| 327 /** | |
| 328 * The base class will emit the fragment code that precedes the per-effect c
ode and then call | |
| 329 * this function. The subclass can use it to insert additional fragment code
that should | |
| 330 * execute before the effects' code and/or emit other shaders (e.g. geometry
, vertex). | |
| 331 * | |
| 332 * The subclass can modify the initial color or coverage | |
| 333 */ | |
| 334 virtual void emitCodeBeforeEffects(GrGLSLExpr4* color, GrGLSLExpr4* coverage
) = 0; | |
| 335 | |
| 336 /** | |
| 337 * Adds code for effects and returns a GrGLProgramEffects* object. The caller
is responsible for | |
| 338 * deleting it when finished. effectStages contains the effects to add. The e
ffect key provider | |
| 339 * is used to communicate the key each effect created in its GenKey function.
inOutFSColor | |
| 340 * specifies the input color to the first stage and is updated to be the outp
ut color of the | |
| 341 * last stage. The handles to texture samplers for effectStage[i] are added t
o | |
| 342 * effectSamplerHandles[i]. | |
| 343 */ | |
| 344 virtual GrGLProgramEffects* createAndEmitEffects(const GrEffectStage* effect
Stages[], | |
| 345 int effectCnt, | |
| 346 const GrGLProgramDesc::Effe
ctKeyProvider&, | |
| 347 GrGLSLExpr4* inOutFSColor)
= 0; | |
| 348 | |
| 349 /** | |
| 350 * Similar to emitCodeBeforeEffects() but called after per-effect code is em
itted. | |
| 351 */ | |
| 352 virtual void emitCodeAfterEffects() = 0; | |
| 353 | |
| 354 /** Enables using the secondary color output and returns the name of the var
in which it is | |
| 355 to be stored */ | |
| 356 const char* enableSecondaryOutput(); | |
| 357 /** Gets the name of the primary color output. */ | |
| 358 const char* getColorOutputName() const; | |
| 359 | |
| 360 /** | |
| 361 * Compiles all the shaders, links them into a program, and writes the progr
am id to the output | |
| 362 * struct. | |
| 363 **/ | |
| 364 bool finish(); | |
| 365 | |
| 366 /** | |
| 367 * Features that should only be enabled by GrGLShaderBuilder itself. | |
| 368 */ | |
| 369 enum GLSLPrivateFeature { | |
| 370 kFragCoordConventions_GLSLPrivateFeature = kLastGLSLFeature + 1, | |
| 371 kLastGLSLPrivateFeature = kFragCoordConventions_GLSLPrivateFeature | |
| 372 }; | |
| 373 bool enablePrivateFeature(GLSLPrivateFeature); | |
| 374 | |
| 375 // If we ever have VS/GS features we can expand this to take a bitmask of Sh
aderVisibility and | |
| 376 // track the enables separately for each shader. | |
| 377 void addFSFeature(uint32_t featureBit, const char* extensionName); | |
| 378 | |
| 379 // Interpretation of DstReadKey when generating code | |
| 380 enum { | |
| 381 kNoDstRead_DstReadKey = 0, | |
| 382 kYesDstRead_DstReadKeyBit = 0x1, // Set if we do a dst-copy-read. | |
| 383 kUseAlphaConfig_DstReadKeyBit = 0x2, // Set if dst-copy config is alph
a only. | |
| 384 kTopLeftOrigin_DstReadKeyBit = 0x4, // Set if dst-copy origin is top-
left. | |
| 385 }; | |
| 386 | |
| 387 enum { | |
| 388 kNoFragPosRead_FragPosKey = 0, // The fragment positition wil
l not be needed. | |
| 389 kTopLeftFragPosRead_FragPosKey = 0x1,// Read frag pos relative to t
op-left. | |
| 390 kBottomLeftFragPosRead_FragPosKey = 0x2,// Read frag pos relative to b
ottom-left. | |
| 391 }; | |
| 392 | |
| 393 const GrGLProgramDesc& fDesc; | |
| 394 GrGpuGL* fGpu; | |
| 395 uint32_t fFSFeaturesAddedMask; | |
| 396 SkString fFSFunctions; | |
| 397 SkString fFSExtensions; | |
| 398 VarArray fFSInputs; | |
| 399 VarArray fFSOutputs; | |
| 400 UniformInfoArray fUniforms; | |
| 401 | |
| 402 SkString fFSCode; | |
| 403 | |
| 404 bool fSetupFragPosition; | |
| 405 bool fTopLeftFragPosRead; | |
| 406 | |
| 407 bool fHasCustomColorOutput; | |
| 408 bool fHasSecondaryOutput; | |
| 409 }; | |
| 410 | |
| 411 //////////////////////////////////////////////////////////////////////////////// | |
| 412 | |
| 413 class GrGLFullShaderBuilder : public GrGLShaderBuilder { | |
| 414 public: | |
| 415 GrGLFullShaderBuilder(GrGpuGL*, const GrGLProgramDesc&); | |
| 416 | |
| 417 /** | |
| 418 * Called by GrGLEffects to add code to one of the shaders. | |
| 419 */ | |
| 420 void vsCodeAppendf(const char format[], ...) SK_PRINTF_LIKE(2, 3) { | |
| 421 va_list args; | |
| 422 va_start(args, format); | |
| 423 fVSCode.appendVAList(format, args); | |
| 424 va_end(args); | |
| 425 } | |
| 426 | |
| 427 void vsCodeAppend(const char* str) { fVSCode.append(str); } | |
| 428 | |
| 429 /** Add a vertex attribute to the current program that is passed in from the
vertex data. | |
| 430 Returns false if the attribute was already there, true otherwise. */ | |
| 431 bool addAttribute(GrSLType type, const char* name); | |
| 432 | |
| 433 /** Add a varying variable to the current program to pass values between vert
ex and fragment | |
| 434 shaders. If the last two parameters are non-NULL, they are filled in wit
h the name | |
| 435 generated. */ | |
| 436 void addVarying(GrSLType type, | |
| 437 const char* name, | |
| 438 const char** vsOutName = NULL, | |
| 439 const char** fsInName = NULL); | |
| 440 | |
| 441 /** Returns a vertex attribute that represents the vertex position in the VS
. This is the | |
| 442 pre-matrix position and is commonly used by effects to compute texture c
oords via a matrix. | |
| 443 */ | |
| 444 const GrGLShaderVar& positionAttribute() const { return *fPositionVar; } | |
| 445 | |
| 446 /** Returns a vertex attribute that represents the local coords in the VS. T
his may be the same | |
| 447 as positionAttribute() or it may not be. It depends upon whether the ren
dering code | |
| 448 specified explicit local coords or not in the GrDrawState. */ | |
| 449 const GrGLShaderVar& localCoordsAttribute() const { return *fLocalCoordsVar;
} | |
| 450 | |
| 451 /** | |
| 452 * Are explicit local coordinates provided as input to the vertex shader. | |
| 453 */ | |
| 454 bool hasExplicitLocalCoords() const { return (fLocalCoordsVar != fPositionVa
r); } | |
| 455 | |
| 456 bool addEffectAttribute(int attributeIndex, GrSLType type, const SkString& n
ame); | |
| 457 const SkString* getEffectAttributeName(int attributeIndex) const; | |
| 458 | |
| 459 private: | |
| 460 virtual void emitCodeBeforeEffects(GrGLSLExpr4* color, GrGLSLExpr4* coverage
) SK_OVERRIDE; | |
| 461 | |
| 462 virtual GrGLProgramEffects* createAndEmitEffects(const GrEffectStage* effect
Stages[], | |
| 463 int effectCnt, | |
| 464 const GrGLProgramDesc::Effe
ctKeyProvider&, | |
| 465 GrGLSLExpr4* inOutFSColor)
SK_OVERRIDE; | |
| 466 | |
| 467 virtual void emitCodeAfterEffects() SK_OVERRIDE; | |
| 468 | |
| 469 virtual bool compileAndAttachShaders(GrGLuint programId, | |
| 470 SkTDArray<GrGLuint>* shaderIds) const S
K_OVERRIDE; | |
| 471 | |
| 472 virtual void bindProgramLocations(GrGLuint programId) SK_OVERRIDE; | |
| 473 | |
| 474 VarArray fVSAttrs; | |
| 475 VarArray fVSOutputs; | |
| 476 VarArray fGSInputs; | |
| 477 VarArray fGSOutputs; | |
| 478 | |
| 479 SkString fVSCode; | |
| 480 | |
| 481 struct AttributePair { | |
| 482 void set(int index, const SkString& name) { | |
| 483 fIndex = index; fName = name; | |
| 484 } | |
| 485 int fIndex; | |
| 486 SkString fName; | |
| 487 }; | |
| 488 SkSTArray<10, AttributePair, true> fEffectAttributes; | |
| 489 | |
| 490 GrGLShaderVar* fPositionVar; | |
| 491 GrGLShaderVar* fLocalCoordsVar; | |
| 492 | |
| 493 typedef GrGLShaderBuilder INHERITED; | |
| 494 }; | |
| 495 | |
| 496 //////////////////////////////////////////////////////////////////////////////// | |
| 497 | |
| 498 class GrGLFragmentOnlyShaderBuilder : public GrGLShaderBuilder { | |
| 499 public: | |
| 500 GrGLFragmentOnlyShaderBuilder(GrGpuGL*, const GrGLProgramDesc&); | |
| 501 | |
| 502 int addTexCoordSets(int count); | |
| 503 | |
| 504 private: | |
| 505 virtual void emitCodeBeforeEffects(GrGLSLExpr4* color, GrGLSLExpr4* coverage
) SK_OVERRIDE {} | |
| 506 | |
| 507 virtual GrGLProgramEffects* createAndEmitEffects(const GrEffectStage* effect
Stages[], | |
| 508 int effectCnt, | |
| 509 const GrGLProgramDesc::Effe
ctKeyProvider&, | |
| 510 GrGLSLExpr4* inOutFSColor)
SK_OVERRIDE; | |
| 511 | |
| 512 virtual void emitCodeAfterEffects() SK_OVERRIDE {} | |
| 513 | |
| 514 typedef GrGLShaderBuilder INHERITED; | |
| 515 }; | |
| 516 | |
| 517 #endif | |
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