| OLD | NEW |
| 1 /* | 1 /* |
| 2 * Copyright 2012 Google Inc. | 2 * Copyright 2014 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 GrGLProgramBuilder_DEFINED |
| 9 #define GrGLShaderBuilder_DEFINED | 9 #define GrGLProgramBuilder_DEFINED |
| 10 | 10 |
| 11 #include "GrAllocator.h" | 11 #include "GrAllocator.h" |
| 12 #include "GrBackendEffectFactory.h" | 12 #include "GrBackendEffectFactory.h" |
| 13 #include "GrColor.h" | 13 #include "GrColor.h" |
| 14 #include "GrEffect.h" | 14 #include "GrEffect.h" |
| 15 #include "GrGLFragmentShaderBuilder.h" |
| 16 #include "GrGLGeometryShaderBuilder.h" |
| 17 #include "GrGLVertexShaderBuilder.h" |
| 15 #include "SkTypes.h" | 18 #include "SkTypes.h" |
| 16 #include "gl/GrGLProgramDesc.h" | 19 #include "gl/GrGLProgramDesc.h" |
| 17 #include "gl/GrGLProgramEffects.h" | 20 #include "gl/GrGLProgramEffects.h" |
| 18 #include "gl/GrGLSL.h" | 21 #include "gl/GrGLSL.h" |
| 19 #include "gl/GrGLProgramDataManager.h" | 22 #include "gl/GrGLProgramDataManager.h" |
| 20 | 23 |
| 21 #include <stdarg.h> | 24 #include <stdarg.h> |
| 22 | 25 |
| 23 class GrGLContextInfo; | 26 class GrGLContextInfo; |
| 24 class GrEffectStage; | 27 class GrEffectStage; |
| 25 class GrGLProgramDesc; | 28 class GrGLProgramDesc; |
| 26 | 29 |
| 27 /** | 30 /** |
| 28 Contains all the incremental state of a shader as it is being built,as well as
helpers to | 31 Contains all the incremental state of a shader as it is being built,as well as
helpers to |
| 29 manipulate that state. | 32 manipulate that state. |
| 30 */ | 33 */ |
| 31 class GrGLShaderBuilder { | 34 class GrGLProgramBuilder { |
| 32 public: | 35 public: |
| 33 typedef GrTAllocator<GrGLShaderVar> VarArray; | |
| 34 typedef GrGLProgramEffects::TextureSampler TextureSampler; | |
| 35 typedef GrGLProgramEffects::TransformedCoordsArray TransformedCoordsArray; | |
| 36 | |
| 37 enum ShaderVisibility { | 36 enum ShaderVisibility { |
| 38 kVertex_Visibility = 0x1, | 37 kVertex_Visibility = 0x1, |
| 39 kGeometry_Visibility = 0x2, | 38 kGeometry_Visibility = 0x2, |
| 40 kFragment_Visibility = 0x4, | 39 kFragment_Visibility = 0x4, |
| 41 }; | 40 }; |
| 42 | 41 |
| 43 typedef GrGLProgramDataManager::UniformHandle UniformHandle; | 42 typedef GrGLProgramDataManager::UniformHandle UniformHandle; |
| 44 | 43 |
| 45 // Handles for program uniforms (other than per-effect uniforms) | 44 // Handles for program uniforms (other than per-effect uniforms) |
| 46 struct BuiltinUniformHandles { | 45 struct BuiltinUniformHandles { |
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| 82 | 81 |
| 83 // Below are the results of the shader generation. | 82 // Below are the results of the shader generation. |
| 84 | 83 |
| 85 GrGLProgramEffects* getColorEffects() const { SkASSERT(fProgramID); return f
ColorEffects.get(); } | 84 GrGLProgramEffects* getColorEffects() const { SkASSERT(fProgramID); return f
ColorEffects.get(); } |
| 86 GrGLProgramEffects* getCoverageEffects() const { SkASSERT(fProgramID); retur
n fCoverageEffects.get(); } | 85 GrGLProgramEffects* getCoverageEffects() const { SkASSERT(fProgramID); retur
n fCoverageEffects.get(); } |
| 87 const BuiltinUniformHandles& getBuiltinUniformHandles() const { | 86 const BuiltinUniformHandles& getBuiltinUniformHandles() const { |
| 88 SkASSERT(fProgramID); | 87 SkASSERT(fProgramID); |
| 89 return fUniformHandles; | 88 return fUniformHandles; |
| 90 } | 89 } |
| 91 GrGLuint getProgramID() const { SkASSERT(fProgramID); return fProgramID; } | 90 GrGLuint getProgramID() const { SkASSERT(fProgramID); return fProgramID; } |
| 92 bool hasVertexShader() const { SkASSERT(fProgramID); return fHasVertexShader
; } | 91 bool hasVertexShader() const { SkASSERT(fProgramID); return !fFragOnly; } |
| 93 int getTexCoordSetCount() const { SkASSERT(fProgramID); return fTexCoordSetC
nt; } | 92 int getTexCoordSetCount() const { SkASSERT(fProgramID); return fTexCoordSetC
nt; } |
| 94 const UniformInfoArray& getUniformInfos() const { return fUniforms; } | 93 const UniformInfoArray& getUniformInfos() const { return fUniforms; } |
| 95 | 94 |
| 96 virtual ~GrGLShaderBuilder() {} | 95 virtual ~GrGLProgramBuilder() {} |
| 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 | 96 |
| 174 /** Add a uniform variable to the current program, that has visibility in on
e or more shaders. | 97 /** 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 | 98 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 | 99 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 | 100 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 | 101 it will refer to the final uniform name after return. Use the addUniform
Array variant to add |
| 179 an array of uniforms. */ | 102 an array of uniforms. */ |
| 180 GrGLProgramDataManager::UniformHandle addUniform(uint32_t visibility, | 103 GrGLProgramDataManager::UniformHandle addUniform(uint32_t visibility, |
| 181 GrSLType type, | 104 GrSLType type, |
| 182 const char* name, | 105 const char* name, |
| (...skipping 10 matching lines...) Expand all Loading... |
| 193 return fUniforms[u.toShaderBuilderIndex()].fVariable; | 116 return fUniforms[u.toShaderBuilderIndex()].fVariable; |
| 194 } | 117 } |
| 195 | 118 |
| 196 /** | 119 /** |
| 197 * Shortcut for getUniformVariable(u).c_str() | 120 * Shortcut for getUniformVariable(u).c_str() |
| 198 */ | 121 */ |
| 199 const char* getUniformCStr(GrGLProgramDataManager::UniformHandle u) const { | 122 const char* getUniformCStr(GrGLProgramDataManager::UniformHandle u) const { |
| 200 return this->getUniformVariable(u).c_str(); | 123 return this->getUniformVariable(u).c_str(); |
| 201 } | 124 } |
| 202 | 125 |
| 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; | 126 const GrGLContextInfo& ctxInfo() const; |
| 219 | 127 |
| 220 /** | 128 GrGLFragmentShaderBuilder* getFragmentShaderBuilder() { return &fFS; } |
| 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 | 129 |
| 239 protected: | 130 protected: |
| 240 GrGLShaderBuilder(GrGpuGL*, const GrGLProgramDesc&); | 131 typedef GrTAllocator<GrGLShaderVar> VarArray; |
| 132 GrGLProgramBuilder(GrGpuGL*, const GrGLProgramDesc&); |
| 241 | 133 |
| 242 GrGpuGL* gpu() const { return fGpu; } | 134 GrGpuGL* gpu() const { return fGpu; } |
| 243 | 135 |
| 244 const GrGLProgramDesc& desc() const { return fDesc; } | 136 const GrGLProgramDesc& desc() const { return fDesc; } |
| 245 | 137 |
| 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(). | 138 // Helper for emitEffects(). |
| 250 void createAndEmitEffects(GrGLProgramEffectsBuilder*, | 139 void createAndEmitEffects(GrGLProgramEffectsBuilder*, |
| 251 const GrEffectStage* effectStages[], | 140 const GrEffectStage* effectStages[], |
| 252 int effectCnt, | 141 int effectCnt, |
| 253 const GrGLProgramDesc::EffectKeyProvider&, | 142 const GrGLProgramDesc::EffectKeyProvider&, |
| 254 GrGLSLExpr4* inOutFSColor); | 143 GrGLSLExpr4* inOutFSColor); |
| 255 | 144 |
| 256 // Generates a name for a variable. The generated string will be name prefix
ed by the prefix | 145 // 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 | 146 // char (unless the prefix is '\0'). It also mangles the name to be stage-sp
ecific if we're |
| 258 // generating stage code. | 147 // generating stage code. |
| 259 void nameVariable(SkString* out, char prefix, const char* name); | 148 void nameVariable(SkString* out, char prefix, const char* name); |
| 260 | 149 |
| 261 virtual bool compileAndAttachShaders(GrGLuint programId, SkTDArray<GrGLuint>
* shaderIds) const; | 150 virtual bool compileAndAttachShaders(GrGLuint programId, SkTDArray<GrGLuint>
* shaderIds) const; |
| 262 | 151 |
| 263 virtual void bindProgramLocations(GrGLuint programId); | 152 virtual void bindProgramLocations(GrGLuint programId); |
| 264 void resolveProgramLocations(GrGLuint programId); | 153 void resolveProgramLocations(GrGLuint programId); |
| 265 | 154 |
| 266 void appendDecls(const VarArray&, SkString*) const; | 155 void appendDecls(const VarArray&, SkString*) const; |
| 267 void appendUniformDecls(ShaderVisibility, SkString*) const; | 156 void appendUniformDecls(ShaderVisibility, SkString*) const; |
| 268 | 157 |
| 269 SkAutoTUnref<GrGLProgramEffects> fColorEffects; | 158 SkAutoTUnref<GrGLProgramEffects> fColorEffects; |
| 270 SkAutoTUnref<GrGLProgramEffects> fCoverageEffects; | 159 SkAutoTUnref<GrGLProgramEffects> fCoverageEffects; |
| 271 BuiltinUniformHandles fUniformHandles; | 160 BuiltinUniformHandles fUniformHandles; |
| 272 bool fHasVertexShader; | 161 bool fFragOnly; |
| 273 int fTexCoordSetCnt; | 162 int fTexCoordSetCnt; |
| 274 GrGLuint fProgramID; | 163 GrGLuint fProgramID; |
| 164 GrGLFragmentShaderBuilder fFS; |
| 275 private: | 165 private: |
| 276 class CodeStage : SkNoncopyable { | 166 class CodeStage : SkNoncopyable { |
| 277 public: | 167 public: |
| 278 CodeStage() : fNextIndex(0), fCurrentIndex(-1), fEffectStage(NULL) {} | 168 CodeStage() : fNextIndex(0), fCurrentIndex(-1), fEffectStage(NULL) {} |
| 279 | 169 |
| 280 bool inStageCode() const { | 170 bool inStageCode() const { |
| 281 this->validate(); | 171 this->validate(); |
| 282 return NULL != fEffectStage; | 172 return NULL != fEffectStage; |
| 283 } | 173 } |
| 284 | 174 |
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| 344 virtual GrGLProgramEffects* createAndEmitEffects(const GrEffectStage* effect
Stages[], | 234 virtual GrGLProgramEffects* createAndEmitEffects(const GrEffectStage* effect
Stages[], |
| 345 int effectCnt, | 235 int effectCnt, |
| 346 const GrGLProgramDesc::Effe
ctKeyProvider&, | 236 const GrGLProgramDesc::Effe
ctKeyProvider&, |
| 347 GrGLSLExpr4* inOutFSColor)
= 0; | 237 GrGLSLExpr4* inOutFSColor)
= 0; |
| 348 | 238 |
| 349 /** | 239 /** |
| 350 * Similar to emitCodeBeforeEffects() but called after per-effect code is em
itted. | 240 * Similar to emitCodeBeforeEffects() but called after per-effect code is em
itted. |
| 351 */ | 241 */ |
| 352 virtual void emitCodeAfterEffects() = 0; | 242 virtual void emitCodeAfterEffects() = 0; |
| 353 | 243 |
| 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 /** | 244 /** |
| 361 * Compiles all the shaders, links them into a program, and writes the progr
am id to the output | 245 * Compiles all the shaders, links them into a program, and writes the progr
am id to the output |
| 362 * struct. | 246 * struct. |
| 363 **/ | 247 **/ |
| 364 bool finish(); | 248 bool finish(); |
| 365 | 249 |
| 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; | 250 const GrGLProgramDesc& fDesc; |
| 394 GrGpuGL* fGpu; | 251 GrGpuGL* fGpu; |
| 395 uint32_t fFSFeaturesAddedMask; | |
| 396 SkString fFSFunctions; | |
| 397 SkString fFSExtensions; | |
| 398 VarArray fFSInputs; | |
| 399 VarArray fFSOutputs; | |
| 400 UniformInfoArray fUniforms; | 252 UniformInfoArray fUniforms; |
| 401 | 253 |
| 402 SkString fFSCode; | 254 friend class GrGLShaderBuilder; |
| 403 | 255 friend class GrGLVertexShaderBuilder; |
| 404 bool fSetupFragPosition; | 256 friend class GrGLFragmentShaderBuilder; |
| 405 bool fTopLeftFragPosRead; | 257 friend class GrGLGeometryShaderBuilder; |
| 406 | |
| 407 bool fHasCustomColorOutput; | |
| 408 bool fHasSecondaryOutput; | |
| 409 }; | 258 }; |
| 410 | 259 |
| 411 //////////////////////////////////////////////////////////////////////////////// | 260 //////////////////////////////////////////////////////////////////////////////// |
| 412 | 261 |
| 413 class GrGLFullShaderBuilder : public GrGLShaderBuilder { | 262 class GrGLFullProgramBuilder : public GrGLProgramBuilder { |
| 414 public: | 263 public: |
| 415 GrGLFullShaderBuilder(GrGpuGL*, const GrGLProgramDesc&); | 264 GrGLFullProgramBuilder(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 | 265 |
| 433 /** Add a varying variable to the current program to pass values between vert
ex and fragment | 266 /** 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 | 267 shaders. If the last two parameters are non-NULL, they are filled in wit
h the name |
| 435 generated. */ | 268 generated. */ |
| 436 void addVarying(GrSLType type, | 269 void addVarying(GrSLType type, |
| 437 const char* name, | 270 const char* name, |
| 438 const char** vsOutName = NULL, | 271 const char** vsOutName = NULL, |
| 439 const char** fsInName = NULL); | 272 const char** fsInName = NULL); |
| 440 | 273 |
| 441 /** Returns a vertex attribute that represents the vertex position in the VS
. This is the | 274 GrGLVertexShaderBuilder* getVertexShaderBuilder() { return &fVS; } |
| 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 | 275 |
| 459 private: | 276 private: |
| 460 virtual void emitCodeBeforeEffects(GrGLSLExpr4* color, GrGLSLExpr4* coverage
) SK_OVERRIDE; | 277 virtual void emitCodeBeforeEffects(GrGLSLExpr4* color, GrGLSLExpr4* coverage
) SK_OVERRIDE; |
| 461 | 278 |
| 462 virtual GrGLProgramEffects* createAndEmitEffects(const GrEffectStage* effect
Stages[], | 279 virtual GrGLProgramEffects* createAndEmitEffects(const GrEffectStage* effect
Stages[], |
| 463 int effectCnt, | 280 int effectCnt, |
| 464 const GrGLProgramDesc::Effe
ctKeyProvider&, | 281 const GrGLProgramDesc::Effe
ctKeyProvider&, |
| 465 GrGLSLExpr4* inOutFSColor)
SK_OVERRIDE; | 282 GrGLSLExpr4* inOutFSColor)
SK_OVERRIDE; |
| 466 | 283 |
| 467 virtual void emitCodeAfterEffects() SK_OVERRIDE; | 284 virtual void emitCodeAfterEffects() SK_OVERRIDE; |
| 468 | 285 |
| 469 virtual bool compileAndAttachShaders(GrGLuint programId, | 286 virtual bool compileAndAttachShaders(GrGLuint programId, |
| 470 SkTDArray<GrGLuint>* shaderIds) const S
K_OVERRIDE; | 287 SkTDArray<GrGLuint>* shaderIds) const S
K_OVERRIDE; |
| 471 | 288 |
| 472 virtual void bindProgramLocations(GrGLuint programId) SK_OVERRIDE; | 289 virtual void bindProgramLocations(GrGLuint programId) SK_OVERRIDE; |
| 473 | 290 |
| 474 VarArray fVSAttrs; | 291 GrGLGeometryShaderBuilder fGS; |
| 475 VarArray fVSOutputs; | 292 GrGLVertexShaderBuilder fVS; |
| 476 VarArray fGSInputs; | |
| 477 VarArray fGSOutputs; | |
| 478 | 293 |
| 479 SkString fVSCode; | 294 typedef GrGLProgramBuilder INHERITED; |
| 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 }; | 295 }; |
| 495 | 296 |
| 496 //////////////////////////////////////////////////////////////////////////////// | 297 //////////////////////////////////////////////////////////////////////////////// |
| 497 | 298 |
| 498 class GrGLFragmentOnlyShaderBuilder : public GrGLShaderBuilder { | 299 class GrGLFragmentOnlyProgramBuilder : public GrGLProgramBuilder { |
| 499 public: | 300 public: |
| 500 GrGLFragmentOnlyShaderBuilder(GrGpuGL*, const GrGLProgramDesc&); | 301 GrGLFragmentOnlyProgramBuilder(GrGpuGL*, const GrGLProgramDesc&); |
| 501 | 302 |
| 502 int addTexCoordSets(int count); | 303 int addTexCoordSets(int count); |
| 503 | 304 |
| 504 private: | 305 private: |
| 505 virtual void emitCodeBeforeEffects(GrGLSLExpr4* color, GrGLSLExpr4* coverage
) SK_OVERRIDE {} | 306 virtual void emitCodeBeforeEffects(GrGLSLExpr4* color, GrGLSLExpr4* coverage
) SK_OVERRIDE {} |
| 506 | 307 |
| 507 virtual GrGLProgramEffects* createAndEmitEffects(const GrEffectStage* effect
Stages[], | 308 virtual GrGLProgramEffects* createAndEmitEffects(const GrEffectStage* effect
Stages[], |
| 508 int effectCnt, | 309 int effectCnt, |
| 509 const GrGLProgramDesc::Effe
ctKeyProvider&, | 310 const GrGLProgramDesc::Effe
ctKeyProvider&, |
| 510 GrGLSLExpr4* inOutFSColor)
SK_OVERRIDE; | 311 GrGLSLExpr4* inOutFSColor)
SK_OVERRIDE; |
| 511 | 312 |
| 512 virtual void emitCodeAfterEffects() SK_OVERRIDE {} | 313 virtual void emitCodeAfterEffects() SK_OVERRIDE {} |
| 513 | 314 |
| 514 typedef GrGLShaderBuilder INHERITED; | 315 typedef GrGLProgramBuilder INHERITED; |
| 515 }; | 316 }; |
| 516 | 317 |
| 517 #endif | 318 #endif |
| OLD | NEW |