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Side by Side Diff: src/gpu/gl/builders/GrGLProgramBuilder.h

Issue 491673002: Initial refactor of shaderbuilder (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: Created 6 years, 4 months ago
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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 {
(...skipping 35 matching lines...) Expand 10 before | Expand all | Expand 10 after
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
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
(...skipping 59 matching lines...) Expand 10 before | Expand all | Expand 10 after
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
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