Chromium Code Reviews| Index: src/gpu/gl/builders/GrGLShaderBuilder.h |
| diff --git a/src/gpu/gl/builders/GrGLShaderBuilder.h b/src/gpu/gl/builders/GrGLShaderBuilder.h |
| new file mode 100644 |
| index 0000000000000000000000000000000000000000..c47b2e9e953bb6e935ff63ef4a6cab810b5ea138 |
| --- /dev/null |
| +++ b/src/gpu/gl/builders/GrGLShaderBuilder.h |
| @@ -0,0 +1,170 @@ |
| +/* |
| + * Copyright 2014 Google Inc. |
| + * |
| + * Use of this source code is governed by a BSD-style license that can be |
| + * found in the LICENSE file. |
| + */ |
| + |
| +#ifndef GrGLShaderBuilder_DEFINED |
| +#define GrGLShaderBuilder_DEFINED |
| + |
| +#include "gl/GrGLProgramDesc.h" |
| +#include "gl/GrGLProgramEffects.h" |
| +#include "gl/GrGLSL.h" |
| +#include "gl/GrGLProgramDataManager.h" |
| +#include "GrAllocator.h" |
| +#include "GrBackendEffectFactory.h" |
| +#include "GrColor.h" |
| +#include "GrEffect.h" |
| +#include "SkTypes.h" |
| + |
| +#include <stdarg.h> |
| + |
| +class GrGLContextInfo; |
| +class GrEffectStage; |
| +class GrGLProgramDesc; |
| +class GrGLProgramBuilder; |
| +class GrGLFullProgramBuilder; |
| + |
| +/** |
| + base class for all shaders builders |
| +*/ |
| +class GrGLShaderBuilder { |
| +public: |
| + typedef GrGLProgramEffects::TransformedCoordsArray TransformedCoordsArray; |
| + typedef GrGLProgramEffects::TextureSampler TextureSampler; |
| + GrGLShaderBuilder(GrGLProgramBuilder* program); |
| + |
| + void addInput(GrGLShaderVar i) { fInputs.push_back(i); } |
| + void addOutput(GrGLShaderVar i) { fOutputs.push_back(i); } |
| + |
| + /* |
| + * We put texture lookups in the base class because it is TECHNICALLY possible to do texture |
| + * lookups in any kind of shader. However, for the time being using these calls on non-fragment |
| + * shaders will result in a shader compilation error as texture sampler uniforms are only |
| + * visible to the fragment shader. It would not be hard to change this behavior, if someone |
| + * actually wants to do texture lookups in a non-fragment shader |
| + * |
| + * TODO if append texture lookup is used on a non-fragment shader, sampler uniforms should be |
| + * made visible to that shaders |
| + */ |
| + /** Appends a 2D texture sample with projection if necessary. coordType must either be Vec2f or |
| + Vec3f. The latter is interpreted as projective texture coords. The vec length and swizzle |
| + order of the result depends on the GrTextureAccess associated with the TextureSampler. */ |
| + void appendTextureLookup(SkString* out, |
| + const TextureSampler&, |
| + const char* coordName, |
| + GrSLType coordType = kVec2f_GrSLType) const; |
| + |
| + /** Version of above that appends the result to the fragment shader code instead.*/ |
| + void appendTextureLookup(const TextureSampler&, |
| + const char* coordName, |
| + GrSLType coordType = kVec2f_GrSLType); |
| + |
| + |
| + /** Does the work of appendTextureLookup and modulates the result by modulation. The result is |
| + always a vec4. modulation and the swizzle specified by TextureSampler must both be vec4 or |
| + float. If modulation is "" or NULL it this function acts as though appendTextureLookup were |
| + called. */ |
| + void appendTextureLookupAndModulate(const char* modulation, |
| + const TextureSampler&, |
| + const char* coordName, |
| + GrSLType coordType = kVec2f_GrSLType); |
| + |
| + /** If texture swizzling is available using tex parameters then it is preferred over mangling |
| + the generated shader code. This potentially allows greater reuse of cached shaders. */ |
| + static const GrGLenum* GetTexParamSwizzle(GrPixelConfig config, const GrGLCaps& caps); |
| + |
| + /** |
| + * Called by GrGLEffects to add code to one of the shaders. |
| + */ |
| + void codeAppendf(const char format[], ...) SK_PRINTF_LIKE(2, 3) { |
| + va_list args; |
| + va_start(args, format); |
| + fCode.appendVAList(format, args); |
| + va_end(args); |
| + } |
| + |
| + void codeAppend(const char* str) { fCode.append(str); } |
| + |
| + void codePrependf(const char format[], ...) SK_PRINTF_LIKE(2, 3) { |
| + va_list args; |
| + va_start(args, format); |
| + fCode.prependVAList(format, args); |
| + va_end(args); |
| + } |
| + |
| + /** Emits a helper function outside of main() in the fragment shader. */ |
| + void emitFunction(GrSLType returnType, |
| + const char* name, |
| + int argCnt, |
| + const GrGLShaderVar* args, |
| + const char* body, |
| + SkString* outName); |
| + |
| + /* |
| + * Get parent builder for adding uniforms |
| + */ |
| + GrGLProgramBuilder* getProgramBuilder() { return fProgram; } |
| + |
| + /** |
| + * Helper for begining and ending a block in the fragment code. |
| + */ |
| + class ShaderBlock { |
| + public: |
| + ShaderBlock(GrGLShaderBuilder* builder) : fBuilder(builder) { |
| + SkASSERT(NULL != builder); |
| + fBuilder->codeAppend("{"); |
| + } |
| + |
| + ~ShaderBlock() { |
| + fBuilder->codeAppend("}"); |
| + } |
| + private: |
| + GrGLShaderBuilder* fBuilder; |
| + }; |
| +protected: |
| + |
| + /* |
| + * this super low level function is just for use internally to builders |
| + */ |
| + void appendTextureLookup(const char* samplerName, |
| + const char* coordName, |
| + uint32_t configComponentMask, |
| + const char* swizzle); |
| + |
| + /* |
| + * A general function which enables an extension in a shader if the feature bit is not present |
| + */ |
| + void addFeature(uint32_t featureBit, const char* extensionName); |
| + |
| + typedef GrTAllocator<GrGLShaderVar> VarArray; |
| + |
| + GrGLProgramBuilder* fProgram; |
| + |
| + SkString fCode; |
| + SkString fFunctions; |
| + SkString fExtensions; |
| + |
| + VarArray fInputs; |
| + VarArray fOutputs; |
| + uint32_t fFeaturesAddedMask; |
| +}; |
| + |
| + |
| +/* |
| + * Full Shader builder is the base class for shaders which are only accessible through full program |
| + * builder, ie vertex, geometry, and later TCU / TES. Using this base class, they can access the |
| + * full program builder functionality through the full program pointer |
| + */ |
| +class GrGLFullShaderBuilder : public GrGLShaderBuilder { |
| +public: |
| + GrGLFullShaderBuilder(GrGLFullProgramBuilder* program); |
| + |
| + GrGLFullProgramBuilder* fullProgram() { return fFullProgram; } |
|
bsalomon
2014/08/21 20:21:01
How about getFullProgramBuilder()? It's more a bu
|
| +protected: |
| + GrGLFullProgramBuilder* fFullProgram; |
| +private: |
| + typedef GrGLShaderBuilder INHERITED; |
| +}; |
| +#endif |