Index: src/gpu/gl/builders/GrGLProgramBuilder.h |
diff --git a/src/gpu/gl/GrGLShaderBuilder.h b/src/gpu/gl/builders/GrGLProgramBuilder.h |
similarity index 52% |
rename from src/gpu/gl/GrGLShaderBuilder.h |
rename to src/gpu/gl/builders/GrGLProgramBuilder.h |
index 2a14a1f6251912fb05aee2dab36637034e71170a..09f7eba511ce8c6877ecc7de0b2a2daecc34d864 100644 |
--- a/src/gpu/gl/GrGLShaderBuilder.h |
+++ b/src/gpu/gl/builders/GrGLProgramBuilder.h |
@@ -1,17 +1,20 @@ |
/* |
- * Copyright 2012 Google Inc. |
+ * 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 |
+#ifndef GrGLProgramBuilder_DEFINED |
+#define GrGLProgramBuilder_DEFINED |
#include "GrAllocator.h" |
#include "GrBackendEffectFactory.h" |
#include "GrColor.h" |
#include "GrEffect.h" |
+#include "GrGLFragmentShaderBuilder.h" |
+#include "GrGLGeometryShaderBuilder.h" |
+#include "GrGLVertexShaderBuilder.h" |
#include "SkTypes.h" |
#include "gl/GrGLProgramDesc.h" |
#include "gl/GrGLProgramEffects.h" |
@@ -28,12 +31,8 @@ class GrGLProgramDesc; |
Contains all the incremental state of a shader as it is being built,as well as helpers to |
manipulate that state. |
*/ |
-class GrGLShaderBuilder { |
+class GrGLProgramBuilder { |
public: |
- typedef GrTAllocator<GrGLShaderVar> VarArray; |
- typedef GrGLProgramEffects::TextureSampler TextureSampler; |
- typedef GrGLProgramEffects::TransformedCoordsArray TransformedCoordsArray; |
- |
enum ShaderVisibility { |
kVertex_Visibility = 0x1, |
kGeometry_Visibility = 0x2, |
@@ -89,87 +88,11 @@ public: |
return fUniformHandles; |
} |
GrGLuint getProgramID() const { SkASSERT(fProgramID); return fProgramID; } |
- bool hasVertexShader() const { SkASSERT(fProgramID); return fHasVertexShader; } |
+ bool hasVertexShader() const { SkASSERT(fProgramID); return !fFragOnly; } |
int getTexCoordSetCount() const { SkASSERT(fProgramID); return fTexCoordSetCnt; } |
const UniformInfoArray& getUniformInfos() const { return fUniforms; } |
- virtual ~GrGLShaderBuilder() {} |
- |
- /** |
- * Use of these features may require a GLSL extension to be enabled. Shaders may not compile |
- * if code is added that uses one of these features without calling enableFeature() |
- */ |
- enum GLSLFeature { |
- kStandardDerivatives_GLSLFeature = 0, |
- |
- kLastGLSLFeature = kStandardDerivatives_GLSLFeature |
- }; |
- |
- /** |
- * If the feature is supported then true is returned and any necessary #extension declarations |
- * are added to the shaders. If the feature is not supported then false will be returned. |
- */ |
- bool enableFeature(GLSLFeature); |
- |
- /** |
- * Called by GrGLEffects to add code the fragment shader. |
- */ |
- void fsCodeAppendf(const char format[], ...) SK_PRINTF_LIKE(2, 3) { |
- va_list args; |
- va_start(args, format); |
- fFSCode.appendVAList(format, args); |
- va_end(args); |
- } |
- |
- void fsCodeAppend(const char* str) { fFSCode.append(str); } |
- |
- /** 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 fsAppendTextureLookup(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 fsAppendTextureLookupAndModulate(const char* modulation, |
- const TextureSampler&, |
- const char* coordName, |
- GrSLType coordType = kVec2f_GrSLType); |
- |
- /** Emits a helper function outside of main() in the fragment shader. */ |
- void fsEmitFunction(GrSLType returnType, |
- const char* name, |
- int argCnt, |
- const GrGLShaderVar* args, |
- const char* body, |
- SkString* outName); |
- |
- typedef uint8_t DstReadKey; |
- typedef uint8_t FragPosKey; |
- |
- /** Returns a key for adding code to read the copy-of-dst color in service of effects that |
- require reading the dst. It must not return 0 because 0 indicates that there is no dst |
- copy read at all (in which case this function should not be called). */ |
- static DstReadKey KeyForDstRead(const GrTexture* dstCopy, const GrGLCaps&); |
- |
- /** Returns a key for reading the fragment location. This should only be called if there is an |
- effect that will requires the fragment position. If the fragment position is not required, |
- the key is 0. */ |
- static FragPosKey KeyForFragmentPosition(const GrRenderTarget* dst, const GrGLCaps&); |
- |
- /** 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); |
+ virtual ~GrGLProgramBuilder() {} |
/** Add a uniform variable to the current program, that has visibility in one or more shaders. |
visibility is a bitfield of ShaderVisibility values indicating from which shaders the |
@@ -200,52 +123,18 @@ public: |
return this->getUniformVariable(u).c_str(); |
} |
- /** |
- * This returns a variable name to access the 2D, perspective correct version of the coords in |
- * the fragment shader. If the coordinates at index are 3-dimensional, it immediately emits a |
- * perspective divide into the fragment shader (xy / z) to convert them to 2D. |
- */ |
- SkString ensureFSCoords2D(const TransformedCoordsArray&, int index); |
- |
- /** Returns a variable name that represents the position of the fragment in the FS. The position |
- is in device space (e.g. 0,0 is the top left and pixel centers are at half-integers). */ |
- const char* fragmentPosition(); |
- |
- /** Returns the variable name that holds the color of the destination pixel. This may be NULL if |
- no effect advertised that it will read the destination. */ |
- const char* dstColor(); |
- |
const GrGLContextInfo& ctxInfo() const; |
- /** |
- * Helper for begining and ending a block in the fragment code. TODO: Make GrGLShaderBuilder |
- * aware of all blocks and turn single \t's into the correct number of tabs (or spaces) so that |
- * our shaders print pretty without effect writers tracking indentation. |
- */ |
- class FSBlock { |
- public: |
- FSBlock(GrGLShaderBuilder* builder) : fBuilder(builder) { |
- SkASSERT(NULL != builder); |
- fBuilder->fsCodeAppend("\t{\n"); |
- } |
- |
- ~FSBlock() { |
- fBuilder->fsCodeAppend("\t}\n"); |
- } |
- private: |
- GrGLShaderBuilder* fBuilder; |
- }; |
+ GrGLFragmentShaderBuilder* getFragmentShaderBuilder() { return &fFS; } |
protected: |
- GrGLShaderBuilder(GrGpuGL*, const GrGLProgramDesc&); |
+ typedef GrTAllocator<GrGLShaderVar> VarArray; |
+ GrGLProgramBuilder(GrGpuGL*, const GrGLProgramDesc&); |
GrGpuGL* gpu() const { return fGpu; } |
const GrGLProgramDesc& desc() const { return fDesc; } |
- /** Add input/output variable declarations (i.e. 'varying') to the fragment shader. */ |
- GrGLShaderVar& fsInputAppend() { return fFSInputs.push_back(); } |
- |
// Helper for emitEffects(). |
void createAndEmitEffects(GrGLProgramEffectsBuilder*, |
const GrEffectStage* effectStages[], |
@@ -269,9 +158,10 @@ protected: |
SkAutoTUnref<GrGLProgramEffects> fColorEffects; |
SkAutoTUnref<GrGLProgramEffects> fCoverageEffects; |
BuiltinUniformHandles fUniformHandles; |
- bool fHasVertexShader; |
+ bool fFragOnly; |
int fTexCoordSetCnt; |
GrGLuint fProgramID; |
+ GrGLFragmentShaderBuilder fFS; |
private: |
class CodeStage : SkNoncopyable { |
public: |
@@ -351,84 +241,27 @@ private: |
*/ |
virtual void emitCodeAfterEffects() = 0; |
- /** Enables using the secondary color output and returns the name of the var in which it is |
- to be stored */ |
- const char* enableSecondaryOutput(); |
- /** Gets the name of the primary color output. */ |
- const char* getColorOutputName() const; |
- |
/** |
* Compiles all the shaders, links them into a program, and writes the program id to the output |
* struct. |
**/ |
bool finish(); |
- /** |
- * Features that should only be enabled by GrGLShaderBuilder itself. |
- */ |
- enum GLSLPrivateFeature { |
- kFragCoordConventions_GLSLPrivateFeature = kLastGLSLFeature + 1, |
- kLastGLSLPrivateFeature = kFragCoordConventions_GLSLPrivateFeature |
- }; |
- bool enablePrivateFeature(GLSLPrivateFeature); |
- |
- // If we ever have VS/GS features we can expand this to take a bitmask of ShaderVisibility and |
- // track the enables separately for each shader. |
- void addFSFeature(uint32_t featureBit, const char* extensionName); |
- |
- // Interpretation of DstReadKey when generating code |
- enum { |
- kNoDstRead_DstReadKey = 0, |
- kYesDstRead_DstReadKeyBit = 0x1, // Set if we do a dst-copy-read. |
- kUseAlphaConfig_DstReadKeyBit = 0x2, // Set if dst-copy config is alpha only. |
- kTopLeftOrigin_DstReadKeyBit = 0x4, // Set if dst-copy origin is top-left. |
- }; |
- |
- enum { |
- kNoFragPosRead_FragPosKey = 0, // The fragment positition will not be needed. |
- kTopLeftFragPosRead_FragPosKey = 0x1,// Read frag pos relative to top-left. |
- kBottomLeftFragPosRead_FragPosKey = 0x2,// Read frag pos relative to bottom-left. |
- }; |
- |
const GrGLProgramDesc& fDesc; |
GrGpuGL* fGpu; |
- uint32_t fFSFeaturesAddedMask; |
- SkString fFSFunctions; |
- SkString fFSExtensions; |
- VarArray fFSInputs; |
- VarArray fFSOutputs; |
UniformInfoArray fUniforms; |
- SkString fFSCode; |
- |
- bool fSetupFragPosition; |
- bool fTopLeftFragPosRead; |
- |
- bool fHasCustomColorOutput; |
- bool fHasSecondaryOutput; |
+ friend class GrGLShaderBuilder; |
+ friend class GrGLVertexShaderBuilder; |
+ friend class GrGLFragmentShaderBuilder; |
+ friend class GrGLGeometryShaderBuilder; |
}; |
//////////////////////////////////////////////////////////////////////////////// |
-class GrGLFullShaderBuilder : public GrGLShaderBuilder { |
+class GrGLFullProgramBuilder : public GrGLProgramBuilder { |
public: |
- GrGLFullShaderBuilder(GrGpuGL*, const GrGLProgramDesc&); |
- |
- /** |
- * Called by GrGLEffects to add code to one of the shaders. |
- */ |
- void vsCodeAppendf(const char format[], ...) SK_PRINTF_LIKE(2, 3) { |
- va_list args; |
- va_start(args, format); |
- fVSCode.appendVAList(format, args); |
- va_end(args); |
- } |
- |
- void vsCodeAppend(const char* str) { fVSCode.append(str); } |
- |
- /** Add a vertex attribute to the current program that is passed in from the vertex data. |
- Returns false if the attribute was already there, true otherwise. */ |
- bool addAttribute(GrSLType type, const char* name); |
+ GrGLFullProgramBuilder(GrGpuGL*, const GrGLProgramDesc&); |
/** Add a varying variable to the current program to pass values between vertex and fragment |
shaders. If the last two parameters are non-NULL, they are filled in with the name |
@@ -438,23 +271,7 @@ public: |
const char** vsOutName = NULL, |
const char** fsInName = NULL); |
- /** Returns a vertex attribute that represents the vertex position in the VS. This is the |
- pre-matrix position and is commonly used by effects to compute texture coords via a matrix. |
- */ |
- const GrGLShaderVar& positionAttribute() const { return *fPositionVar; } |
- |
- /** Returns a vertex attribute that represents the local coords in the VS. This may be the same |
- as positionAttribute() or it may not be. It depends upon whether the rendering code |
- specified explicit local coords or not in the GrDrawState. */ |
- const GrGLShaderVar& localCoordsAttribute() const { return *fLocalCoordsVar; } |
- |
- /** |
- * Are explicit local coordinates provided as input to the vertex shader. |
- */ |
- bool hasExplicitLocalCoords() const { return (fLocalCoordsVar != fPositionVar); } |
- |
- bool addEffectAttribute(int attributeIndex, GrSLType type, const SkString& name); |
- const SkString* getEffectAttributeName(int attributeIndex) const; |
+ GrGLVertexShaderBuilder* getVertexShaderBuilder() { return &fVS; } |
private: |
virtual void emitCodeBeforeEffects(GrGLSLExpr4* color, GrGLSLExpr4* coverage) SK_OVERRIDE; |
@@ -471,33 +288,17 @@ private: |
virtual void bindProgramLocations(GrGLuint programId) SK_OVERRIDE; |
- VarArray fVSAttrs; |
- VarArray fVSOutputs; |
- VarArray fGSInputs; |
- VarArray fGSOutputs; |
- |
- SkString fVSCode; |
- |
- struct AttributePair { |
- void set(int index, const SkString& name) { |
- fIndex = index; fName = name; |
- } |
- int fIndex; |
- SkString fName; |
- }; |
- SkSTArray<10, AttributePair, true> fEffectAttributes; |
- |
- GrGLShaderVar* fPositionVar; |
- GrGLShaderVar* fLocalCoordsVar; |
+ GrGLGeometryShaderBuilder fGS; |
+ GrGLVertexShaderBuilder fVS; |
- typedef GrGLShaderBuilder INHERITED; |
+ typedef GrGLProgramBuilder INHERITED; |
}; |
//////////////////////////////////////////////////////////////////////////////// |
-class GrGLFragmentOnlyShaderBuilder : public GrGLShaderBuilder { |
+class GrGLFragmentOnlyProgramBuilder : public GrGLProgramBuilder { |
public: |
- GrGLFragmentOnlyShaderBuilder(GrGpuGL*, const GrGLProgramDesc&); |
+ GrGLFragmentOnlyProgramBuilder(GrGpuGL*, const GrGLProgramDesc&); |
int addTexCoordSets(int count); |
@@ -511,7 +312,7 @@ private: |
virtual void emitCodeAfterEffects() SK_OVERRIDE {} |
- typedef GrGLShaderBuilder INHERITED; |
+ typedef GrGLProgramBuilder INHERITED; |
}; |
#endif |