Chromium Code Reviews| OLD | NEW |
|---|---|
| 1 /* | 1 /* |
| 2 * Copyright 2012 Google Inc. | 2 * Copyright 2012 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 GrGLEffect_DEFINED | 8 #ifndef GrGLEffect_DEFINED |
| 9 #define GrGLEffect_DEFINED | 9 #define GrGLEffect_DEFINED |
| 10 | 10 |
| (...skipping 16 matching lines...) Expand all Loading... | |
| 27 The GrGLEffect subclass must also have a constructor of the form: | 27 The GrGLEffect subclass must also have a constructor of the form: |
| 28 EffectSubclass::EffectSubclass(const GrBackendEffectFactory&, const GrEf fect&) | 28 EffectSubclass::EffectSubclass(const GrBackendEffectFactory&, const GrEf fect&) |
| 29 | 29 |
| 30 These objects are created by the factory object returned by the GrEffect::ge tFactory(). | 30 These objects are created by the factory object returned by the GrEffect::ge tFactory(). |
| 31 */ | 31 */ |
| 32 | 32 |
| 33 class GrGLTexture; | 33 class GrGLTexture; |
| 34 class GrGLGeometryProcessor; | 34 class GrGLGeometryProcessor; |
| 35 | 35 |
| 36 class GrGLEffect { | 36 class GrGLEffect { |
| 37 public: | |
| 38 typedef GrGLProgramDataManager::UniformHandle UniformHandle; | |
| 37 | 39 |
| 38 public: | 40 /** |
| 39 typedef GrGLProgramEffects::TransformedCoordsArray TransformedCoordsArray; | 41 * Passed to GrGLEffects so they can add transformed coordinates to their sh ader code. |
| 40 typedef GrGLProgramEffects::TextureSampler TextureSampler; | 42 */ |
| 41 typedef GrGLProgramEffects::TextureSamplerArray TextureSamplerArray; | 43 class TransformedCoords { |
|
bsalomon
2014/09/18 18:08:33
Curious whether this should be a GrGLShaderVar
| |
| 44 public: | |
| 45 TransformedCoords(const SkString& name, GrSLType type) | |
| 46 : fName(name), fType(type) { | |
| 47 } | |
| 48 | |
| 49 const char* c_str() const { return fName.c_str(); } | |
| 50 GrSLType type() const { return fType; } | |
| 51 const SkString& getName() const { return fName; } | |
| 52 | |
| 53 private: | |
| 54 SkString fName; | |
| 55 GrSLType fType; | |
| 56 }; | |
| 57 | |
| 58 typedef SkTArray<TransformedCoords> TransformedCoordsArray; | |
| 59 | |
| 60 /** | |
| 61 * Passed to GrGLEffects so they can add texture reads to their shader code. | |
| 62 */ | |
| 63 class TextureSampler { | |
| 64 public: | |
| 65 TextureSampler(UniformHandle uniform, const GrTextureAccess& access) | |
| 66 : fSamplerUniform(uniform) | |
| 67 , fConfigComponentMask(GrPixelConfigComponentMask(access.getTexture( )->config())) { | |
| 68 SkASSERT(0 != fConfigComponentMask); | |
| 69 memcpy(fSwizzle, access.getSwizzle(), 5); | |
| 70 } | |
| 71 | |
| 72 UniformHandle samplerUniform() const { return fSamplerUniform; } | |
|
bsalomon
2014/09/18 18:08:33
Do they need this?
| |
| 73 // bitfield of GrColorComponentFlags present in the texture's config. | |
| 74 uint32_t configComponentMask() const { return fConfigComponentMask; } | |
| 75 const char* swizzle() const { return fSwizzle; } | |
|
bsalomon
2014/09/18 18:08:33
Maybe a comment that this is ".abcd"
| |
| 76 | |
| 77 private: | |
| 78 UniformHandle fSamplerUniform; | |
| 79 uint32_t fConfigComponentMask; | |
| 80 char fSwizzle[5]; | |
| 81 }; | |
| 82 | |
| 83 typedef SkTArray<TextureSampler> TextureSamplerArray; | |
| 42 | 84 |
| 43 GrGLEffect(const GrBackendEffectFactory& factory) | 85 GrGLEffect(const GrBackendEffectFactory& factory) |
| 44 : fFactory(factory) | 86 : fFactory(factory) |
| 45 , fIsVertexEffect(false) { | 87 , fIsVertexEffect(false) { |
| 46 } | 88 } |
| 47 | 89 |
| 48 virtual ~GrGLEffect() {} | 90 virtual ~GrGLEffect() {} |
| 49 | 91 |
| 50 /** Called when the program stage should insert its code into the shaders. T he code in each | 92 /** Called when the program stage should insert its code into the shaders. T he code in each |
| 51 shader will be in its own block ({}) and so locally scoped names will no t collide across | 93 shader will be in its own block ({}) and so locally scoped names will no t collide across |
| (...skipping 41 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... | |
| 93 protected: | 135 protected: |
| 94 const GrBackendEffectFactory& fFactory; | 136 const GrBackendEffectFactory& fFactory; |
| 95 | 137 |
| 96 private: | 138 private: |
| 97 friend class GrGLGeometryProcessor; // to set fIsVertexEffect | 139 friend class GrGLGeometryProcessor; // to set fIsVertexEffect |
| 98 | 140 |
| 99 bool fIsVertexEffect; | 141 bool fIsVertexEffect; |
| 100 }; | 142 }; |
| 101 | 143 |
| 102 #endif | 144 #endif |
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