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

Issue 582963002: Solo gp (Closed) Base URL: https://skia.googlesource.com/skia.git@no_peb
Patch Set: rebase Created 6 years, 3 months ago
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1 /* 1 /*
2 * Copyright 2014 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 GrGLFragmentShaderBuilder_DEFINED 8 #ifndef GrGLFragmentShaderBuilder_DEFINED
9 #define GrGLFragmentShaderBuilder_DEFINED 9 #define GrGLFragmentShaderBuilder_DEFINED
10 #include "GrGLShaderBuilder.h" 10 #include "GrGLShaderBuilder.h"
11 11
12 class GrGLProgramBuilder; 12 class GrGLProgramBuilder;
13 13
14 class GrGLFragmentShaderBuilder : public GrGLShaderBuilder { 14 /*
15 * This base class encapsulates the functionality which all GrProcessors are all owed to use in their
16 * fragment shader
17 */
18 class GrGLProcessorFragmentShaderBuilder : public GrGLShaderBuilder {
15 public: 19 public:
16 typedef uint8_t DstReadKey; 20 GrGLProcessorFragmentShaderBuilder(GrGLProgramBuilder* program) : INHERITED( program) {}
17 typedef uint8_t FragPosKey; 21 virtual ~GrGLProcessorFragmentShaderBuilder() {}
18
19 /** Returns a key for adding code to read the copy-of-dst color in service of effects that
20 require reading the dst. It must not return 0 because 0 indicates that t here is no dst
21 copy read at all (in which case this function should not be called). */
22 static DstReadKey KeyForDstRead(const GrTexture* dstCopy, const GrGLCaps&);
23
24 /** Returns a key for reading the fragment location. This should only be cal led if there is an
25 effect that will requires the fragment position. If the fragment position is not required,
26 the key is 0. */
27 static FragPosKey KeyForFragmentPosition(const GrRenderTarget* dst, const Gr GLCaps&);
28
29 GrGLFragmentShaderBuilder(GrGLProgramBuilder* program, const GrGLProgramDesc & desc);
30
31 /** Returns the variable name that holds the color of the destination pixel. This may be NULL if
32 no effect advertised that it will read the destination. */
33 const char* dstColor();
34
35 /** 22 /**
36 * Use of these features may require a GLSL extension to be enabled. Shaders may not compile 23 * Use of these features may require a GLSL extension to be enabled. Shaders may not compile
37 * if code is added that uses one of these features without calling enableFe ature() 24 * if code is added that uses one of these features without calling enableFe ature()
38 */ 25 */
39 enum GLSLFeature { 26 enum GLSLFeature {
40 kStandardDerivatives_GLSLFeature = 0, 27 kStandardDerivatives_GLSLFeature = 0,
41 kLastGLSLFeature = kStandardDerivatives_GLSLFeature 28 kLastGLSLFeature = kStandardDerivatives_GLSLFeature
42 }; 29 };
43 30
44 /** 31 /**
45 * If the feature is supported then true is returned and any necessary #exte nsion declarations 32 * If the feature is supported then true is returned and any necessary #exte nsion declarations
46 * are added to the shaders. If the feature is not supported then false will be returned. 33 * are added to the shaders. If the feature is not supported then false will be returned.
47 */ 34 */
48 bool enableFeature(GLSLFeature); 35 virtual bool enableFeature(GLSLFeature) = 0;
49 36
50 /** 37 /**
51 * This returns a variable name to access the 2D, perspective correct versio n of the coords in 38 * This returns a variable name to access the 2D, perspective correct versio n of the coords in
52 * the fragment shader. If the coordinates at index are 3-dimensional, it im mediately emits a 39 * the fragment shader. If the coordinates at index are 3-dimensional, it im mediately emits a
53 * perspective divide into the fragment shader (xy / z) to convert them to 2 D. 40 * perspective divide into the fragment shader (xy / z) to convert them to 2 D.
54 */ 41 */
55 SkString ensureFSCoords2D(const TransformedCoordsArray& coords, int index); 42 virtual SkString ensureFSCoords2D(const GrGLProcessor::TransformedCoordsArra y& coords,
43 int index) = 0;
56 44
57 45
58 /** Returns a variable name that represents the position of the fragment in the FS. The position 46 /** Returns a variable name that represents the position of the fragment in the FS. The position
59 is in device space (e.g. 0,0 is the top left and pixel centers are at ha lf-integers). */ 47 is in device space (e.g. 0,0 is the top left and pixel centers are at ha lf-integers). */
60 const char* fragmentPosition(); 48 virtual const char* fragmentPosition() = 0;
49
50 private:
51 typedef GrGLShaderBuilder INHERITED;
52 };
53
54 /*
55 * Fragment processor's, in addition to all of the above, may need to use dst co lor so they use
56 * this builder to create their shader
57 */
58 class GrGLFragmentProcessorShaderBuilder : public GrGLProcessorFragmentShaderBui lder {
59 public:
60 GrGLFragmentProcessorShaderBuilder(GrGLProgramBuilder* program) : INHERITED( program) {}
61 /** Returns the variable name that holds the color of the destination pixel. This may be NULL if
62 no effect advertised that it will read the destination. */
63 virtual const char* dstColor() = 0;
64
65 private:
66 typedef GrGLProcessorFragmentShaderBuilder INHERITED;
67 };
68
69 class GrGLFragmentShaderBuilder : public GrGLFragmentProcessorShaderBuilder {
70 public:
71 typedef uint8_t DstReadKey;
72 typedef uint8_t FragPosKey;
73
74 /** Returns a key for adding code to read the copy-of-dst color in service of effects that
75 require reading the dst. It must not return 0 because 0 indicates that t here is no dst
76 copy read at all (in which case this function should not be called). */
77 static DstReadKey KeyForDstRead(const GrTexture* dstCopy, const GrGLCaps&);
78
79 /** Returns a key for reading the fragment location. This should only be cal led if there is an
80 effect that will requires the fragment position. If the fragment position is not required,
81 the key is 0. */
82 static FragPosKey KeyForFragmentPosition(const GrRenderTarget* dst, const Gr GLCaps&);
83
84 GrGLFragmentShaderBuilder(GrGLProgramBuilder* program, const GrGLProgramDesc & desc);
85
86 virtual const char* dstColor() SK_OVERRIDE;
87
88 virtual bool enableFeature(GLSLFeature) SK_OVERRIDE;
89
90 virtual SkString ensureFSCoords2D(const GrGLProcessor::TransformedCoordsArra y& coords,
91 int index) SK_OVERRIDE;
92
93 virtual const char* fragmentPosition() SK_OVERRIDE;
61 94
62 private: 95 private:
63 /* 96 /*
64 * An internal call for GrGLFullProgramBuilder to use to add varyings to the vertex shader 97 * An internal call for GrGLFullProgramBuilder to use to add varyings to the vertex shader
65 */ 98 */
66 void addVarying(GrSLType type, 99 void addVarying(GrSLType type,
67 const char* name, 100 const char* name,
68 const char** fsInName, 101 const char** fsInName,
69 GrGLShaderVar::Precision fsPrecision = GrGLShaderVar::kDefaul t_Precision); 102 GrGLShaderVar::Precision fsPrecision = GrGLShaderVar::kDefaul t_Precision);
70 103
(...skipping 35 matching lines...) Expand 10 before | Expand all | Expand 10 after
106 }; 139 };
107 140
108 bool fHasCustomColorOutput; 141 bool fHasCustomColorOutput;
109 bool fHasSecondaryOutput; 142 bool fHasSecondaryOutput;
110 bool fSetupFragPosition; 143 bool fSetupFragPosition;
111 bool fTopLeftFragPosRead; 144 bool fTopLeftFragPosRead;
112 145
113 friend class GrGLProgramBuilder; 146 friend class GrGLProgramBuilder;
114 friend class GrGLFullProgramBuilder; 147 friend class GrGLFullProgramBuilder;
115 148
116 typedef GrGLShaderBuilder INHERITED; 149 typedef GrGLFragmentProcessorShaderBuilder INHERITED;
117 }; 150 };
118 151
119 #endif 152 #endif
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