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

Issue 611653002: Cleanup of shader building system (Closed) Base URL: https://skia.googlesource.com/skia.git@solo_gp
Patch Set: Created 6 years, 2 months ago
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1 /*
2 * Copyright 2014 Google Inc.
3 *
4 * Use of this source code is governed by a BSD-style license that can be
5 * found in the LICENSE file.
6 */
7
8 #ifndef GrGLFullProgramBuilder_DEFINED
9 #define GrGLFullProgramBuilder_DEFINED
10
11 #include "GrGLProgramBuilder.h"
12 #include "../GrGLGeometryProcessor.h"
13
14 class GrGLVertexProgramEffects;
15
16 class GrGLFullProgramBuilder : public GrGLProgramBuilder {
17 public:
18 GrGLFullProgramBuilder(GrGpuGL*, const GrOptDrawState&, const GrGLProgramDes c&);
19
20 /** Add a varying variable to the current program to pass values between vert ex and fragment
21 shaders. If the last two parameters are non-NULL, they are filled in wit h the name
22 generated. */
23 void addVarying(GrSLType type,
24 const char* name,
25 const char** vsOutName = NULL,
26 const char** fsInName = NULL,
27 GrGLShaderVar::Precision fsPrecision=GrGLShaderVar::kDefault _Precision);
28
29 /** Add a separable varying input variable to the current program.
30 * A separable varying (fragment shader input) is a varying that can be used also when vertex
31 * shaders are not used. With a vertex shader, the operation is same as with other
32 * varyings. Without a vertex shader, such as with NV_path_rendering, GL API s are used to
33 * populate the variable. The APIs can refer to the variable through the ret urned handle.
34 */
35 VaryingHandle addSeparableVarying(GrSLType type,
36 const char* name,
37 const char** vsOutName,
38 const char** fsInName);
39
40 GrGLVertexShaderBuilder* getVertexShaderBuilder() { return &fVS; }
41
42 /*
43 * This non-virtual call will hide the parent call to prevent GPs from acces sing fragment shader
44 * functionality they shouldn't be using
45 */
46 GrGLProcessorFragmentShaderBuilder* getFragmentShaderBuilder() { return &fFS ; }
47
48 private:
49 virtual void createAndEmitEffects(const GrGeometryStage* geometryProcessor,
50 const GrFragmentStage* colorStages[],
51 const GrFragmentStage* coverageStages[],
52 GrGLSLExpr4* inputColor,
53 GrGLSLExpr4* inputCoverage) SK_OVERRIDE;
54
55 GrGLProgramEffects* onCreateAndEmitEffects(const GrFragmentStage* effectStag es[],
56 int effectCnt,
57 const GrGLProgramDesc::EffectKeyP rovider&,
58 GrGLSLExpr4* inOutFSColor);
59
60 class GrGLGeometryProcessorEmitter : public GrGLProgramBuilder::GrGLProcesso rEmitterInterface {
61 public:
62 GrGLGeometryProcessorEmitter(GrGLFullProgramBuilder* builder)
63 : fBuilder(builder)
64 , fGeometryProcessor(NULL)
65 , fGLGeometryProcessor(NULL) {}
66 virtual ~GrGLGeometryProcessorEmitter() {}
67 void set(const GrGeometryProcessor* gp) {
68 SkASSERT(NULL == fGeometryProcessor);
69 fGeometryProcessor = gp;
70 }
71 virtual GrGLProcessor* createGLInstance() {
72 SkASSERT(fGeometryProcessor);
73 SkASSERT(NULL == fGLGeometryProcessor);
74 fGLGeometryProcessor =
75 fGeometryProcessor->getFactory().createGLInstance(*fGeom etryProcessor);
76 return fGLGeometryProcessor;
77 }
78 virtual void emit(const GrProcessorKey& key,
79 const char* outColor,
80 const char* inColor,
81 const GrGLProcessor::TransformedCoordsArray& coord s,
82 const GrGLProcessor::TextureSamplerArray& samplers ) {
83 SkASSERT(fGeometryProcessor);
84 SkASSERT(fGLGeometryProcessor);
85 fGLGeometryProcessor->emitCode(fBuilder, *fGeometryProcessor, ke y, outColor,
86 inColor, coords, samplers);
87 // this will not leak because it has already been used by create GLInstance
88 fGLGeometryProcessor = NULL;
89 fGeometryProcessor = NULL;
90 }
91 private:
92 GrGLFullProgramBuilder* fBuilder;
93 const GrGeometryProcessor* fGeometryProcessor;
94 GrGLGeometryProcessor* fGLGeometryProcessor;
95 };
96
97 virtual void emitEffect(const GrProcessorStage& stage,
98 const GrProcessorKey& key,
99 const char* outColor,
100 const char* inColor,
101 int stageIndex) SK_OVERRIDE;
102
103 /**
104 * Helper for emitEffect(). Emits code to implement an effect's coord transf orms in the VS.
105 * Varyings are added as an outputs of the VS and inputs to the FS. The vary ings may be either a
106 * vec2f or vec3f depending upon whether perspective interpolation is requir ed or not. The names
107 * of the varyings in the VS and FS as well their types are appended to the
108 * TransformedCoordsArray* object, which is in turn passed to the effect's e mitCode() function.
109 */
110 void emitTransforms(const GrProcessorStage& effectStage,
111 GrGLProcessor::TransformedCoordsArray* outCoords);
112
113 virtual bool compileAndAttachShaders(GrGLuint programId,
114 SkTDArray<GrGLuint>* shaderIds) const S K_OVERRIDE;
115
116 virtual void bindProgramLocations(GrGLuint programId) SK_OVERRIDE;
117
118 virtual GrGLProgramEffects* getProgramEffects() SK_OVERRIDE { return fProgra mEffects.get(); }
119
120 typedef GrGLProgramDesc::EffectKeyProvider EffectKeyProvider;
121
122 GrGLGeometryProcessorEmitter fGLGeometryProcessorEmitter;
123 GrGLGeometryShaderBuilder fGS;
124 GrGLVertexShaderBuilder fVS;
125 SkAutoTDelete<GrGLVertexProgramEffects> fProgramEffects;
126
127 typedef GrGLProgramBuilder INHERITED;
128 };
129
130 #endif
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