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Side by Side Diff: src/gpu/gl/builders/GrGLVertexShaderBuilder.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 /* 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 GrGLVertexShader_DEFINED 8 #ifndef GrGLVertexShader_DEFINED
9 #define GrGLVertexShader_DEFINED 9 #define GrGLVertexShader_DEFINED
10
10 #include "GrGLShaderBuilder.h" 11 #include "GrGLShaderBuilder.h"
11 12
12 class GrGLProgramBuilder; 13 class GrGLProgramBuilder;
13 14
14 class GrGLVertexShaderBuilder : public GrGLFullShaderBuilder { 15 // TODO we only actually ever need to return a GrGLShaderBuilder for this guy, n one of the below
16 // functions need to be part of VertexShaderBuilder's public interface
17 class GrGLVertexBuilder : public GrGLShaderBuilder {
15 public: 18 public:
16 GrGLVertexShaderBuilder(GrGLFullProgramBuilder* program); 19 GrGLVertexBuilder(GrGLProgramBuilder* program);
17
18 /*
19 * this call is only for GrGLProgramEffects' internal use
20 */
21 void emitAttributes(const GrGeometryProcessor& gp);
22 20
23 /** 21 /**
24 * Are explicit local coordinates provided as input to the vertex shader. 22 * Are explicit local coordinates provided as input to the vertex shader.
25 */ 23 */
26 bool hasExplicitLocalCoords() const { return (fLocalCoordsVar != fPositionVa r); } 24 bool hasExplicitLocalCoords() const { return (fLocalCoordsVar != fPositionVa r); }
27 25
28 const SkString* getEffectAttributeName(int attributeIndex) const;
29
30 /** Returns a vertex attribute that represents the local coords in the VS. T his may be the same 26 /** Returns a vertex attribute that represents the local coords in the VS. T his may be the same
31 as positionAttribute() or it may not be. It depends upon whether the ren dering code 27 as positionAttribute() or it may not be. It depends upon whether the ren dering code
32 specified explicit local coords or not in the GrDrawState. */ 28 specified explicit local coords or not in the GrDrawState. */
33 const GrGLShaderVar& localCoordsAttribute() const { return *fLocalCoordsVar; } 29 const GrGLShaderVar& localCoordsAttribute() const { return *fLocalCoordsVar; }
34 30
35 /** Returns a vertex attribute that represents the vertex position in the VS . This is the 31 /** Returns a vertex attribute that represents the vertex position in the VS . This is the
36 pre-matrix position and is commonly used by effects to compute texture c oords via a matrix. 32 pre-matrix position and is commonly used by effects to compute texture c oords via a matrix.
37 */ 33 */
38 const GrGLShaderVar& positionAttribute() const { return *fPositionVar; } 34 const GrGLShaderVar& positionAttribute() const { return *fPositionVar; }
39 35
40 private:
41 /* 36 /*
42 * Add attribute will push a new attribute onto the end. It will also asser t if there is 37 * Internal call for GrGLProgramBuilder.addVarying
43 * a duplicate attribute
44 */ 38 */
45 bool addAttribute(const GrShaderVar& var); 39 SkString* addVarying(GrSLType type, const char* name, const char** vsOutName );
46
47 /*
48 * Internal call for GrGLFullProgramBuilder.addVarying
49 */
50 void addVarying(GrSLType type,
51 const char* name,
52 const char** vsOutName);
53 40
54 /* 41 /*
55 * private helpers for compilation by GrGLProgramBuilder 42 * private helpers for compilation by GrGLProgramBuilder
56 */ 43 */
57 void bindProgramLocations(GrGLuint programId); 44 void setupLocalCoords();
45 void transformGLToSkiaCoords();
46 void setupBuiltinVertexAttribute(const char* inName, GrGLSLExpr4* out);
47 void emitAttributes(const GrGeometryProcessor& gp);
48 void transformSkiaToGLCoords();
49 void bindVertexAttributes(GrGLuint programID);
58 bool compileAndAttachShaders(GrGLuint programId, SkTDArray<GrGLuint>* shader Ids) const; 50 bool compileAndAttachShaders(GrGLuint programId, SkTDArray<GrGLuint>* shader Ids) const;
59 void emitCodeBeforeEffects(GrGLSLExpr4* color, GrGLSLExpr4* coverage);
60 void emitCodeAfterEffects();
61 51
52 private:
53 // an internal call which checks for uniquness of a var before adding it to the list of inputs
54 bool addAttribute(const GrShaderVar& var);
62 struct AttributePair { 55 struct AttributePair {
63 void set(int index, const SkString& name) { 56 void set(int index, const SkString& name) {
64 fIndex = index; fName = name; 57 fIndex = index; fName = name;
65 } 58 }
66 int fIndex; 59 int fIndex;
67 SkString fName; 60 SkString fName;
68 }; 61 };
69 62
70 GrGLShaderVar* fPositionVar; 63 GrGLShaderVar* fPositionVar;
71 GrGLShaderVar* fLocalCoordsVar; 64 GrGLShaderVar* fLocalCoordsVar;
72 int fEffectAttribOffset; 65 int fEffectAttribOffset;
73 66
74 friend class GrGLFullProgramBuilder; 67 typedef GrGLShaderBuilder INHERITED;
75
76 typedef GrGLFullShaderBuilder INHERITED;
77 }; 68 };
78 69
79 #endif 70 #endif
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