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Unified Diff: src/gpu/gl/builders/GrGLProgramBuilder.h

Issue 635533005: Revert of 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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Index: src/gpu/gl/builders/GrGLProgramBuilder.h
diff --git a/src/gpu/gl/builders/GrGLProgramBuilder.h b/src/gpu/gl/builders/GrGLProgramBuilder.h
index c51dcbba9f3923ac273a7f9c14a019b6bf1484da..7fa8ba266c56ad079c85a60a347ee447a4784e2e 100644
--- a/src/gpu/gl/builders/GrGLProgramBuilder.h
+++ b/src/gpu/gl/builders/GrGLProgramBuilder.h
@@ -8,25 +8,31 @@
#ifndef GrGLProgramBuilder_DEFINED
#define GrGLProgramBuilder_DEFINED
+#include "GrAllocator.h"
+#include "GrBackendProcessorFactory.h"
+#include "GrColor.h"
+#include "GrProcessor.h"
#include "GrGLFragmentShaderBuilder.h"
#include "GrGLGeometryShaderBuilder.h"
#include "GrGLVertexShaderBuilder.h"
-#include "../GrGLProgramDataManager.h"
-#include "../GrGLUniformHandle.h"
-
-class GrGLInstalledProcessors;
-
-/*
- * This is the base class for a series of interfaces. This base class *MUST* remain abstract with
- * NO data members because it is used in multiple interface inheritance.
- * Heirarchy:
- * GrGLUniformBuilder
- * / \
- * GrGLFPBuilder GrGLGPBuilder
- * \ /
- * GrGLProgramBuilder(internal use only)
- */
-class GrGLUniformBuilder {
+#include "SkTypes.h"
+#include "gl/GrGLProcessor.h"
+#include "gl/GrGLProgramDesc.h"
+#include "gl/GrGLProgramEffects.h"
+#include "gl/GrGLSL.h"
+#include "gl/GrGLProgramDataManager.h"
+
+#include <stdarg.h>
+
+class GrGLContextInfo;
+class GrProcessorStage;
+class GrGLProgramDesc;
+
+/**
+ Contains all the incremental state of a shader as it is being built,as well as helpers to
+ manipulate that state.
+*/
+class GrGLProgramBuilder {
public:
enum ShaderVisibility {
kVertex_Visibility = 0x1,
@@ -34,9 +40,74 @@
kFragment_Visibility = 0x4,
};
- virtual ~GrGLUniformBuilder() {}
-
typedef GrGLProgramDataManager::UniformHandle UniformHandle;
+ typedef GrGLProgramDataManager::VaryingHandle VaryingHandle;
+
+ // Handles for program uniforms (other than per-effect uniforms)
+ struct BuiltinUniformHandles {
+ UniformHandle fViewMatrixUni;
+ UniformHandle fRTAdjustmentUni;
+ UniformHandle fColorUni;
+ UniformHandle fCoverageUni;
+
+ // We use the render target height to provide a y-down frag coord when specifying
+ // origin_upper_left is not supported.
+ UniformHandle fRTHeightUni;
+
+ // Uniforms for computing texture coords to do the dst-copy lookup
+ UniformHandle fDstCopyTopLeftUni;
+ UniformHandle fDstCopyScaleUni;
+ UniformHandle fDstCopySamplerUni;
+ };
+
+ struct UniformInfo {
+ GrGLShaderVar fVariable;
+ uint32_t fVisibility;
+ GrGLint fLocation;
+ };
+
+ // This uses an allocator rather than array so that the GrGLShaderVars don't move in memory
+ // after they are inserted. Users of GrGLShaderBuilder get refs to the vars and ptrs to their
+ // name strings. Otherwise, we'd have to hand out copies.
+ typedef GrTAllocator<UniformInfo> UniformInfoArray;
+
+ struct SeparableVaryingInfo {
+ GrGLShaderVar fVariable;
+ GrGLint fLocation;
+ };
+
+ typedef GrTAllocator<SeparableVaryingInfo> SeparableVaryingInfoArray;
+
+ /** Generates a shader program.
+ *
+ * The program implements what is specified in the stages given as input.
+ * After successful generation, the builder result objects are available
+ * to be used.
+ * @return true if generation was successful.
+ */
+
+ bool genProgram(const GrGeometryStage* inGeometryProcessor,
+ const GrFragmentStage* inColorStages[],
+ const GrFragmentStage* inCoverageStages[]);
+
+ GrGLProgramEffects* getGeometryProcessor() const {
+ SkASSERT(fProgramID); return fGeometryProcessor.get();
+ }
+ GrGLProgramEffects* getColorEffects() const { SkASSERT(fProgramID); return fColorEffects.get(); }
+ GrGLProgramEffects* getCoverageEffects() const { SkASSERT(fProgramID); return fCoverageEffects.get(); }
+ const BuiltinUniformHandles& getBuiltinUniformHandles() const {
+ SkASSERT(fProgramID);
+ return fUniformHandles;
+ }
+ GrGLuint getProgramID() const { SkASSERT(fProgramID); return fProgramID; }
+ bool hasVertexShader() const { SkASSERT(fProgramID); return !fFragOnly; }
+ int getTexCoordSetCount() const { SkASSERT(fProgramID); return fTexCoordSetCnt; }
+ const UniformInfoArray& getUniformInfos() const { return fUniforms; }
+ const SeparableVaryingInfoArray& getSeparableVaryingInfos() const {
+ return fSeparableVaryingInfos;
+ }
+
+ 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
@@ -44,297 +115,222 @@
supported at this time. The actual uniform name will be mangled. If outName is not NULL then
it will refer to the final uniform name after return. Use the addUniformArray variant to add
an array of uniforms. */
- virtual UniformHandle addUniform(uint32_t visibility,
- GrSLType type,
- const char* name,
- const char** outName = NULL) = 0;
- virtual UniformHandle addUniformArray(uint32_t visibility,
- GrSLType type,
- const char* name,
- int arrayCount,
- const char** outName = NULL) = 0;
-
- virtual const GrGLShaderVar& getUniformVariable(UniformHandle u) const = 0;
+ GrGLProgramDataManager::UniformHandle addUniform(uint32_t visibility,
+ GrSLType type,
+ const char* name,
+ const char** outName = NULL) {
+ return this->addUniformArray(visibility, type, name, GrGLShaderVar::kNonArray, outName);
+ }
+ GrGLProgramDataManager::UniformHandle addUniformArray(uint32_t visibility,
+ GrSLType type,
+ const char* name,
+ int arrayCount,
+ const char** outName = NULL);
+
+ const GrGLShaderVar& getUniformVariable(GrGLProgramDataManager::UniformHandle u) const {
+ return fUniforms[u.toShaderBuilderIndex()].fVariable;
+ }
/**
* Shortcut for getUniformVariable(u).c_str()
*/
- virtual const char* getUniformCStr(UniformHandle u) const = 0;
-
- virtual const GrGLContextInfo& ctxInfo() const = 0;
-
- virtual GrGpuGL* gpu() const = 0;
-
- /*
- * *NOTE* NO MEMBERS ALLOWED, MULTIPLE INHERITANCE
- */
-};
-
-/* a specialization of the above for GPs. Lets the user add uniforms, varyings, and VS / FS code */
-class GrGLGPBuilder : public virtual GrGLUniformBuilder {
-public:
- virtual void addVarying(GrSLType type,
- const char* name,
- const char** vsOutName = NULL,
- const char** fsInName = NULL,
- GrGLShaderVar::Precision fsPrecision=GrGLShaderVar::kDefault_Precision) = 0;
-
- // TODO rename getFragmentBuilder
- virtual GrGLGPFragmentBuilder* getFragmentShaderBuilder() = 0;
- virtual GrGLVertexBuilder* getVertexShaderBuilder() = 0;
-
- /*
- * *NOTE* NO MEMBERS ALLOWED, MULTIPLE INHERITANCE
- */
-};
-
-/* a specializations for FPs. Lets the user add uniforms and FS code */
-class GrGLFPBuilder : public virtual GrGLUniformBuilder {
-public:
- virtual GrGLFPFragmentBuilder* getFragmentShaderBuilder() = 0;
-
- /*
- * *NOTE* NO MEMBERS ALLOWED, MULTIPLE INHERITANCE
- */
-};
-
-/*
- * Please note - no diamond problems because of virtual inheritance. Also, both base classes
- * are pure virtual with no data members. This is the base class for program building.
- * Subclasses are nearly identical but each has their own way of emitting transforms. State for
- * each of the elements of the shader pipeline, ie vertex, fragment, geometry, etc, lives in those
- * respective builders
-*/
-class GrGLProgramBuilder : public GrGLGPBuilder,
- public GrGLFPBuilder {
-public:
- /** Generates a shader program.
- *
- * The program implements what is specified in the stages given as input.
- * After successful generation, the builder result objects are available
- * to be used.
- * @return true if generation was successful.
- */
- static GrGLProgram* CreateProgram(const GrOptDrawState&,
- const GrGLProgramDesc&,
- GrGpu::DrawType,
- const GrGeometryStage* inGeometryProcessor,
- const GrFragmentStage* inColorStages[],
- const GrFragmentStage* inCoverageStages[],
- GrGpuGL* gpu);
-
- virtual UniformHandle addUniform(uint32_t visibility,
- GrSLType type,
- const char* name,
- const char** outName = NULL) SK_OVERRIDE {
- return this->addUniformArray(visibility, type, name, GrGLShaderVar::kNonArray, outName);
- }
- virtual UniformHandle addUniformArray(uint32_t visibility,
- GrSLType type,
- const char* name,
- int arrayCount,
- const char** outName = NULL) SK_OVERRIDE;
-
- virtual const GrGLShaderVar& getUniformVariable(UniformHandle u) const SK_OVERRIDE {
- return fUniforms[u.toShaderBuilderIndex()].fVariable;
- }
-
- virtual const char* getUniformCStr(UniformHandle u) const SK_OVERRIDE {
+ const char* getUniformCStr(GrGLProgramDataManager::UniformHandle u) const {
return this->getUniformVariable(u).c_str();
}
- virtual const GrGLContextInfo& ctxInfo() const SK_OVERRIDE;
-
- virtual GrGpuGL* gpu() const SK_OVERRIDE { return fGpu; }
-
- virtual GrGLFragmentShaderBuilder* getFragmentShaderBuilder() SK_OVERRIDE { return &fFS; }
- virtual GrGLVertexBuilder* getVertexShaderBuilder() SK_OVERRIDE { return &fVS; }
-
- virtual void addVarying(GrSLType type,
- const char* name,
- const char** vsOutName = NULL,
- const char** fsInName = NULL,
- GrGLShaderVar::Precision fsPrecision=GrGLShaderVar::kDefault_Precision);
-
- // Handles for program uniforms (other than per-effect uniforms)
- struct BuiltinUniformHandles {
- UniformHandle fViewMatrixUni;
- UniformHandle fRTAdjustmentUni;
- UniformHandle fColorUni;
- UniformHandle fCoverageUni;
-
- // We use the render target height to provide a y-down frag coord when specifying
- // origin_upper_left is not supported.
- UniformHandle fRTHeightUni;
-
- // Uniforms for computing texture coords to do the dst-copy lookup
- UniformHandle fDstCopyTopLeftUni;
- UniformHandle fDstCopyScaleUni;
- UniformHandle fDstCopySamplerUni;
- };
+ const GrGLContextInfo& ctxInfo() const;
+
+ GrGLFragmentShaderBuilder* getFragmentShaderBuilder() { return &fFS; }
+ GrGpuGL* gpu() const { return fGpu; }
protected:
- static GrGLProgramBuilder* CreateProgramBuilder(const GrGLProgramDesc&,
- const GrOptDrawState&,
- GrGpu::DrawType,
- bool hasGeometryProcessor,
- GrGpuGL*);
-
+ typedef GrTAllocator<GrGLShaderVar> VarArray;
GrGLProgramBuilder(GrGpuGL*, const GrOptDrawState&, const GrGLProgramDesc&);
const GrOptDrawState& optState() const { return fOptState; }
const GrGLProgramDesc& desc() const { return fDesc; }
- const GrGLProgramDesc::KeyHeader& header() const { return fDesc.getHeader(); }
+
+ // Helper for emitEffects().
+ void createAndEmitEffects(const GrFragmentStage* effectStages[],
+ int effectCnt,
+ const GrGLProgramDesc::EffectKeyProvider&,
+ GrGLSLExpr4* inOutFSColor);
+
+ /*
+ * A helper function called to emit the geometry processor as well as individual coverage
+ * and color stages. this will call into subclasses emit effect
+ */
+ void emitEffect(const GrProcessorStage& effectStage,
+ int effectIndex,
+ const GrGLProgramDesc::EffectKeyProvider& keyProvider,
+ GrGLSLExpr4* inColor,
+ GrGLSLExpr4* outColor);
+
+ /**
+ * Helper for emitEffect() in subclasses. Emits uniforms for an effect's texture accesses and
+ * appends the necessary data to the TextureSamplerArray* object so effects can add texture
+ * lookups to their code. This method is only meant to be called during the construction phase.
+ */
+ void emitSamplers(const GrProcessor& effect,
+ GrGLProcessor::TextureSamplerArray* outSamplers);
// Generates a name for a variable. The generated string will be name prefixed by the prefix
// char (unless the prefix is '\0'). It also mangles the name to be stage-specific if we're
// generating stage code.
void nameVariable(SkString* out, char prefix, const char* name);
- void setupUniformColorAndCoverageIfNeeded(GrGLSLExpr4* inputColor, GrGLSLExpr4* inputCoverage);
- void createAndEmitProcessors(const GrGeometryStage* geometryProcessor,
- const GrFragmentStage* colorStages[],
- const GrFragmentStage* coverageStages[],
- GrGLSLExpr4* inputColor,
- GrGLSLExpr4* inputCoverage);
- template <class ProcessorStage>
- void createAndEmitProcessors(const ProcessorStage*[],
- int effectCnt,
- const GrGLProgramDesc::EffectKeyProvider&,
- GrGLSLExpr4* fsInOutColor,
- GrGLInstalledProcessors*);
- void verify(const GrGeometryProcessor&);
- void verify(const GrFragmentProcessor&);
- void emitSamplers(const GrProcessor&,
- GrGLProcessor::TextureSamplerArray* outSamplers,
- GrGLInstalledProcessors*);
-
- // each specific program builder has a distinct transform and must override this function
- virtual void emitTransforms(const GrProcessorStage&,
- GrGLProcessor::TransformedCoordsArray* outCoords,
- GrGLInstalledProcessors*);
- GrGLProgram* finalize();
- void bindUniformLocations(GrGLuint programID);
- bool checkLinkStatus(GrGLuint programID);
- void resolveUniformLocations(GrGLuint programID);
-
- void cleanupProgram(GrGLuint programID, const SkTDArray<GrGLuint>& shaderIDs);
- void cleanupShaders(const SkTDArray<GrGLuint>& shaderIDs);
-
- // Subclasses create different programs
- virtual GrGLProgram* createProgram(GrGLuint programID);
-
+
+ virtual bool compileAndAttachShaders(GrGLuint programId, SkTDArray<GrGLuint>* shaderIds) const;
+
+ virtual void bindProgramLocations(GrGLuint programId);
+ void resolveProgramLocations(GrGLuint programId);
+
+ void appendDecls(const VarArray&, SkString*) const;
void appendUniformDecls(ShaderVisibility, SkString*) const;
- // reset is called by program creator between each processor's emit code. It increments the
- // stage offset for variable name mangling, and also ensures verfication variables in the
- // fragment shader are cleared.
- void reset() {
- this->enterStage();
- this->addStage();
- fFS.reset();
- }
- void addStage() { fStageIndex++; }
-
- // This simple class exits the stage and then restores the stage when it goes out of scope
- class AutoStageRestore {
+ class CodeStage : SkNoncopyable {
public:
- AutoStageRestore(GrGLProgramBuilder* pb)
- : fPB(pb), fOutOfStage(pb->fOutOfStage) { pb->exitStage(); }
- ~AutoStageRestore() { fPB->fOutOfStage = fOutOfStage; }
+ CodeStage() : fNextIndex(0), fCurrentIndex(-1), fEffectStage(NULL) {}
+
+ bool inStageCode() const {
+ this->validate();
+ return SkToBool(fEffectStage);
+ }
+
+ const GrProcessorStage* effectStage() const {
+ this->validate();
+ return fEffectStage;
+ }
+
+ int stageIndex() const {
+ this->validate();
+ return fCurrentIndex;
+ }
+
+ class AutoStageRestore : SkNoncopyable {
+ public:
+ AutoStageRestore(CodeStage* codeStage, const GrProcessorStage* newStage) {
+ SkASSERT(codeStage);
+ fSavedIndex = codeStage->fCurrentIndex;
+ fSavedEffectStage = codeStage->fEffectStage;
+
+ if (NULL == newStage) {
+ codeStage->fCurrentIndex = -1;
+ } else {
+ codeStage->fCurrentIndex = codeStage->fNextIndex++;
+ }
+ codeStage->fEffectStage = newStage;
+
+ fCodeStage = codeStage;
+ }
+ ~AutoStageRestore() {
+ fCodeStage->fCurrentIndex = fSavedIndex;
+ fCodeStage->fEffectStage = fSavedEffectStage;
+ }
+ private:
+ CodeStage* fCodeStage;
+ int fSavedIndex;
+ const GrProcessorStage* fSavedEffectStage;
+ };
private:
- GrGLProgramBuilder* fPB;
- bool fOutOfStage;
- };
- void exitStage() { fOutOfStage = true; }
- void enterStage() { fOutOfStage = false; }
- int stageIndex() const { return fStageIndex; }
-
- typedef GrGLProgramDesc::EffectKeyProvider EffectKeyProvider;
- typedef GrGLProgramDataManager::UniformInfo UniformInfo;
- typedef GrGLProgramDataManager::UniformInfoArray UniformInfoArray;
-
- // number of each input/output type in a single allocation block, used by many builders
- static const int kVarsPerBlock;
-
- BuiltinUniformHandles fUniformHandles;
- GrGLVertexBuilder fVS;
- GrGLGeometryBuilder fGS;
- GrGLFragmentShaderBuilder fFS;
- bool fOutOfStage;
- int fStageIndex;
-
- SkAutoTUnref<GrGLInstalledProcessors> fGeometryProcessor;
- SkAutoTUnref<GrGLInstalledProcessors> fColorEffects;
- SkAutoTUnref<GrGLInstalledProcessors> fCoverageEffects;
-
- const GrOptDrawState& fOptState;
- const GrGLProgramDesc& fDesc;
- GrGpuGL* fGpu;
- UniformInfoArray fUniforms;
-
- friend class GrGLShaderBuilder;
- friend class GrGLVertexBuilder;
- friend class GrGLFragmentShaderBuilder;
- friend class GrGLGeometryBuilder;
-};
-
-/**
- * This class encapsulates an array of GrGLProcessors and their supporting data (coord transforms
- * and textures). It is built by GrGLProgramBuilder, then used to manage the necessary GL
- * state and shader uniforms in GLPrograms. Its just Plain old data, and as such is entirely public
- *
- * TODO We really don't need this class to have an array of processors. It makes sense for it
- * to just have one, also break out the transforms
- */
-class GrGLInstalledProcessors : public SkRefCnt {
-public:
- GrGLInstalledProcessors(int reserveCount, bool hasExplicitLocalCoords = false)
- : fGLProcessors(reserveCount)
- , fSamplers(reserveCount)
- , fTransforms(reserveCount)
- , fHasExplicitLocalCoords(hasExplicitLocalCoords) {
- }
-
- virtual ~GrGLInstalledProcessors();
-
- typedef GrGLProgramDataManager::UniformHandle UniformHandle;
-
- struct Sampler {
- SkDEBUGCODE(Sampler() : fTextureUnit(-1) {})
- UniformHandle fUniform;
- int fTextureUnit;
- };
-
- class ShaderVarHandle {
+ void validate() const { SkASSERT((NULL == fEffectStage) == (-1 == fCurrentIndex)); }
+ int fNextIndex;
+ int fCurrentIndex;
+ const GrProcessorStage* fEffectStage;
+ };
+
+ class GrGLProcessorEmitterInterface {
+ public:
+ virtual ~GrGLProcessorEmitterInterface() {}
+ virtual GrGLProcessor* createGLInstance() = 0;
+ virtual void emit(const GrProcessorKey& key,
+ const char* outColor,
+ const char* inColor,
+ const GrGLProcessor::TransformedCoordsArray& coords,
+ const GrGLProcessor::TextureSamplerArray& samplers) = 0;
+ };
+
+ class GrGLFragmentProcessorEmitter : public GrGLProcessorEmitterInterface {
public:
- bool isValid() const { return fHandle > -1; }
- ShaderVarHandle() : fHandle(-1) {}
- ShaderVarHandle(int value) : fHandle(value) { SkASSERT(this->isValid()); }
- int handle() const { SkASSERT(this->isValid()); return fHandle; }
- UniformHandle convertToUniformHandle() {
- SkASSERT(this->isValid());
- return GrGLProgramDataManager::UniformHandle::CreateFromUniformIndex(fHandle);
- }
-
+ GrGLFragmentProcessorEmitter(GrGLProgramBuilder* builder)
+ : fBuilder(builder)
+ , fFragmentProcessor(NULL)
+ , fGLFragmentProcessor(NULL) {}
+ virtual ~GrGLFragmentProcessorEmitter() {}
+ void set(const GrFragmentProcessor* fp) {
+ SkASSERT(NULL == fFragmentProcessor);
+ fFragmentProcessor = fp;
+ }
+ virtual GrGLProcessor* createGLInstance() {
+ SkASSERT(fFragmentProcessor);
+ SkASSERT(NULL == fGLFragmentProcessor);
+ fGLFragmentProcessor =
+ fFragmentProcessor->getFactory().createGLInstance(*fFragmentProcessor);
+ return fGLFragmentProcessor;
+ }
+ virtual void emit(const GrProcessorKey& key,
+ const char* outColor,
+ const char* inColor,
+ const GrGLProcessor::TransformedCoordsArray& coords,
+ const GrGLProcessor::TextureSamplerArray& samplers) {
+ SkASSERT(fFragmentProcessor);
+ SkASSERT(fGLFragmentProcessor);
+ fGLFragmentProcessor->emitCode(fBuilder, *fFragmentProcessor, key, outColor, inColor,
+ coords, samplers);
+ // this will not leak because it hasa already been used by createGLInstance
+ fGLFragmentProcessor = NULL;
+ fFragmentProcessor = NULL;
+ }
private:
- int fHandle;
- };
-
- struct Transform {
- Transform() : fType(kVoid_GrSLType) { fCurrentValue = SkMatrix::InvalidMatrix(); }
- ShaderVarHandle fHandle;
- SkMatrix fCurrentValue;
- GrSLType fType;
- };
-
- void addEffect(GrGLProcessor* effect) { fGLProcessors.push_back(effect); }
- SkTArray<Sampler, true>& addSamplers() { return fSamplers.push_back(); }
- SkTArray<Transform, true>& addTransforms() { return fTransforms.push_back(); }
-
- SkTArray<GrGLProcessor*> fGLProcessors;
- SkTArray<SkSTArray<4, Sampler, true> > fSamplers;
- SkTArray<SkSTArray<2, Transform, true> > fTransforms;
- bool fHasExplicitLocalCoords;
+ GrGLProgramBuilder* fBuilder;
+ const GrFragmentProcessor* fFragmentProcessor;
+ GrGLFragmentProcessor* fGLFragmentProcessor;
+ };
+
+ GrGLProcessorEmitterInterface* fEffectEmitter;
+ CodeStage fCodeStage;
+ SkAutoTUnref<GrGLProgramEffects> fGeometryProcessor;
+ SkAutoTUnref<GrGLProgramEffects> fColorEffects;
+ SkAutoTUnref<GrGLProgramEffects> fCoverageEffects;
+ BuiltinUniformHandles fUniformHandles;
+ bool fFragOnly;
+ int fTexCoordSetCnt;
+ GrGLuint fProgramID;
+ GrGLFragmentShaderBuilder fFS;
+ SeparableVaryingInfoArray fSeparableVaryingInfos;
+
+private:
+ virtual void createAndEmitEffects(const GrGeometryStage* geometryProcessor,
+ const GrFragmentStage* colorStages[],
+ const GrFragmentStage* coverageStages[],
+ GrGLSLExpr4* inputColor,
+ GrGLSLExpr4* inputCoverage) = 0;
+ /*
+ * Subclasses override emitEffect below to emit data and code for a specific single effect
+ */
+ virtual void emitEffect(const GrProcessorStage&,
+ const GrProcessorKey&,
+ const char* outColor,
+ const char* inColor,
+ int stageIndex) = 0;
+
+ /*
+ * Because we have fragment only builders, and those builders need to implement a subclass
+ * of program effects, we have to have base classes overload the program effects here
+ */
+ virtual GrGLProgramEffects* getProgramEffects() = 0;
+
+ /**
+ * Compiles all the shaders, links them into a program, and writes the program id to the output
+ * struct.
+ **/
+ bool finish();
+
+ GrGLFragmentProcessorEmitter fGrProcessorEmitter;
+
+ const GrOptDrawState& fOptState;
+ const GrGLProgramDesc& fDesc;
+ GrGpuGL* fGpu;
+ UniformInfoArray fUniforms;
friend class GrGLShaderBuilder;
friend class GrGLVertexShaderBuilder;
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