| Index: src/gpu/gl/builders/GrGLFragmentShaderBuilder.h
|
| diff --git a/src/gpu/gl/builders/GrGLFragmentShaderBuilder.h b/src/gpu/gl/builders/GrGLFragmentShaderBuilder.h
|
| index fdf685cc09bcc32c28e2eec296979b170861eaad..38d569e734189f552713d4ba07160ba2672ab897 100644
|
| --- a/src/gpu/gl/builders/GrGLFragmentShaderBuilder.h
|
| +++ b/src/gpu/gl/builders/GrGLFragmentShaderBuilder.h
|
| @@ -7,16 +7,18 @@
|
|
|
| #ifndef GrGLFragmentShaderBuilder_DEFINED
|
| #define GrGLFragmentShaderBuilder_DEFINED
|
| -
|
| #include "GrGLShaderBuilder.h"
|
|
|
| +class GrGLProgramBuilder;
|
| +
|
| /*
|
| - * This base class encapsulates the functionality which the GP uses to build fragment shaders
|
| + * This base class encapsulates the functionality which all GrProcessors are allowed to use in their
|
| + * fragment shader
|
| */
|
| -class GrGLGPFragmentBuilder : public GrGLShaderBuilder {
|
| +class GrGLProcessorFragmentShaderBuilder : public GrGLShaderBuilder {
|
| public:
|
| - GrGLGPFragmentBuilder(GrGLProgramBuilder* program) : INHERITED(program) {}
|
| - virtual ~GrGLGPFragmentBuilder() {}
|
| + GrGLProcessorFragmentShaderBuilder(GrGLProgramBuilder* program) : INHERITED(program) {}
|
| + virtual ~GrGLProcessorFragmentShaderBuilder() {}
|
| /**
|
| * Use of these features may require a GLSL extension to be enabled. Shaders may not compile
|
| * if code is added that uses one of these features without calling enableFeature()
|
| @@ -51,23 +53,20 @@
|
|
|
| /*
|
| * Fragment processor's, in addition to all of the above, may need to use dst color so they use
|
| - * this builder to create their shader. Because this is the only shader builder the FP sees, we
|
| - * just call it FPShaderBuilder
|
| + * this builder to create their shader
|
| */
|
| -class GrGLFPFragmentBuilder : public GrGLGPFragmentBuilder {
|
| +class GrGLFragmentProcessorShaderBuilder : public GrGLProcessorFragmentShaderBuilder {
|
| public:
|
| - GrGLFPFragmentBuilder(GrGLProgramBuilder* program) : INHERITED(program) {}
|
| -
|
| + GrGLFragmentProcessorShaderBuilder(GrGLProgramBuilder* program) : INHERITED(program) {}
|
| /** Returns the variable name that holds the color of the destination pixel. This may be NULL if
|
| no effect advertised that it will read the destination. */
|
| virtual const char* dstColor() = 0;
|
|
|
| private:
|
| - typedef GrGLGPFragmentBuilder INHERITED;
|
| + typedef GrGLProcessorFragmentShaderBuilder INHERITED;
|
| };
|
|
|
| -// TODO rename to Fragment Builder
|
| -class GrGLFragmentShaderBuilder : public GrGLFPFragmentBuilder {
|
| +class GrGLFragmentShaderBuilder : public GrGLFragmentProcessorShaderBuilder {
|
| public:
|
| typedef uint8_t DstReadKey;
|
| typedef uint8_t FragPosKey;
|
| @@ -84,42 +83,39 @@
|
|
|
| GrGLFragmentShaderBuilder(GrGLProgramBuilder* program, const GrGLProgramDesc& desc);
|
|
|
| - // true public interface, defined explicitly in the abstract interfaces above
|
| + virtual const char* dstColor() SK_OVERRIDE;
|
| +
|
| virtual bool enableFeature(GLSLFeature) SK_OVERRIDE;
|
| +
|
| virtual SkString ensureFSCoords2D(const GrGLProcessor::TransformedCoordsArray& coords,
|
| int index) SK_OVERRIDE;
|
| +
|
| virtual const char* fragmentPosition() SK_OVERRIDE;
|
| - virtual const char* dstColor() SK_OVERRIDE;
|
|
|
| - // Private public interface, used by GrGLProgramBuilder to build a fragment shader
|
| - void emitCodeToReadDstTexture();
|
| - void enableCustomOutput();
|
| - void enableSecondaryOutput();
|
| - const char* getPrimaryColorOutputName() const;
|
| - const char* getSecondaryColorOutputName() const;
|
| - void enableSecondaryOutput(const GrGLSLExpr4& inputColor, const GrGLSLExpr4& inputCoverage);
|
| - void combineColorAndCoverage(const GrGLSLExpr4& inputColor, const GrGLSLExpr4& inputCoverage);
|
| - bool compileAndAttachShaders(GrGLuint programId, SkTDArray<GrGLuint>* shaderIds) const;
|
| - void bindFragmentShaderLocations(GrGLuint programID);
|
| -
|
| +private:
|
| /*
|
| - * An internal call for GrGLProgramBuilder to use to add varyings to the vertex shader
|
| + * An internal call for GrGLFullProgramBuilder to use to add varyings to the vertex shader
|
| */
|
| void addVarying(GrSLType type,
|
| const char* name,
|
| const char** fsInName,
|
| GrGLShaderVar::Precision fsPrecision = GrGLShaderVar::kDefault_Precision);
|
|
|
| - // As GLProcessors emit code, there are some conditions we need to verify. We use the below
|
| - // state to track this. The reset call is called per processor emitted.
|
| - bool hasReadDstColor() const { return fHasReadDstColor; }
|
| - bool hasReadFragmentPosition() const { return fHasReadFragmentPosition; }
|
| - void reset() {
|
| - fHasReadDstColor = false;
|
| - fHasReadFragmentPosition = false;
|
| - }
|
| + /*
|
| + * Private functions used by GrGLProgramBuilder for compilation
|
| + */
|
| + void bindProgramLocations(GrGLuint programId);
|
| + bool compileAndAttachShaders(GrGLuint programId, SkTDArray<GrGLuint>* shaderIds) const;
|
| + void emitCodeBeforeEffects();
|
| + void emitCodeAfterEffects(const GrGLSLExpr4& inputColor, const GrGLSLExpr4& inputCoverage);
|
|
|
| -private:
|
| + /** Enables using the secondary color output and returns the name of the var in which it is
|
| + to be stored */
|
| + const char* enableSecondaryOutput();
|
| +
|
| + /** Gets the name of the primary color output. */
|
| + const char* getColorOutputName() const;
|
| +
|
| /**
|
| * Features that should only be enabled by GrGLFragmentShaderBuilder itself.
|
| */
|
| @@ -136,29 +132,21 @@
|
| kTopLeftOrigin_DstReadKeyBit = 0x4, // Set if dst-copy origin is top-left.
|
| };
|
|
|
| - // Interpretation of FragPosKey when generating code
|
| enum {
|
| kNoFragPosRead_FragPosKey = 0, // The fragment positition will not be needed.
|
| kTopLeftFragPosRead_FragPosKey = 0x1,// Read frag pos relative to top-left.
|
| kBottomLeftFragPosRead_FragPosKey = 0x2,// Read frag pos relative to bottom-left.
|
| };
|
|
|
| - static const char* kDstCopyColorName;
|
| -
|
| bool fHasCustomColorOutput;
|
| bool fHasSecondaryOutput;
|
| bool fSetupFragPosition;
|
| bool fTopLeftFragPosRead;
|
|
|
| - // some state to verify shaders and effects are consistent, this is reset between effects by
|
| - // the program creator
|
| - bool fHasReadDstColor;
|
| - bool fHasReadFragmentPosition;
|
| + friend class GrGLProgramBuilder;
|
| + friend class GrGLFullProgramBuilder;
|
|
|
| - friend class GrGLNvprProgramBuilder;
|
| - friend class GrGLProgramBuilder;
|
| -
|
| - typedef GrGLFPFragmentBuilder INHERITED;
|
| + typedef GrGLFragmentProcessorShaderBuilder INHERITED;
|
| };
|
|
|
| #endif
|
|
|