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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 |
11 #include "GrGLShaderBuilder.h" | 11 #include "GrGLShaderBuilder.h" |
12 | 12 |
13 class GrGLProgramBuilder; | 13 class GrGLVarying; |
14 | 14 |
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 class GrGLVertexBuilder : public GrGLShaderBuilder { |
18 public: | 16 public: |
19 GrGLVertexBuilder(GrGLProgramBuilder* program); | 17 GrGLVertexBuilder(GrGLProgramBuilder* program); |
20 | 18 |
21 /** | 19 /** |
22 * Are explicit local coordinates provided as input to the vertex shader. | 20 * Are explicit local coordinates provided as input to the vertex shader. |
23 */ | 21 */ |
24 bool hasLocalCoords() const { return (fLocalCoordsVar != fPositionVar); } | 22 bool hasLocalCoords() const { return (fLocalCoordsVar != fPositionVar); } |
25 | 23 |
26 /** Returns a vertex attribute that represents the local coords in the VS. T
his may be the same | 24 /** Returns a vertex attribute that represents the local coords in the VS. T
his may be the same |
27 as positionAttribute() or it may not be. It depends upon whether the ren
dering code | 25 as positionAttribute() or it may not be. It depends upon whether the ren
dering code |
28 specified explicit local coords or not in the GrDrawState. */ | 26 specified explicit local coords or not in the GrDrawState. */ |
29 const GrGLShaderVar& localCoordsAttribute() const { return *fLocalCoordsVar;
} | 27 const GrGLShaderVar& localCoordsAttribute() const { return *fLocalCoordsVar;
} |
30 | 28 |
31 /** Returns a vertex attribute that represents the vertex position in the VS
. This is the | 29 /** Returns a vertex attribute that represents the vertex position in the VS
. This is the |
32 pre-matrix position and is commonly used by effects to compute texture c
oords via a matrix. | 30 pre-matrix position and is commonly used by effects to compute texture c
oords via a matrix. |
33 */ | 31 */ |
34 const GrGLShaderVar& positionAttribute() const { return *fPositionVar; } | 32 const GrGLShaderVar& positionAttribute() const { return *fPositionVar; } |
35 | 33 |
| 34 private: |
36 /* | 35 /* |
37 * Internal call for GrGLProgramBuilder.addVarying | 36 * Internal call for GrGLProgramBuilder.addVarying |
38 */ | 37 */ |
39 SkString* addVarying(GrSLType type, const char* name, const char** vsOutName
); | 38 void addVarying(GrGLVarying* v); |
40 | 39 |
41 /* | 40 /* |
42 * private helpers for compilation by GrGLProgramBuilder | 41 * private helpers for compilation by GrGLProgramBuilder |
43 */ | 42 */ |
44 void setupLocalCoords(); | 43 void setupLocalCoords(); |
45 void transformGLToSkiaCoords(); | 44 void transformGLToSkiaCoords(); |
46 void setupBuiltinVertexAttribute(const char* inName, GrGLSLExpr4* out); | 45 void setupBuiltinVertexAttribute(const char* inName, GrGLSLExpr4* out); |
47 void emitAttributes(const GrGeometryProcessor& gp); | 46 void emitAttributes(const GrGeometryProcessor& gp); |
48 void transformSkiaToGLCoords(); | 47 void transformSkiaToGLCoords(); |
49 void bindVertexAttributes(GrGLuint programID); | 48 void bindVertexAttributes(GrGLuint programID); |
50 bool compileAndAttachShaders(GrGLuint programId, SkTDArray<GrGLuint>* shader
Ids) const; | 49 bool compileAndAttachShaders(GrGLuint programId, SkTDArray<GrGLuint>* shader
Ids) const; |
51 | 50 |
52 private: | |
53 // an internal call which checks for uniquness of a var before adding it to
the list of inputs | 51 // an internal call which checks for uniquness of a var before adding it to
the list of inputs |
54 bool addAttribute(const GrShaderVar& var); | 52 bool addAttribute(const GrShaderVar& var); |
55 struct AttributePair { | 53 struct AttributePair { |
56 void set(int index, const SkString& name) { | 54 void set(int index, const SkString& name) { |
57 fIndex = index; fName = name; | 55 fIndex = index; fName = name; |
58 } | 56 } |
59 int fIndex; | 57 int fIndex; |
60 SkString fName; | 58 SkString fName; |
61 }; | 59 }; |
62 | 60 |
63 GrGLShaderVar* fPositionVar; | 61 GrGLShaderVar* fPositionVar; |
64 GrGLShaderVar* fLocalCoordsVar; | 62 GrGLShaderVar* fLocalCoordsVar; |
65 int fEffectAttribOffset; | 63 int fEffectAttribOffset; |
66 | 64 |
| 65 friend class GrGLProgramBuilder; |
| 66 |
67 typedef GrGLShaderBuilder INHERITED; | 67 typedef GrGLShaderBuilder INHERITED; |
68 }; | 68 }; |
69 | 69 |
70 #endif | 70 #endif |
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