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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 GrGLProgramBuilder_DEFINED | 8 #ifndef GrGLProgramBuilder_DEFINED |
| 9 #define GrGLProgramBuilder_DEFINED | 9 #define GrGLProgramBuilder_DEFINED |
| 10 | 10 |
| (...skipping 27 matching lines...) Expand all Loading... |
| 38 virtual ~GrGLUniformBuilder() {} | 38 virtual ~GrGLUniformBuilder() {} |
| 39 | 39 |
| 40 typedef GrGLProgramDataManager::UniformHandle UniformHandle; | 40 typedef GrGLProgramDataManager::UniformHandle UniformHandle; |
| 41 | 41 |
| 42 /** Add a uniform variable to the current program, that has visibility in on
e or more shaders. | 42 /** Add a uniform variable to the current program, that has visibility in on
e or more shaders. |
| 43 visibility is a bitfield of ShaderVisibility values indicating from whic
h shaders the | 43 visibility is a bitfield of ShaderVisibility values indicating from whic
h shaders the |
| 44 uniform should be accessible. At least one bit must be set. Geometry sha
der uniforms are not | 44 uniform should be accessible. At least one bit must be set. Geometry sha
der uniforms are not |
| 45 supported at this time. The actual uniform name will be mangled. If outN
ame is not NULL then | 45 supported at this time. The actual uniform name will be mangled. If outN
ame is not NULL then |
| 46 it will refer to the final uniform name after return. Use the addUniform
Array variant to add | 46 it will refer to the final uniform name after return. Use the addUniform
Array variant to add |
| 47 an array of uniforms. */ | 47 an array of uniforms. */ |
| 48 virtual UniformHandle addUniform(uint32_t visibility, | 48 UniformHandle addUniform(uint32_t visibility, |
| 49 GrSLType type, | 49 GrSLType type, |
| 50 const char* name, | 50 GrSLPrecision precision, |
| 51 const char** outName = NULL) = 0; | 51 const char* name, |
| 52 virtual UniformHandle addUniformArray(uint32_t visibility, | 52 const char** outName = NULL) { |
| 53 GrSLType type, | 53 return this->addUniformArray(visibility, type, precision, name, 0, outNa
me); |
| 54 const char* name, | 54 } |
| 55 int arrayCount, | 55 |
| 56 const char** outName = NULL) = 0; | 56 virtual UniformHandle addUniformArray( |
| 57 uint32_t visibility, |
| 58 GrSLType type, |
| 59 GrSLPrecision precision, |
| 60 const char* name, |
| 61 int arrayCount, |
| 62 const char** outName = NULL) = 0; |
| 57 | 63 |
| 58 virtual const GrGLShaderVar& getUniformVariable(UniformHandle u) const = 0; | 64 virtual const GrGLShaderVar& getUniformVariable(UniformHandle u) const = 0; |
| 59 | 65 |
| 60 /** | 66 /** |
| 61 * Shortcut for getUniformVariable(u).c_str() | 67 * Shortcut for getUniformVariable(u).c_str() |
| 62 */ | 68 */ |
| 63 virtual const char* getUniformCStr(UniformHandle u) const = 0; | 69 virtual const char* getUniformCStr(UniformHandle u) const = 0; |
| 64 | 70 |
| 65 virtual const GrGLContextInfo& ctxInfo() const = 0; | 71 virtual const GrGLContextInfo& ctxInfo() const = 0; |
| 66 | 72 |
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| 181 public: | 187 public: |
| 182 /** Generates a shader program. | 188 /** Generates a shader program. |
| 183 * | 189 * |
| 184 * The program implements what is specified in the stages given as input. | 190 * The program implements what is specified in the stages given as input. |
| 185 * After successful generation, the builder result objects are available | 191 * After successful generation, the builder result objects are available |
| 186 * to be used. | 192 * to be used. |
| 187 * @return true if generation was successful. | 193 * @return true if generation was successful. |
| 188 */ | 194 */ |
| 189 static GrGLProgram* CreateProgram(const GrOptDrawState&, GrGpuGL*); | 195 static GrGLProgram* CreateProgram(const GrOptDrawState&, GrGpuGL*); |
| 190 | 196 |
| 191 virtual UniformHandle addUniform(uint32_t visibility, | 197 UniformHandle addUniformArray(uint32_t visibility, |
| 192 GrSLType type, | 198 GrSLType type, |
| 193 const char* name, | 199 GrSLPrecision precision, |
| 194 const char** outName = NULL) SK_OVERRIDE { | 200 const char* name, |
| 195 return this->addUniformArray(visibility, type, name, GrGLShaderVar::kNon
Array, outName); | 201 int arrayCount, |
| 196 } | 202 const char** outName) SK_OVERRIDE; |
| 197 virtual UniformHandle addUniformArray(uint32_t visibility, | |
| 198 GrSLType type, | |
| 199 const char* name, | |
| 200 int arrayCount, | |
| 201 const char** outName = NULL) SK_OVERRI
DE; | |
| 202 | 203 |
| 203 virtual const GrGLShaderVar& getUniformVariable(UniformHandle u) const SK_OV
ERRIDE { | 204 const GrGLShaderVar& getUniformVariable(UniformHandle u) const SK_OVERRIDE { |
| 204 return fUniforms[u.toShaderBuilderIndex()].fVariable; | 205 return fUniforms[u.toShaderBuilderIndex()].fVariable; |
| 205 } | 206 } |
| 206 | 207 |
| 207 virtual const char* getUniformCStr(UniformHandle u) const SK_OVERRIDE { | 208 const char* getUniformCStr(UniformHandle u) const SK_OVERRIDE { |
| 208 return this->getUniformVariable(u).c_str(); | 209 return this->getUniformVariable(u).c_str(); |
| 209 } | 210 } |
| 210 | 211 |
| 211 virtual const GrGLContextInfo& ctxInfo() const SK_OVERRIDE; | 212 const GrGLContextInfo& ctxInfo() const SK_OVERRIDE; |
| 212 | 213 |
| 213 virtual GrGpuGL* gpu() const SK_OVERRIDE { return fGpu; } | 214 GrGpuGL* gpu() const SK_OVERRIDE { return fGpu; } |
| 214 | 215 |
| 215 virtual GrGLFPFragmentBuilder* getFragmentShaderBuilder() SK_OVERRIDE { retu
rn &fFS; } | 216 GrGLFPFragmentBuilder* getFragmentShaderBuilder() SK_OVERRIDE { return &fFS;
} |
| 216 virtual GrGLVertexBuilder* getVertexShaderBuilder() SK_OVERRIDE { return &fV
S; } | 217 GrGLVertexBuilder* getVertexShaderBuilder() SK_OVERRIDE { return &fVS; } |
| 217 | 218 |
| 218 virtual void addVarying( | 219 void addVarying( |
| 219 const char* name, | 220 const char* name, |
| 220 GrGLVarying*, | 221 GrGLVarying*, |
| 221 GrSLPrecision fsPrecision = kDefault_GrSLPrecision) SK_OVERRIDE; | 222 GrSLPrecision fsPrecision = kDefault_GrSLPrecision) SK_OVERRIDE; |
| 222 | 223 |
| 223 virtual void addPassThroughAttribute(const GrGeometryProcessor::GrAttribute*
, | 224 void addPassThroughAttribute(const GrGeometryProcessor::GrAttribute*, |
| 224 const char* output) SK_OVERRIDE; | 225 const char* output) SK_OVERRIDE; |
| 225 | 226 |
| 226 | 227 |
| 227 // Handles for program uniforms (other than per-effect uniforms) | 228 // Handles for program uniforms (other than per-effect uniforms) |
| 228 struct BuiltinUniformHandles { | 229 struct BuiltinUniformHandles { |
| 229 UniformHandle fViewMatrixUni; | 230 UniformHandle fViewMatrixUni; |
| 230 UniformHandle fRTAdjustmentUni; | 231 UniformHandle fRTAdjustmentUni; |
| 231 UniformHandle fColorUni; | 232 UniformHandle fColorUni; |
| 232 UniformHandle fCoverageUni; | 233 UniformHandle fCoverageUni; |
| 233 | 234 |
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| 417 SkAutoTDelete<GrGLFragmentProcessor> fGLProc; | 418 SkAutoTDelete<GrGLFragmentProcessor> fGLProc; |
| 418 SkSTArray<2, Transform, true> fTransforms; | 419 SkSTArray<2, Transform, true> fTransforms; |
| 419 }; | 420 }; |
| 420 | 421 |
| 421 struct GrGLInstalledFragProcs : public SkRefCnt { | 422 struct GrGLInstalledFragProcs : public SkRefCnt { |
| 422 virtual ~GrGLInstalledFragProcs(); | 423 virtual ~GrGLInstalledFragProcs(); |
| 423 SkSTArray<8, GrGLInstalledFragProc*, true> fProcs; | 424 SkSTArray<8, GrGLInstalledFragProc*, true> fProcs; |
| 424 }; | 425 }; |
| 425 | 426 |
| 426 #endif | 427 #endif |
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