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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 |
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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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