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authorGravatar egdaniel <egdaniel@google.com>2015-11-11 06:27:20 -0800
committerGravatar Commit bot <commit-bot@chromium.org>2015-11-11 06:27:20 -0800
commit8dcdedc4a087ea46ce1e2458d335d60918e56310 (patch)
tree40ef4cd4b187fceb923c4de5d7311b7684d7d6e8 /src/gpu/gl/builders/GrGLProgramBuilder.h
parent49115b57cb9d260ddd49a6905ee87af63b3ab066 (diff)
Make GrGLSLProgramBuilder base class for GrGLProgramBuilder.
This CL still keeps the weird diamond shape we have for all our ProgramBuilders. However, the GrGLSL base class will allow us to pull multiple other parts of our program setup away from GL which will eventually allow us to break up the diamond. As part of this all ShaderBuilder subclass have been made gl independent, however I will move them to GLSL files/class names in a follow on CL. BUG=skia: Review URL: https://codereview.chromium.org/1416423003
Diffstat (limited to 'src/gpu/gl/builders/GrGLProgramBuilder.h')
-rw-r--r--src/gpu/gl/builders/GrGLProgramBuilder.h262
1 files changed, 13 insertions, 249 deletions
diff --git a/src/gpu/gl/builders/GrGLProgramBuilder.h b/src/gpu/gl/builders/GrGLProgramBuilder.h
index 3a1a50e453..c524f59e01 100644
--- a/src/gpu/gl/builders/GrGLProgramBuilder.h
+++ b/src/gpu/gl/builders/GrGLProgramBuilder.h
@@ -8,10 +8,8 @@
#ifndef GrGLProgramBuilder_DEFINED
#define GrGLProgramBuilder_DEFINED
-#include "GrGLFragmentShaderBuilder.h"
-#include "GrGLGeometryShaderBuilder.h"
-#include "GrGLVertexShaderBuilder.h"
#include "gl/GrGLProgramDataManager.h"
+#include "glsl/GrGLSLProgramBuilder.h"
#include "glsl/GrGLSLProgramDataManager.h"
#include "glsl/GrGLSLTextureSampler.h"
#include "../GrGLPrimitiveProcessor.h"
@@ -20,199 +18,12 @@
class GrFragmentProcessor;
class GrGLContextInfo;
+class GrGLShaderBuilder;
class GrGLSLCaps;
// Enough precision to represent 1 / 2048 accurately in printf
#define GR_SIGNIFICANT_POW2_DECIMAL_DIG 11
-/*
- * 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 {
-public:
- enum ShaderVisibility {
- kVertex_Visibility = 1 << kVertex_GrShaderType,
- kGeometry_Visibility = 1 << kGeometry_GrShaderType,
- kFragment_Visibility = 1 << kFragment_GrShaderType,
- };
-
- virtual ~GrGLUniformBuilder() {}
-
- typedef GrGLSLProgramDataManager::UniformHandle UniformHandle;
- typedef GrGLSLProgramDataManager::SeparableVaryingHandle SeparableVaryingHandle;
-
- /** 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
- uniform should be accessible. At least one bit must be set. Geometry shader uniforms are not
- supported at this time. The actual uniform name will be mangled. If outName is not nullptr then
- it will refer to the final uniform name after return. Use the addUniformArray variant to add
- an array of uniforms. */
- UniformHandle addUniform(uint32_t visibility,
- GrSLType type,
- GrSLPrecision precision,
- const char* name,
- const char** outName = nullptr) {
- return this->addUniformArray(visibility, type, precision, name, 0, outName);
- }
-
- virtual UniformHandle addUniformArray(
- uint32_t visibility,
- GrSLType type,
- GrSLPrecision precision,
- const char* name,
- int arrayCount,
- const char** outName = nullptr) {
- return this->internalAddUniformArray(visibility, type, precision, name, true, arrayCount,
- outName);
- }
-
-
- virtual const GrGLSLShaderVar& getUniformVariable(UniformHandle u) const = 0;
-
- /**
- * Shortcut for getUniformVariable(u).c_str()
- */
- virtual const char* getUniformCStr(UniformHandle u) const = 0;
-
- virtual const GrGLContextInfo& ctxInfo() const = 0;
-
- virtual const GrGLSLCaps* glslCaps() const = 0;
-
- virtual GrGLGpu* gpu() const = 0;
-
- /*
- * *NOTE* NO MEMBERS ALLOWED, MULTIPLE INHERITANCE
- */
-private:
- virtual UniformHandle internalAddUniformArray(
- uint32_t visibility,
- GrSLType type,
- GrSLPrecision precision,
- const char* name,
- bool mangleName,
- int arrayCount,
- const char** outName) = 0;
-};
-
-// TODO move this into GrGLGPBuilder and move them both out of this file
-class GrGLVarying {
-public:
- bool vsVarying() const { return kVertToFrag_Varying == fVarying ||
- kVertToGeo_Varying == fVarying; }
- bool fsVarying() const { return kVertToFrag_Varying == fVarying ||
- kGeoToFrag_Varying == fVarying; }
- const char* vsOut() const { return fVsOut; }
- const char* gsIn() const { return fGsIn; }
- const char* gsOut() const { return fGsOut; }
- const char* fsIn() const { return fFsIn; }
- GrSLType type() const { return fType; }
-
-protected:
- enum Varying {
- kVertToFrag_Varying,
- kVertToGeo_Varying,
- kGeoToFrag_Varying,
- };
-
- GrGLVarying(GrSLType type, Varying varying)
- : fVarying(varying), fType(type), fVsOut(nullptr), fGsIn(nullptr), fGsOut(nullptr),
- fFsIn(nullptr) {}
-
- Varying fVarying;
-
-private:
- GrSLType fType;
- const char* fVsOut;
- const char* fGsIn;
- const char* fGsOut;
- const char* fFsIn;
-
- friend class GrGLVertexBuilder;
- friend class GrGLGeometryBuilder;
- friend class GrGLXferBuilder;
- friend class GrGLFragmentShaderBuilder;
-};
-
-struct GrGLVertToFrag : public GrGLVarying {
- GrGLVertToFrag(GrSLType type)
- : GrGLVarying(type, kVertToFrag_Varying) {}
-};
-
-struct GrGLVertToGeo : public GrGLVarying {
- GrGLVertToGeo(GrSLType type)
- : GrGLVarying(type, kVertToGeo_Varying) {}
-};
-
-struct GrGLGeoToFrag : public GrGLVarying {
- GrGLGeoToFrag(GrSLType type)
- : GrGLVarying(type, kGeoToFrag_Varying) {}
-};
-
-/* a specialization of the above for GPs. Lets the user add uniforms, varyings, and VS / FS code */
-class GrGLGPBuilder : public virtual GrGLUniformBuilder {
-public:
- /*
- * addVarying allows fine grained control for setting up varyings between stages. If you just
- * need to take an attribute and pass it through to an output value in a fragment shader, use
- * addPassThroughAttribute.
- * TODO convert most uses of addVarying to addPassThroughAttribute
- */
- virtual void addVarying(const char* name,
- GrGLVarying*,
- GrSLPrecision precision = kDefault_GrSLPrecision) = 0;
-
- /*
- * This call can be used by GP to pass an attribute through all shaders directly to 'output' in
- * the fragment shader. Though this call effects both the vertex shader and fragment shader,
- * it expects 'output' to be defined in the fragment shader before this call is made.
- * TODO it might be nicer behavior to have a flag to declare output inside this call
- */
- virtual void addPassThroughAttribute(const GrGeometryProcessor::Attribute*,
- const char* output) = 0;
-
- /*
- * Creates a fragment shader varying that can be referred to.
- * Comparable to GrGLUniformBuilder::addUniform().
- */
- virtual SeparableVaryingHandle addSeparableVarying(
- const char* name, GrGLVertToFrag*, GrSLPrecision fsPrecision = kDefault_GrSLPrecision) = 0;
-
- // TODO rename getFragmentBuilder
- virtual GrGLFragmentBuilder* 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 GrGLFragmentBuilder* getFragmentShaderBuilder() = 0;
-
- /*
- * *NOTE* NO MEMBERS ALLOWED, MULTIPLE INHERITANCE
- */
-};
-
-/* a specializations for XPs. Lets the user add uniforms and FS code */
-class GrGLXPBuilder : public virtual GrGLUniformBuilder {
-public:
- virtual GrGLXPFragmentBuilder* getFragmentShaderBuilder() = 0;
-
- /*
- * *NOTE* NO MEMBERS ALLOWED, MULTIPLE INHERITANCE
- */
-};
-
/**
* The below struct represent processors installed in programs.
*/
@@ -238,11 +49,8 @@ struct GrGLInstalledFragProcs : public SkRefCnt {
* 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 GrGLXPBuilder {
+class GrGLProgramBuilder : public GrGLSLProgramBuilder {
public:
- typedef GrGpu::DrawArgs DrawArgs;
/** Generates a shader program.
*
* The program implements what is specified in the stages given as input.
@@ -260,18 +68,13 @@ public:
return this->getUniformVariable(u).c_str();
}
- const GrGLContextInfo& ctxInfo() const override;
-
const GrGLSLCaps* glslCaps() const override;
- GrGLGpu* gpu() const override { return fGpu; }
-
- GrGLXPFragmentBuilder* getFragmentShaderBuilder() override { return &fFS; }
- GrGLVertexBuilder* getVertexShaderBuilder() override { return &fVS; }
+ GrGLGpu* gpu() const { return fGpu; }
void addVarying(
const char* name,
- GrGLVarying*,
+ GrGLSLVarying*,
GrSLPrecision precision = kDefault_GrSLPrecision) override;
void addPassThroughAttribute(const GrPrimitiveProcessor::Attribute*,
@@ -279,19 +82,10 @@ public:
SeparableVaryingHandle addSeparableVarying(
const char* name,
- GrGLVertToFrag*,
+ GrGLSLVertToFrag*,
GrSLPrecision fsPrecision = kDefault_GrSLPrecision) override;
- // Handles for program uniforms (other than per-effect uniforms)
- struct BuiltinUniformHandles {
- UniformHandle fRTAdjustmentUni;
-
- // We use the render target height to provide a y-down frag coord when specifying
- // origin_upper_left is not supported.
- UniformHandle fRTHeightUni;
- };
-
-protected:
+private:
typedef GrGLProgramDataManager::UniformInfo UniformInfo;
typedef GrGLProgramDataManager::UniformInfoArray UniformInfoArray;
typedef GrGLProgramDataManager::SeparableVaryingInfo SeparableVaryingInfo;
@@ -299,11 +93,6 @@ protected:
GrGLProgramBuilder(GrGLGpu*, const DrawArgs&);
- const GrPrimitiveProcessor& primitiveProcessor() const { return *fArgs.fPrimitiveProcessor; }
- const GrPipeline& pipeline() const { return *fArgs.fPipeline; }
- const GrProgramDesc& desc() const { return *fArgs.fDesc; }
- const GrProgramDesc::KeyHeader& header() const { return fArgs.fDesc->header(); }
-
UniformHandle internalAddUniformArray(uint32_t visibility,
GrSLType type,
GrSLPrecision precision,
@@ -312,20 +101,6 @@ protected:
int arrayCount,
const char** outName) override;
- // Used to add a uniform for frag position without mangling the name of the uniform inside of a
- // stage.
- UniformHandle addFragPosUniform(uint32_t visibility,
- GrSLType type,
- GrSLPrecision precision,
- const char* name,
- const char** outName) {
- return this->internalAddUniformArray(visibility, type, precision, name, false, 0, outName);
- }
-
- // Generates a name for a variable. The generated string will be name prefixed by the prefix
- // char (unless the prefix is '\0'). It also will mangle the name to be stage-specific unless
- // explicitly asked not to.
- void nameVariable(SkString* out, char prefix, const char* name, bool mangle = true);
// Generates a possibly mangled name for a stage variable and writes it to the fragment shader.
// If GrGLSLExpr4 has a valid name then it will use that instead
void nameExpression(GrGLSLExpr4*, const char* baseName);
@@ -365,16 +140,16 @@ protected:
GrGLenum type,
SkTDArray<GrGLuint>* shaderIds);
GrGLProgram* finalize();
- virtual void bindProgramResourceLocations(GrGLuint programID);
+ void bindProgramResourceLocations(GrGLuint programID);
bool checkLinkStatus(GrGLuint programID);
- virtual void resolveProgramResourceLocations(GrGLuint programID);
+ void resolveProgramResourceLocations(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);
+ GrGLProgram* createProgram(GrGLuint programID);
- void appendUniformDecls(ShaderVisibility, SkString*) const;
+ void onAppendUniformDecls(ShaderVisibility visibility, SkString* out) const override;
// 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
@@ -397,24 +172,11 @@ protected:
private:
GrGLProgramBuilder* fPB;
};
- int stageIndex() const { return fStageIndex; }
-
- const char* rtAdjustment() const { return "rtAdjustment"; }
-
- // 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;
- int fStageIndex;
GrGLInstalledGeoProc* fGeometryProcessor;
GrGLInstalledXferProc* fXferProcessor;
SkAutoTUnref<GrGLInstalledFragProcs> fFragmentProcessors;
- const DrawArgs& fArgs;
GrGLGpu* fGpu;
UniformInfoArray fUniforms;
GrGLPrimitiveProcessor::TransformsIn fCoordTransforms;
@@ -426,5 +188,7 @@ protected:
friend class GrGLVertexBuilder;
friend class GrGLFragmentShaderBuilder;
friend class GrGLGeometryBuilder;
+
+ typedef GrGLSLProgramBuilder INHERITED;
};
#endif