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+/*
+ * Copyright 2014 Google Inc.
+ *
+ * Use of this source code is governed by a BSD-style license that can be
+ * found in the LICENSE file.
+ */
+
+#ifndef GrGLShaderBuilder_DEFINED
+#define GrGLShaderBuilder_DEFINED
+
+#include "gl/GrGLProgramDesc.h"
+#include "gl/GrGLProgramEffects.h"
+#include "gl/GrGLSL.h"
+#include "gl/GrGLProgramDataManager.h"
+#include "GrAllocator.h"
+#include "GrBackendEffectFactory.h"
+#include "GrColor.h"
+#include "GrEffect.h"
+#include "SkTypes.h"
+
+#include <stdarg.h>
+
+class GrGLContextInfo;
+class GrEffectStage;
+class GrGLProgramDesc;
+class GrGLProgramBuilder;
+class GrGLFullProgramBuilder;
+
+/**
+ base class for all shaders builders
+*/
+class GrGLShaderBuilder {
+public:
+ typedef GrGLProgramEffects::TransformedCoordsArray TransformedCoordsArray;
+ typedef GrGLProgramEffects::TextureSampler TextureSampler;
+ GrGLShaderBuilder(GrGLProgramBuilder* program);
+
+ void addInput(GrGLShaderVar i) { fInputs.push_back(i); }
+ void addOutput(GrGLShaderVar i) { fOutputs.push_back(i); }
+
+ /*
+ * We put texture lookups in the base class because it is TECHNICALLY possible to do texture
+ * lookups in any kind of shader. However, for the time being using these calls on non-fragment
+ * shaders will result in a shader compilation error as texture sampler uniforms are only
+ * visible to the fragment shader. It would not be hard to change this behavior, if someone
+ * actually wants to do texture lookups in a non-fragment shader
+ *
+ * TODO if append texture lookup is used on a non-fragment shader, sampler uniforms should be
+ * made visible to that shaders
+ */
+ /** Appends a 2D texture sample with projection if necessary. coordType must either be Vec2f or
+ Vec3f. The latter is interpreted as projective texture coords. The vec length and swizzle
+ order of the result depends on the GrTextureAccess associated with the TextureSampler. */
+ void appendTextureLookup(SkString* out,
+ const TextureSampler&,
+ const char* coordName,
+ GrSLType coordType = kVec2f_GrSLType) const;
+
+ /** Version of above that appends the result to the fragment shader code instead.*/
+ void appendTextureLookup(const TextureSampler&,
+ const char* coordName,
+ GrSLType coordType = kVec2f_GrSLType);
+
+
+ /** Does the work of appendTextureLookup and modulates the result by modulation. The result is
+ always a vec4. modulation and the swizzle specified by TextureSampler must both be vec4 or
+ float. If modulation is "" or NULL it this function acts as though appendTextureLookup were
+ called. */
+ void appendTextureLookupAndModulate(const char* modulation,
+ const TextureSampler&,
+ const char* coordName,
+ GrSLType coordType = kVec2f_GrSLType);
+
+ /** If texture swizzling is available using tex parameters then it is preferred over mangling
+ the generated shader code. This potentially allows greater reuse of cached shaders. */
+ static const GrGLenum* GetTexParamSwizzle(GrPixelConfig config, const GrGLCaps& caps);
+
+ /**
+ * Called by GrGLEffects to add code to one of the shaders.
+ */
+ void codeAppendf(const char format[], ...) SK_PRINTF_LIKE(2, 3) {
+ va_list args;
+ va_start(args, format);
+ fCode.appendVAList(format, args);
+ va_end(args);
+ }
+
+ void codeAppend(const char* str) { fCode.append(str); }
+
+ void codePrependf(const char format[], ...) SK_PRINTF_LIKE(2, 3) {
+ va_list args;
+ va_start(args, format);
+ fCode.prependVAList(format, args);
+ va_end(args);
+ }
+
+ /** Emits a helper function outside of main() in the fragment shader. */
+ void emitFunction(GrSLType returnType,
+ const char* name,
+ int argCnt,
+ const GrGLShaderVar* args,
+ const char* body,
+ SkString* outName);
+
+ /*
+ * Get parent builder for adding uniforms
+ */
+ GrGLProgramBuilder* getProgramBuilder() { return fProgramBuilder; }
+
+ /**
+ * Helper for begining and ending a block in the fragment code.
+ */
+ class ShaderBlock {
+ public:
+ ShaderBlock(GrGLShaderBuilder* builder) : fBuilder(builder) {
+ SkASSERT(NULL != builder);
+ fBuilder->codeAppend("{");
+ }
+
+ ~ShaderBlock() {
+ fBuilder->codeAppend("}");
+ }
+ private:
+ GrGLShaderBuilder* fBuilder;
+ };
+protected:
+
+ /*
+ * this super low level function is just for use internally to builders
+ */
+ void appendTextureLookup(const char* samplerName,
+ const char* coordName,
+ uint32_t configComponentMask,
+ const char* swizzle);
+
+ /*
+ * A general function which enables an extension in a shader if the feature bit is not present
+ */
+ void addFeature(uint32_t featureBit, const char* extensionName);
+
+ typedef GrTAllocator<GrGLShaderVar> VarArray;
+
+ GrGLProgramBuilder* fProgramBuilder;
+
+ SkString fCode;
+ SkString fFunctions;
+ SkString fExtensions;
+
+ VarArray fInputs;
+ VarArray fOutputs;
+ uint32_t fFeaturesAddedMask;
+};
+
+
+/*
+ * Full Shader builder is the base class for shaders which are only accessible through full program
+ * builder, ie vertex, geometry, and later TCU / TES. Using this base class, they can access the
+ * full program builder functionality through the full program pointer
+ */
+class GrGLFullShaderBuilder : public GrGLShaderBuilder {
+public:
+ GrGLFullShaderBuilder(GrGLFullProgramBuilder* program);
+
+ GrGLFullProgramBuilder* fullProgramBuilder() { return fFullProgramBuilder; }
+protected:
+ GrGLFullProgramBuilder* fFullProgramBuilder;
+private:
+ typedef GrGLShaderBuilder INHERITED;
+};
+#endif