/* * Copyright 2013 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef GrGLFragmentProcessor_DEFINED #define GrGLFragmentProcessor_DEFINED #include "GrGLProgramDataManager.h" #include "GrGLProcessor.h" #include "GrTextureAccess.h" class GrGLFPBuilder; class GrGLFragmentProcessor { public: GrGLFragmentProcessor() {} virtual ~GrGLFragmentProcessor() { for (int i = 0; i < fChildProcessors.count(); ++i) { delete fChildProcessors[i]; } } typedef GrGLProgramDataManager::UniformHandle UniformHandle; typedef GrGLProcessor::TransformedCoordsArray TransformedCoordsArray; typedef GrGLProcessor::TextureSamplerArray TextureSamplerArray; /** Called when the program stage should insert its code into the shaders. The code in each shader will be in its own block ({}) and so locally scoped names will not collide across stages. @param builder Interface used to emit code in the shaders. @param processor The processor that generated this program stage. @param key The key that was computed by GenKey() from the generating GrProcessor. @param outputColor A predefined vec4 in the FS in which the stage should place its output color (or coverage). @param inputColor A vec4 that holds the input color to the stage in the FS. This may be nullptr in which case the implied input is solid white (all ones). TODO: Better system for communicating optimization info (e.g. input color is solid white, trans black, known to be opaque, etc.) that allows the processor to communicate back similar known info about its output. @param samplers Contains one entry for each GrTextureAccess of the GrProcessor. These can be passed to the builder to emit texture reads in the generated code. */ struct EmitArgs { EmitArgs(GrGLFPBuilder* builder, const GrFragmentProcessor& fp, const char* outputColor, const char* inputColor, const TransformedCoordsArray& coords, const TextureSamplerArray& samplers) : fBuilder(builder) , fFp(fp) , fOutputColor(outputColor) , fInputColor(inputColor) , fCoords(coords) , fSamplers(samplers) {} GrGLFPBuilder* fBuilder; const GrFragmentProcessor& fFp; const char* fOutputColor; const char* fInputColor; const TransformedCoordsArray& fCoords; const TextureSamplerArray& fSamplers; }; virtual void emitCode(EmitArgs&) = 0; void setData(const GrGLProgramDataManager& pdman, const GrFragmentProcessor& processor); static void GenKey(const GrProcessor&, const GrGLSLCaps&, GrProcessorKeyBuilder*) {} int numChildProcessors() const { return fChildProcessors.count(); } GrGLFragmentProcessor* childProcessor(int index) const { return fChildProcessors[index]; } void emitChild(int childIndex, const char* inputColor, SkString* outputColor, EmitArgs& args); protected: /** A GrGLFragmentProcessor instance can be reused with any GrFragmentProcessor that produces the same stage key; this function reads data from a GrFragmentProcessor and uploads any uniform variables required by the shaders created in emitCode(). The GrFragmentProcessor parameter is guaranteed to be of the same type that created this GrGLFragmentProcessor and to have an identical processor key as the one that created this GrGLFragmentProcessor. */ // TODO update this to pass in GrFragmentProcessor virtual void onSetData(const GrGLProgramDataManager&, const GrProcessor&) {} private: SkTArray fChildProcessors; friend class GrFragmentProcessor; typedef GrGLProcessor INHERITED; }; #endif