/* * 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 GrGLProgramDesc_DEFINED #define GrGLProgramDesc_DEFINED #include "GrGLEffect.h" #include "GrDrawState.h" #include "GrGLShaderBuilder.h" class GrGpuGL; // optionally compile the experimental GS code. Set to GR_DEBUG so that debug build bots will // execute the code. #define GR_GL_EXPERIMENTAL_GS GR_DEBUG /** This class describes a program to generate. It also serves as a program cache key. Very little of this is GL-specific. There is the generation of GrGLEffect::EffectKeys and the dst-read part of the key set by GrGLShaderBuilder. If the interfaces that set those portions were abstracted to be API-neutral then so could this class. */ class GrGLProgramDesc { public: GrGLProgramDesc() { // since we use this as part of a key we can't have any uninitialized padding memset(this, 0, sizeof(GrGLProgramDesc)); } // Returns this as a uint32_t array to be used as a key in the program cache const uint32_t* asKey() const { return reinterpret_cast(this); } // For unit testing. void setRandom(SkMWCRandom*, const GrGpuGL* gpu, const GrTexture* dummyDstTexture, const GrEffectStage stages[GrDrawState::kNumStages], int currAttribIndex); /** * Builds a program descriptor from a GrDrawState. Whether the primitive type is points, the * output of GrDrawState::getBlendOpts, and the caps of the GrGpuGL are also inputs. */ static void Build(const GrDrawState&, bool isPoints, GrDrawState::BlendOptFlags, GrBlendCoeff srcCoeff, GrBlendCoeff dstCoeff, const GrGpuGL* gpu, const GrDeviceCoordTexture* dstCopy, GrGLProgramDesc* outDesc); private: // Specifies where the initial color comes from before the stages are applied. enum ColorInput { kSolidWhite_ColorInput, kTransBlack_ColorInput, kAttribute_ColorInput, kUniform_ColorInput, kColorInputCnt }; enum CoverageOutput { // modulate color and coverage, write result as the color output. kModulate_CoverageOutput, // Writes color*coverage as the primary color output and also writes coverage as the // secondary output. Only set if dual source blending is supported. kSecondaryCoverage_CoverageOutput, // Writes color*coverage as the primary color output and also writes coverage * (1 - colorA) // as the secondary output. Only set if dual source blending is supported. kSecondaryCoverageISA_CoverageOutput, // Writes color*coverage as the primary color output and also writes coverage * // (1 - colorRGB) as the secondary output. Only set if dual source blending is supported. kSecondaryCoverageISC_CoverageOutput, // Combines the coverage, dst, and color as coverage * color + (1 - coverage) * dst. This // can only be set if fDstRead is set. kCombineWithDst_CoverageOutput, kCoverageOutputCnt }; static bool CoverageOutputUsesSecondaryOutput(CoverageOutput co) { switch (co) { case kSecondaryCoverage_CoverageOutput: // fallthru case kSecondaryCoverageISA_CoverageOutput: case kSecondaryCoverageISC_CoverageOutput: return true; default: return false; } } /** Non-zero if this stage has an effect */ GrGLEffect::EffectKey fEffectKeys[GrDrawState::kNumStages]; // To enable experimental geometry shader code (not for use in // production) #if GR_GL_EXPERIMENTAL_GS bool fExperimentalGS; #endif GrGLShaderBuilder::DstReadKey fDstRead; // set by GrGLShaderBuilder if there // are effects that must read the dst. // Otherwise, 0. // should the FS discard if the coverage is zero (to avoid stencil manipulation) SkBool8 fDiscardIfZeroCoverage; uint8_t fColorInput; // casts to enum ColorInput uint8_t fCoverageInput; // casts to enum ColorInput uint8_t fCoverageOutput; // casts to enum CoverageOutput int8_t fFirstCoverageStage; SkBool8 fEmitsPointSize; uint8_t fColorFilterXfermode; // casts to enum SkXfermode::Mode int8_t fPositionAttributeIndex; int8_t fLocalCoordAttributeIndex; int8_t fColorAttributeIndex; int8_t fCoverageAttributeIndex; // GrGLProgram and GrGLShaderBuilder read the private fields to generate code. TODO: Move all // code generation to GrGLShaderBuilder (and maybe add getters rather than friending). friend class GrGLProgram; friend class GrGLShaderBuilder; }; #endif