1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
|
/*
* 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 GrGLProgramEffects_DEFINED
#define GrGLProgramEffects_DEFINED
#include "GrBackendEffectFactory.h"
#include "GrTexture.h"
#include "GrTextureAccess.h"
#include "GrGLUniformManager.h"
class GrEffectStage;
class GrGLVertexProgramEffectsBuilder;
class GrGLShaderBuilder;
class GrGLFullShaderBuilder;
class GrGLFragmentOnlyShaderBuilder;
/**
* This class encapsulates an array of GrGLEffects and their supporting data (coord transforms
* and textures). It is built with GrGLProgramEffectsBuilder, then used to manage the necessary GL
* state and shader uniforms.
*/
class GrGLProgramEffects {
public:
typedef GrBackendEffectFactory::EffectKey EffectKey;
typedef GrGLUniformManager::UniformHandle UniformHandle;
/**
* These methods generate different portions of an effect's final key.
*/
static EffectKey GenAttribKey(const GrDrawEffect&);
static EffectKey GenTransformKey(const GrDrawEffect&);
static EffectKey GenTextureKey(const GrDrawEffect&, const GrGLCaps&);
virtual ~GrGLProgramEffects();
/**
* Assigns a texture unit to each sampler. It starts on *texUnitIdx and writes the next
* available unit to *texUnitIdx when it returns.
*/
void initSamplers(const GrGLUniformManager&, int* texUnitIdx);
/**
* Calls setData() on each effect, and sets their transformation matrices and texture bindings.
*/
virtual void setData(GrGpuGL*,
const GrGLUniformManager&,
const GrEffectStage* effectStages[]) = 0;
/**
* Passed to GrGLEffects so they can add transformed coordinates to their shader code.
*/
class TransformedCoords {
public:
TransformedCoords(const SkString& name, GrSLType type)
: fName(name), fType(type) {
}
const char* c_str() const { return fName.c_str(); }
GrSLType type() const { return fType; }
const SkString& getName() const { return fName; }
private:
SkString fName;
GrSLType fType;
};
typedef SkTArray<TransformedCoords> TransformedCoordsArray;
/**
* Passed to GrGLEffects so they can add texture reads to their shader code.
*/
class TextureSampler {
public:
TextureSampler(UniformHandle uniform, const GrTextureAccess& access)
: fSamplerUniform(uniform)
, fConfigComponentMask(GrPixelConfigComponentMask(access.getTexture()->config())) {
SkASSERT(0 != fConfigComponentMask);
memcpy(fSwizzle, access.getSwizzle(), 5);
}
UniformHandle samplerUniform() const { return fSamplerUniform; }
// bitfield of GrColorComponentFlags present in the texture's config.
uint32_t configComponentMask() const { return fConfigComponentMask; }
const char* swizzle() const { return fSwizzle; }
private:
UniformHandle fSamplerUniform;
uint32_t fConfigComponentMask;
char fSwizzle[5];
};
typedef SkTArray<TextureSampler> TextureSamplerArray;
protected:
GrGLProgramEffects(int reserveCount)
: fGLEffects(reserveCount)
, fSamplers(reserveCount) {
}
/**
* Helper for emitEffect() in a subclasses. Emits uniforms for an effect's texture accesses and
* appends the necessary data to the TextureSamplerArray* object so effects can add texture
* lookups to their code. This method is only meant to be called during the construction phase.
*/
void emitSamplers(GrGLShaderBuilder*, const GrEffectRef&, TextureSamplerArray*);
/**
* Helper for setData(). Binds all the textures for an effect.
*/
void bindTextures(GrGpuGL*, const GrEffectRef&, int effectIdx);
struct Sampler {
SkDEBUGCODE(Sampler() : fTextureUnit(-1) {})
UniformHandle fUniform;
int fTextureUnit;
};
SkTArray<GrGLEffect*> fGLEffects;
SkTArray<SkSTArray<4, Sampler, true> > fSamplers;
};
/**
* This is an abstract base class for constructing different types of GrGLProgramEffects objects.
*/
class GrGLProgramEffectsBuilder {
public:
/**
* Emits the effect's shader code, and stores the necessary uniforms internally.
*/
virtual void emitEffect(const GrEffectStage&,
GrGLProgramEffects::EffectKey,
const char* outColor,
const char* inColor,
int stageIndex) = 0;
};
////////////////////////////////////////////////////////////////////////////////
/**
* This is a GrGLProgramEffects implementation that does coord transforms with the vertex shader.
*/
class GrGLVertexProgramEffects : public GrGLProgramEffects {
public:
virtual void setData(GrGpuGL*,
const GrGLUniformManager&,
const GrEffectStage* effectStages[]) SK_OVERRIDE;
private:
friend class GrGLVertexProgramEffectsBuilder;
GrGLVertexProgramEffects(int reserveCount, bool explicitLocalCoords)
: INHERITED(reserveCount)
, fTransforms(reserveCount)
, fHasExplicitLocalCoords(explicitLocalCoords) {
}
/**
* Helper for GrGLProgramEffectsBuilder::emitEfffect(). This method is meant to only be called
* during the construction phase.
*/
void emitEffect(GrGLFullShaderBuilder*,
const GrEffectStage&,
GrGLProgramEffects::EffectKey,
const char* outColor,
const char* inColor,
int stageIndex);
/**
* Helper for emitEffect(). Emits any attributes an effect may have.
*/
void emitAttributes(GrGLFullShaderBuilder*, const GrEffectStage&);
/**
* Helper for emitEffect(). Emits code to implement an effect's coord transforms in the VS.
* Varyings are added as an outputs of the VS and inputs to the FS. The varyings may be either a
* vec2f or vec3f depending upon whether perspective interpolation is required or not. The names
* of the varyings in the VS and FS as well their types are appended to the
* TransformedCoordsArray* object, which is in turn passed to the effect's emitCode() function.
*/
void emitTransforms(GrGLFullShaderBuilder*,
const GrEffectRef&,
EffectKey,
TransformedCoordsArray*);
/**
* Helper for setData(). Sets all the transform matrices for an effect.
*/
void setTransformData(const GrGLUniformManager&, const GrDrawEffect&, int effectIdx);
struct Transform {
Transform() { fCurrentValue = SkMatrix::InvalidMatrix(); }
UniformHandle fHandle;
GrSLType fType;
SkMatrix fCurrentValue;
};
SkTArray<SkSTArray<2, Transform, true> > fTransforms;
bool fHasExplicitLocalCoords;
typedef GrGLProgramEffects INHERITED;
};
/**
* This class is used to construct a GrGLVertexProgramEffects* object.
*/
class GrGLVertexProgramEffectsBuilder : public GrGLProgramEffectsBuilder {
public:
GrGLVertexProgramEffectsBuilder(GrGLFullShaderBuilder*, int reserveCount);
virtual void emitEffect(const GrEffectStage&,
GrGLProgramEffects::EffectKey,
const char* outColor,
const char* inColor,
int stageIndex) SK_OVERRIDE;
/**
* Finalizes the building process and returns the effect array. After this call, the builder
* becomes invalid.
*/
GrGLProgramEffects* finish() { return fProgramEffects.detach(); }
private:
GrGLFullShaderBuilder* fBuilder;
SkAutoTDelete<GrGLVertexProgramEffects> fProgramEffects;
typedef GrGLProgramEffectsBuilder INHERITED;
};
////////////////////////////////////////////////////////////////////////////////
/**
* This is a GrGLProgramEffects implementation that does coord transforms with the the built-in GL
* TexGen functionality.
*/
class GrGLTexGenProgramEffects : public GrGLProgramEffects {
public:
virtual void setData(GrGpuGL*,
const GrGLUniformManager&,
const GrEffectStage* effectStages[]) SK_OVERRIDE;
private:
friend class GrGLTexGenProgramEffectsBuilder;
GrGLTexGenProgramEffects(int reserveCount)
: INHERITED(reserveCount)
, fTransforms(reserveCount) {
}
/**
* Helper for GrGLProgramEffectsBuilder::emitEfffect(). This method is meant to only be called
* during the construction phase.
*/
void emitEffect(GrGLFragmentOnlyShaderBuilder*,
const GrEffectStage&,
GrGLProgramEffects::EffectKey,
const char* outColor,
const char* inColor,
int stageIndex);
/**
* Helper for emitEffect(). Allocates texture units from the builder for each transform in an
* effect. The transforms all use adjacent texture units. They either use two or three of the
* coordinates at a given texture unit, depending on if they need perspective interpolation.
* The expressions to access the transformed coords (i.e. 'vec2(gl_TexCoord[0])') as well as the
* types are appended to the TransformedCoordsArray* object, which is in turn passed to the
* effect's emitCode() function.
*/
void setupTexGen(GrGLFragmentOnlyShaderBuilder*,
const GrEffectRef&,
EffectKey,
TransformedCoordsArray*);
/**
* Helper for setData(). Sets the TexGen state for each transform in an effect.
*/
void setTexGenState(GrGpuGL*, const GrDrawEffect&, int effectIdx);
struct Transforms {
Transforms(EffectKey transformKey, int texCoordIndex)
: fTransformKey(transformKey), fTexCoordIndex(texCoordIndex) {}
EffectKey fTransformKey;
int fTexCoordIndex;
};
SkTArray<Transforms> fTransforms;
typedef GrGLProgramEffects INHERITED;
};
/**
* This class is used to construct a GrGLTexGenProgramEffects* object.
*/
class GrGLTexGenProgramEffectsBuilder : public GrGLProgramEffectsBuilder {
public:
GrGLTexGenProgramEffectsBuilder(GrGLFragmentOnlyShaderBuilder*, int reserveCount);
virtual void emitEffect(const GrEffectStage&,
GrGLProgramEffects::EffectKey,
const char* outColor,
const char* inColor,
int stageIndex) SK_OVERRIDE;
/**
* Finalizes the building process and returns the effect array. After this call, the builder
* becomes invalid.
*/
GrGLProgramEffects* finish() { return fProgramEffects.detach(); }
private:
GrGLFragmentOnlyShaderBuilder* fBuilder;
SkAutoTDelete<GrGLTexGenProgramEffects> fProgramEffects;
typedef GrGLProgramEffectsBuilder INHERITED;
};
#endif
|