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/*
* Copyright 2012 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef GrGLCustomStage_DEFINED
#define GrGLCustomStage_DEFINED
#include "GrAllocator.h"
#include "GrCustomStage.h"
#include "GrGLProgram.h"
#include "GrGLShaderBuilder.h"
#include "GrGLShaderVar.h"
#include "GrGLSL.h"
#include "GrStringBuilder.h"
struct GrGLInterface;
class GrGLTexture;
/** @file
This file contains specializations for OpenGL of the shader stages
declared in src/gpu/GrCustomStage.h. All the functions emit
GLSL shader code and OpenGL calls.
These objects are created by a factory function on the
GrCustomStage.
TODO: lifetime management.
*/
class GrGLProgramStage {
public:
typedef GrCustomStage::StageKey StageKey ;
// TODO: redundant with GrGLProgram.cpp
enum {
kUnusedUniform = -1,
kUseUniform = 2000
};
GrGLProgramStage(const GrProgramStageFactory&);
virtual ~GrGLProgramStage();
/** Create any uniforms or varyings the vertex shader requires. */
virtual void setupVariables(GrGLShaderBuilder* state, int stage);
/** Appends vertex code to the appropriate GrStringBuilder
on the state.
The code will be inside an otherwise-empty block.
Vertex shader input is a vec2 of coordinates, which may
be altered.
The code will be inside an otherwise-empty block. */
virtual void emitVS(GrGLShaderBuilder* state,
const char* vertexCoords) = 0;
/** Appends fragment code to the appropriate GrStringBuilder
on the state.
The code will be inside an otherwise-empty block.
Fragment shader inputs are a vec2 of coordinates, one texture,
and a color; output is a color. */
/* TODO: don't give them the samplerName, just a handle; then give
a function here for them to call into that'll apply any texture
domain - but do we force them to be honest about texture domain
parameters? */
virtual void emitFS(GrGLShaderBuilder* state,
const char* outputColor,
const char* inputColor,
const char* samplerName) = 0;
/** Binds uniforms; we must have already bound the program and
determined its GL program ID. */
virtual void initUniforms(const GrGLInterface* gl, int programID);
/** A GrGLCustomStage instance can be reused with any GrCustomStage
that produces the same stage key; this function reads data from
a stage and uploads any uniform variables required by the shaders
created in emit*(). */
virtual void setData(const GrGLInterface* gl,
const GrGLTexture& texture,
GrCustomStage* stage,
int stageNum);
const char* name() const { return fFactory.name(); }
protected:
const GrProgramStageFactory& fFactory;
};
#endif
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