aboutsummaryrefslogtreecommitdiffhomepage
path: root/src/gpu/gl/GrGLShaderBuilder.h
blob: 347bcda3444692f1ee9f6c2e4d85a56e085861ca (plain)
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
/*
 * 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 GrGLShaderBuilder_DEFINED
#define GrGLShaderBuilder_DEFINED

#include "GrAllocator.h"
#include "gl/GrGLShaderVar.h"
#include "gl/GrGLSL.h"
#include "gl/GrGLUniformManager.h"

class GrGLContextInfo;

/**
  Contains all the incremental state of a shader as it is being built,as well as helpers to
  manipulate that state.
*/
class GrGLShaderBuilder {

public:

    enum ShaderType {
        kVertex_ShaderType   = 0x1,
        kGeometry_ShaderType = 0x2,
        kFragment_ShaderType = 0x4,
    };

    GrGLShaderBuilder(const GrGLContextInfo&, GrGLUniformManager&);

    void computeSwizzle(uint32_t configFlags);
    void computeModulate(const char* fsInColor);

    // TODO: needs a better name
    enum SamplerMode {
        kDefault_SamplerMode,
        kProj_SamplerMode,
        kExplicitDivide_SamplerMode  // must do an explicit divide
    };

    /** Determines whether we should use texture2D() or texture2Dproj(), and if an explicit divide
        is required for the sample coordinates, creates the new variable and emits the code to
        initialize it. */
    void setupTextureAccess(SamplerMode samplerMode, int stageNum);

    /** texture2D(samplerName, coordName), with projection if necessary; if coordName is not
        specified, uses fSampleCoords. */
    void emitTextureLookup(const char* samplerName,
                           const char* coordName = NULL);

    /** sets outColor to results of texture lookup, with swizzle, and/or modulate as necessary */
    void emitDefaultFetch(const char* outColor,
                          const char* samplerName);

    /** Add a uniform variable to the current program, that has visibilty in one or more shaders.
        If stageNum is specified, it is appended to the name to guarantee uniqueness; if count is
        specified, the uniform is an array. visibility is a bitfield of ShaderType values indicating
        from which shaders the uniform should be accessible. At least one bit must be set. Geometry
        shader uniforms are not supported at this time.
    */
    GrGLUniformManager::UniformHandle addUniform(uint32_t visibility,
                                                 GrSLType type,
                                                 const char* name,
                                                 int stageNum = -1,
                                                 int count = GrGLShaderVar::kNonArray);

    const GrGLShaderVar& getUniformVariable(GrGLUniformManager::UniformHandle) const;

    /**
     * Shorcut for getUniformVariable(u).c_str()
     */
    const char* getUniformCStr(GrGLUniformManager::UniformHandle u) const {
        return this->getUniformVariable(u).c_str();
    }

    /** Add a varying variable to the current program to pass values between vertex and fragment
        shaders. If the last two parameters are non-NULL, they are filled in with the name
        generated. */
    void addVarying(GrSLType type,
                    const char* name,
                    const char** vsOutName = NULL,
                    const char** fsInName = NULL);

    /** Add a varying variable to the current program to pass values between vertex and fragment
        shaders; stageNum is appended to the name to guarantee uniqueness. If the last two
        parameters are non-NULL, they are filled in with the name generated. */
    void addVarying(GrSLType type,
                    const char* name,
                    int stageNum,
                    const char** vsOutName = NULL,
                    const char** fsInName = NULL);

    /** Called after building is complete to get the final shader string. */
    void getShader(ShaderType, SkString*) const;

    /**
     * TODO: Make this do all the compiling, linking, etc. Hide this from the custom stages
     */
    void finished(GrGLuint programID);

private:

    typedef GrTAllocator<GrGLShaderVar> VarArray;

    void appendDecls(const VarArray&, SkString*) const;
    void appendUniformDecls(ShaderType, SkString*) const;

    typedef GrGLUniformManager::BuilderUniform BuilderUniform;
    GrGLUniformManager::BuilderUniformArray fUniforms;

    // TODO: Everything below here private.
public:

    SkString    fHeader; // VS+FS, GLSL version, etc
    VarArray    fVSAttrs;
    VarArray    fVSOutputs;
    VarArray    fGSInputs;
    VarArray    fGSOutputs;
    VarArray    fFSInputs;
    SkString    fGSHeader; // layout qualifiers specific to GS
    VarArray    fFSOutputs;
    SkString    fFSFunctions;
    SkString    fVSCode;
    SkString    fGSCode;
    SkString    fFSCode;
    bool        fUsesGS;

    /// Per-stage settings - only valid while we're inside GrGLProgram::genStageCode().
    //@{

    int              fVaryingDims;
    static const int fCoordDims = 2;

    /// True if fSampleCoords is an expression; false if it's a bare
    /// variable name
    bool             fComplexCoord;
    SkString         fSampleCoords;

    SkString         fSwizzle;
    SkString         fModulate;

    SkString         fTexFunc;

    //@}

private:
    const GrGLContextInfo&  fContext;
    GrGLUniformManager&     fUniformManager;
};

#endif