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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 GrGLShaderBuilder_DEFINED
#define GrGLShaderBuilder_DEFINED
#include "GrAllocator.h"
#include "gl/GrGLShaderVar.h"
#include "gl/GrGLSL.h"
typedef GrTAllocator<GrGLShaderVar> VarArray;
/**
Contains all the incremental state of a shader as it is being built,as well as helpers to
manipulate that state.
TODO: migrate CompileShaders() here?
*/
class GrGLShaderBuilder {
public:
enum ShaderType {
kVertex_ShaderType = 0x1,
kGeometry_ShaderType = 0x2,
kFragment_ShaderType = 0x4,
};
GrGLShaderBuilder();
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.
*/
const GrGLShaderVar& addUniform(uint32_t visibility,
GrSLType type,
const char* name,
int stageNum = -1,
int count = GrGLShaderVar::kNonArray);
/** 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);
// TODO: Everything below here private.
SkString fHeader; // VS+FS, GLSL version, etc
VarArray fVSUnis;
VarArray fVSAttrs;
VarArray fVSOutputs;
VarArray fGSInputs;
VarArray fGSOutputs;
VarArray fFSInputs;
SkString fGSHeader; // layout qualifiers specific to GS
VarArray fFSUnis;
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;
//@}
};
#endif
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