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/*
* Copyright 2014 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef GrGLVertexShader_DEFINED
#define GrGLVertexShader_DEFINED
#include "GrGLShaderBuilder.h"
class GrGLVarying;
class GrGLVertexBuilder : public GrGLShaderBuilder {
public:
GrGLVertexBuilder(GrGLProgramBuilder* program);
/** returns the expected position output */
const char* glPosition() const { return "pos3"; }
const char* positionCoords() const { return "position"; }
const char* localCoords() const { return "localCoords"; }
/** returns the expected uviewM matrix */
// TODO all of this fixed function stuff can live on the GP/PP
const char* uViewM() const { return "uViewM"; }
void addAttribute(const GrGeometryProcessor::GrAttribute* attr) {
this->addAttribute(GrShaderVar(attr->fName,
GrVertexAttribTypeToSLType(attr->fType),
GrShaderVar::kAttribute_TypeModifier));
}
private:
/*
* Internal call for GrGLProgramBuilder.addVarying
*/
void addVarying(const char* name, GrGLVarying*);
/*
* private helpers for compilation by GrGLProgramBuilder
*/
void transformToNormalizedDeviceSpace();
//TODO GP itself should setup the uniform view matrix
void setupUniformViewMatrix();
void emitAttributes(const GrGeometryProcessor& gp);
void bindVertexAttributes(GrGLuint programID);
bool compileAndAttachShaders(GrGLuint programId, SkTDArray<GrGLuint>* shaderIds) const;
// an internal call which checks for uniquness of a var before adding it to the list of inputs
bool addAttribute(const GrShaderVar& var);
const char* fRtAdjustName;
friend class GrGLProgramBuilder;
typedef GrGLShaderBuilder INHERITED;
};
#endif
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