blob: 93a848d021b737a27f6560b465b8b7e2f81f9fa3 [file] [log] [blame]
tomhudson@google.comf9ad8862012-05-11 20:38:48 +00001/*
2 * Copyright 2012 Google Inc.
3 *
4 * Use of this source code is governed by a BSD-style license that can be
5 * found in the LICENSE file.
6 */
7
8#include "gl/GrGLShaderBuilder.h"
tomhudson@google.com52598142012-05-24 17:44:30 +00009#include "gl/GrGLProgram.h"
bsalomon@google.comdbbc4e22012-07-25 17:48:39 +000010#include "gl/GrGLUniformHandle.h"
twiz@google.coma5e65ec2012-08-02 15:15:16 +000011#include "GrTexture.h"
tomhudson@google.comf9ad8862012-05-11 20:38:48 +000012
tomhudson@google.comf9ad8862012-05-11 20:38:48 +000013// number of each input/output type in a single allocation block
bsalomon@google.comeb715c82012-07-11 15:03:31 +000014static const int kVarsPerBlock = 8;
tomhudson@google.comf9ad8862012-05-11 20:38:48 +000015
16// except FS outputs where we expect 2 at most.
bsalomon@google.comeb715c82012-07-11 15:03:31 +000017static const int kMaxFSOutputs = 2;
tomhudson@google.comf9ad8862012-05-11 20:38:48 +000018
bsalomon@google.comd7727ce2012-07-12 16:40:03 +000019// ES2 FS only guarantees mediump and lowp support
20static const GrGLShaderVar::Precision kDefaultFragmentPrecision = GrGLShaderVar::kMedium_Precision;
21
bsalomon@google.comdbbc4e22012-07-25 17:48:39 +000022typedef GrGLUniformManager::UniformHandle UniformHandle;
23///////////////////////////////////////////////////////////////////////////////
24
bsalomon@google.com34bcb9f2012-08-28 18:20:18 +000025namespace {
twiz@google.coma5e65ec2012-08-02 15:15:16 +000026
bsalomon@google.com34bcb9f2012-08-28 18:20:18 +000027inline const char* sample_function_name(GrSLType type) {
28 if (kVec2f_GrSLType == type) {
29 return "texture2D";
30 } else {
31 GrAssert(kVec3f_GrSLType == type);
32 return "texture2DProj";
33 }
twiz@google.coma5e65ec2012-08-02 15:15:16 +000034}
35
bsalomon@google.com6d003d12012-09-11 15:45:20 +000036/**
37 * Do we need to either map r,g,b->a or a->r.
38 */
39inline bool swizzle_requires_alpha_remapping(const GrGLCaps& caps,
40 const GrTextureAccess& access) {
41 if (GrPixelConfigIsAlphaOnly(access.getTexture()->config())) {
42 if (caps.textureRedSupport() && (GrTextureAccess::kA_SwizzleFlag & access.swizzleMask())) {
43 return true;
44 }
45 if (GrTextureAccess::kRGB_SwizzleMask & access.swizzleMask()) {
46 return true;
twiz@google.coma5e65ec2012-08-02 15:15:16 +000047 }
48 }
bsalomon@google.com6d003d12012-09-11 15:45:20 +000049 return false;
50}
twiz@google.coma5e65ec2012-08-02 15:15:16 +000051
bsalomon@google.com6d003d12012-09-11 15:45:20 +000052void append_swizzle(SkString* outAppend,
53 const GrTextureAccess& access,
54 const GrGLCaps& caps) {
55 const char* swizzle = access.getSwizzle();
56 char mangledSwizzle[5];
57
58 // The swizzling occurs using texture params instead of shader-mangling if ARB_texture_swizzle
59 // is available.
60 if (!caps.textureSwizzleSupport() && GrPixelConfigIsAlphaOnly(access.getTexture()->config())) {
61 char alphaChar = caps.textureRedSupport() ? 'r' : 'a';
62 int i;
63 for (i = 0; '\0' != swizzle[i]; ++i) {
64 mangledSwizzle[i] = alphaChar;
65 }
66 mangledSwizzle[i] ='\0';
67 swizzle = mangledSwizzle;
68 }
bsalomon@google.com73d5b2f2012-10-04 13:26:32 +000069 // For shader prettiness we omit the swizzle rather than appending ".rgba".
70 if (memcmp(swizzle, "rgba", 4)) {
71 outAppend->appendf(".%s", swizzle);
72 }
twiz@google.coma5e65ec2012-08-02 15:15:16 +000073}
74
bsalomon@google.com34bcb9f2012-08-28 18:20:18 +000075}
76
twiz@google.coma5e65ec2012-08-02 15:15:16 +000077///////////////////////////////////////////////////////////////////////////////
78
tomhudson@google.com9c639a42012-05-14 19:58:06 +000079// Architectural assumption: always 2-d input coords.
80// Likely to become non-constant and non-static, perhaps even
81// varying by stage, if we use 1D textures for gradients!
82//const int GrGLShaderBuilder::fCoordDims = 2;
83
bsalomon@google.comdbbc4e22012-07-25 17:48:39 +000084GrGLShaderBuilder::GrGLShaderBuilder(const GrGLContextInfo& ctx, GrGLUniformManager& uniformManager)
bsalomon@google.com032b2212012-07-16 13:36:18 +000085 : fUniforms(kVarsPerBlock)
bsalomon@google.comeb715c82012-07-11 15:03:31 +000086 , fVSAttrs(kVarsPerBlock)
87 , fVSOutputs(kVarsPerBlock)
88 , fGSInputs(kVarsPerBlock)
89 , fGSOutputs(kVarsPerBlock)
90 , fFSInputs(kVarsPerBlock)
bsalomon@google.comeb715c82012-07-11 15:03:31 +000091 , fFSOutputs(kMaxFSOutputs)
tomhudson@google.com040c41a2012-05-18 14:57:40 +000092 , fUsesGS(false)
bsalomon@google.comdbbc4e22012-07-25 17:48:39 +000093 , fContext(ctx)
bsalomon@google.com777c3aa2012-07-25 20:58:20 +000094 , fUniformManager(uniformManager)
bsalomon@google.comd9e01812012-08-29 19:35:44 +000095 , fCurrentStage(kNonStageIdx)
bsalomon@google.com4fe9b1b2012-10-22 17:40:14 +000096 , fSetupFragPosition(false)
97 , fRTHeightUniform(GrGLUniformManager::kInvalidUniformHandle)
bsalomon@google.comd9e01812012-08-29 19:35:44 +000098 , fTexCoordVaryingType(kVoid_GrSLType) {
tomhudson@google.comf9ad8862012-05-11 20:38:48 +000099}
100
bsalomon@google.com34bcb9f2012-08-28 18:20:18 +0000101void GrGLShaderBuilder::setupTextureAccess(const char* varyingFSName, GrSLType varyingType) {
102 // FIXME: We don't know how the custom stage will manipulate the coords. So we give up on using
103 // projective texturing and always give the stage 2D coords. This will be fixed when custom
bsalomon@google.com4fe9b1b2012-10-22 17:40:14 +0000104 // stages are responsible for setting up their own tex coords / tex matrices.
bsalomon@google.com34bcb9f2012-08-28 18:20:18 +0000105 switch (varyingType) {
106 case kVec2f_GrSLType:
107 fDefaultTexCoordsName = varyingFSName;
108 fTexCoordVaryingType = kVec2f_GrSLType;
109 break;
110 case kVec3f_GrSLType: {
111 fDefaultTexCoordsName = "inCoord";
112 GrAssert(kNonStageIdx != fCurrentStage);
113 fDefaultTexCoordsName.appendS32(fCurrentStage);
114 fTexCoordVaryingType = kVec3f_GrSLType;
115 fFSCode.appendf("\t%s %s = %s.xy / %s.z;\n",
116 GrGLShaderVar::TypeString(kVec2f_GrSLType),
117 fDefaultTexCoordsName.c_str(),
118 varyingFSName,
119 varyingFSName);
120 break;
121 }
122 default:
123 GrCrash("Tex coords must either be Vec2f or Vec3f");
tomhudson@google.comde788232012-08-02 20:13:12 +0000124 }
tomhudson@google.com52598142012-05-24 17:44:30 +0000125}
126
bsalomon@google.com868a8e72012-08-30 19:11:34 +0000127void GrGLShaderBuilder::appendTextureLookup(SkString* out,
bsalomon@google.comf06df1b2012-09-06 20:22:31 +0000128 const GrGLShaderBuilder::TextureSampler& sampler,
bsalomon@google.com868a8e72012-08-30 19:11:34 +0000129 const char* coordName,
130 GrSLType varyingType) const {
bsalomon@google.com2d8edaf2012-09-07 14:47:31 +0000131 GrAssert(NULL != sampler.textureAccess());
bsalomon@google.com2d8edaf2012-09-07 14:47:31 +0000132
tomhudson@google.com52598142012-05-24 17:44:30 +0000133 if (NULL == coordName) {
bsalomon@google.com34bcb9f2012-08-28 18:20:18 +0000134 coordName = fDefaultTexCoordsName.c_str();
135 varyingType = kVec2f_GrSLType;
tomhudson@google.com52598142012-05-24 17:44:30 +0000136 }
bsalomon@google.com6d003d12012-09-11 15:45:20 +0000137 out->appendf("%s(%s, %s)",
bsalomon@google.comf06df1b2012-09-06 20:22:31 +0000138 sample_function_name(varyingType),
139 this->getUniformCStr(sampler.fSamplerUniform),
bsalomon@google.com6d003d12012-09-11 15:45:20 +0000140 coordName);
141 append_swizzle(out, *sampler.textureAccess(), fContext.caps());
tomhudson@google.com52598142012-05-24 17:44:30 +0000142}
143
bsalomon@google.comf06df1b2012-09-06 20:22:31 +0000144void GrGLShaderBuilder::appendTextureLookupAndModulate(
145 SkString* out,
146 const char* modulation,
147 const GrGLShaderBuilder::TextureSampler& sampler,
148 const char* coordName,
149 GrSLType varyingType) const {
bsalomon@google.com868a8e72012-08-30 19:11:34 +0000150 GrAssert(NULL != out);
151 SkString lookup;
bsalomon@google.comf06df1b2012-09-06 20:22:31 +0000152 this->appendTextureLookup(&lookup, sampler, coordName, varyingType);
bsalomon@google.com868a8e72012-08-30 19:11:34 +0000153 GrGLSLModulate4f(out, modulation, lookup.c_str());
tomhudson@google.com52598142012-05-24 17:44:30 +0000154}
155
twiz@google.coma5e65ec2012-08-02 15:15:16 +0000156GrCustomStage::StageKey GrGLShaderBuilder::KeyForTextureAccess(const GrTextureAccess& access,
157 const GrGLCaps& caps) {
158 GrCustomStage::StageKey key = 0;
bsalomon@google.comd4726202012-08-03 14:34:46 +0000159
twiz@google.coma5e65ec2012-08-02 15:15:16 +0000160 // Assume that swizzle support implies that we never have to modify a shader to adjust
161 // for texture format/swizzle settings.
bsalomon@google.com6d003d12012-09-11 15:45:20 +0000162 if (!caps.textureSwizzleSupport() && swizzle_requires_alpha_remapping(caps, access)) {
twiz@google.coma5e65ec2012-08-02 15:15:16 +0000163 key = 1;
164 }
bsalomon@google.com73d5b2f2012-10-04 13:26:32 +0000165#if GR_DEBUG
166 // Assert that key is set iff the swizzle will be modified.
167 SkString origString(access.getSwizzle());
168 origString.prepend(".");
169 SkString modifiedString;
170 append_swizzle(&modifiedString, access, caps);
171 if (!modifiedString.size()) {
172 modifiedString = ".rgba";
173 }
174 GrAssert(SkToBool(key) == (modifiedString != origString));
175#endif
twiz@google.coma5e65ec2012-08-02 15:15:16 +0000176 return key;
177}
178
bsalomon@google.com6d003d12012-09-11 15:45:20 +0000179const GrGLenum* GrGLShaderBuilder::GetTexParamSwizzle(GrPixelConfig config, const GrGLCaps& caps) {
180 if (caps.textureSwizzleSupport() && GrPixelConfigIsAlphaOnly(config)) {
181 if (caps.textureRedSupport()) {
182 static const GrGLenum gRedSmear[] = { GR_GL_RED, GR_GL_RED, GR_GL_RED, GR_GL_RED };
183 return gRedSmear;
184 } else {
185 static const GrGLenum gAlphaSmear[] = { GR_GL_ALPHA, GR_GL_ALPHA,
186 GR_GL_ALPHA, GR_GL_ALPHA };
187 return gAlphaSmear;
188 }
189 } else {
190 static const GrGLenum gStraight[] = { GR_GL_RED, GR_GL_GREEN, GR_GL_BLUE, GR_GL_ALPHA };
191 return gStraight;
192 }
193}
194
bsalomon@google.com777c3aa2012-07-25 20:58:20 +0000195GrGLUniformManager::UniformHandle GrGLShaderBuilder::addUniformArray(uint32_t visibility,
196 GrSLType type,
197 const char* name,
198 int count,
199 const char** outName) {
tomhudson@google.com242ed6f2012-05-30 17:38:57 +0000200 GrAssert(name && strlen(name));
bsalomon@google.comeb715c82012-07-11 15:03:31 +0000201 static const uint32_t kVisibilityMask = kVertex_ShaderType | kFragment_ShaderType;
202 GrAssert(0 == (~kVisibilityMask & visibility));
203 GrAssert(0 != visibility);
tomhudson@google.com242ed6f2012-05-30 17:38:57 +0000204
bsalomon@google.comdbbc4e22012-07-25 17:48:39 +0000205 BuilderUniform& uni = fUniforms.push_back();
bsalomon@google.com032b2212012-07-16 13:36:18 +0000206 UniformHandle h = index_to_handle(fUniforms.count() - 1);
bsalomon@google.comdbbc4e22012-07-25 17:48:39 +0000207 GR_DEBUGCODE(UniformHandle h2 =)
208 fUniformManager.appendUniform(type, count);
209 // We expect the uniform manager to initially have no uniforms and that all uniforms are added
210 // by this function. Therefore, the handles should match.
211 GrAssert(h2 == h);
bsalomon@google.com032b2212012-07-16 13:36:18 +0000212 uni.fVariable.setType(type);
213 uni.fVariable.setTypeModifier(GrGLShaderVar::kUniform_TypeModifier);
bsalomon@google.com777c3aa2012-07-25 20:58:20 +0000214 SkString* uniName = uni.fVariable.accessName();
215 if (kNonStageIdx == fCurrentStage) {
216 uniName->printf("u%s", name);
217 } else {
218 uniName->printf("u%s%d", name, fCurrentStage);
tomhudson@google.com242ed6f2012-05-30 17:38:57 +0000219 }
bsalomon@google.com032b2212012-07-16 13:36:18 +0000220 uni.fVariable.setArrayCount(count);
221 uni.fVisibility = visibility;
tomhudson@google.com242ed6f2012-05-30 17:38:57 +0000222
bsalomon@google.com032b2212012-07-16 13:36:18 +0000223 // If it is visible in both the VS and FS, the precision must match.
224 // We declare a default FS precision, but not a default VS. So set the var
225 // to use the default FS precision.
bsalomon@google.comeb715c82012-07-11 15:03:31 +0000226 if ((kVertex_ShaderType | kFragment_ShaderType) == visibility) {
bsalomon@google.comd7727ce2012-07-12 16:40:03 +0000227 // the fragment and vertex precisions must match
bsalomon@google.com032b2212012-07-16 13:36:18 +0000228 uni.fVariable.setPrecision(kDefaultFragmentPrecision);
tomhudson@google.com242ed6f2012-05-30 17:38:57 +0000229 }
230
bsalomon@google.com777c3aa2012-07-25 20:58:20 +0000231 if (NULL != outName) {
232 *outName = uni.fVariable.c_str();
233 }
234
bsalomon@google.com032b2212012-07-16 13:36:18 +0000235 return h;
236}
237
238const GrGLShaderVar& GrGLShaderBuilder::getUniformVariable(UniformHandle u) const {
239 return fUniforms[handle_to_index(u)].fVariable;
tomhudson@google.com242ed6f2012-05-30 17:38:57 +0000240}
tomhudson@google.com23cb2292012-05-30 18:26:03 +0000241
242void GrGLShaderBuilder::addVarying(GrSLType type,
243 const char* name,
244 const char** vsOutName,
245 const char** fsInName) {
246 fVSOutputs.push_back();
247 fVSOutputs.back().setType(type);
248 fVSOutputs.back().setTypeModifier(GrGLShaderVar::kOut_TypeModifier);
bsalomon@google.com777c3aa2012-07-25 20:58:20 +0000249 if (kNonStageIdx == fCurrentStage) {
250 fVSOutputs.back().accessName()->printf("v%s", name);
251 } else {
252 fVSOutputs.back().accessName()->printf("v%s%d", name, fCurrentStage);
253 }
tomhudson@google.com23cb2292012-05-30 18:26:03 +0000254 if (vsOutName) {
255 *vsOutName = fVSOutputs.back().getName().c_str();
256 }
257 // input to FS comes either from VS or GS
bsalomon@google.comf0a104e2012-07-10 17:51:07 +0000258 const SkString* fsName;
tomhudson@google.com23cb2292012-05-30 18:26:03 +0000259 if (fUsesGS) {
260 // if we have a GS take each varying in as an array
261 // and output as non-array.
262 fGSInputs.push_back();
263 fGSInputs.back().setType(type);
264 fGSInputs.back().setTypeModifier(GrGLShaderVar::kIn_TypeModifier);
265 fGSInputs.back().setUnsizedArray();
266 *fGSInputs.back().accessName() = fVSOutputs.back().getName();
267 fGSOutputs.push_back();
268 fGSOutputs.back().setType(type);
269 fGSOutputs.back().setTypeModifier(GrGLShaderVar::kOut_TypeModifier);
bsalomon@google.comd4726202012-08-03 14:34:46 +0000270 if (kNonStageIdx == fCurrentStage) {
271 fGSOutputs.back().accessName()->printf("g%s", name);
272 } else {
273 fGSOutputs.back().accessName()->printf("g%s%d", name, fCurrentStage);
274 }
tomhudson@google.com23cb2292012-05-30 18:26:03 +0000275 fsName = fGSOutputs.back().accessName();
276 } else {
277 fsName = fVSOutputs.back().accessName();
278 }
279 fFSInputs.push_back();
280 fFSInputs.back().setType(type);
281 fFSInputs.back().setTypeModifier(GrGLShaderVar::kIn_TypeModifier);
282 fFSInputs.back().setName(*fsName);
283 if (fsInName) {
284 *fsInName = fsName->c_str();
285 }
286}
287
bsalomon@google.com4fe9b1b2012-10-22 17:40:14 +0000288const char* GrGLShaderBuilder::fragmentPosition() {
289 if (fContext.caps().fragCoordConventionsSupport()) {
290 if (!fSetupFragPosition) {
291 this->fFSHeader.append("layout(origin_upper_left) in vec4 gl_FragCoord;\n");
292 fSetupFragPosition = true;
293 }
294 return "gl_FragCoord";
295 } else {
296 static const char* kCoordName = "fragCoordYDown";
297 if (!fSetupFragPosition) {
298 GrAssert(GrGLUniformManager::kInvalidUniformHandle == fRTHeightUniform);
299 const char* rtHeightName;
300
301 // temporarily change the stage index because we're inserting a uniform whose name
302 // shouldn't be mangled to be stage-specific.
303 int oldStageIdx = fCurrentStage;
304 fCurrentStage = kNonStageIdx;
305 fRTHeightUniform = this->addUniform(kFragment_ShaderType,
306 kFloat_GrSLType,
307 "RTHeight",
308 &rtHeightName);
309 fCurrentStage = oldStageIdx;
310
311 this->fFSCode.prependf("\tvec4 %s = vec4(gl_FragCoord.x, %s - gl_FragCoord.y, gl_FragCoord.zw);\n",
312 kCoordName, rtHeightName);
313 fSetupFragPosition = true;
314 }
315 GrAssert(GrGLUniformManager::kInvalidUniformHandle != fRTHeightUniform);
316 return kCoordName;
317 }
318}
319
320
bsalomon@google.coma1bf0ff2012-08-07 17:36:29 +0000321void GrGLShaderBuilder::emitFunction(ShaderType shader,
322 GrSLType returnType,
323 const char* name,
324 int argCnt,
325 const GrGLShaderVar* args,
326 const char* body,
327 SkString* outName) {
328 GrAssert(kFragment_ShaderType == shader);
329 fFSFunctions.append(GrGLShaderVar::TypeString(returnType));
330 if (kNonStageIdx != fCurrentStage) {
331 outName->printf(" %s_%d", name, fCurrentStage);
332 } else {
333 *outName = name;
334 }
335 fFSFunctions.append(*outName);
336 fFSFunctions.append("(");
337 for (int i = 0; i < argCnt; ++i) {
338 args[i].appendDecl(fContext, &fFSFunctions);
339 if (i < argCnt - 1) {
340 fFSFunctions.append(", ");
341 }
342 }
343 fFSFunctions.append(") {\n");
344 fFSFunctions.append(body);
345 fFSFunctions.append("}\n\n");
346}
tomhudson@google.com23cb2292012-05-30 18:26:03 +0000347
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000348namespace {
bsalomon@google.comd7727ce2012-07-12 16:40:03 +0000349
350inline void append_default_precision_qualifier(GrGLShaderVar::Precision p,
351 GrGLBinding binding,
352 SkString* str) {
353 // Desktop GLSL has added precision qualifiers but they don't do anything.
354 if (kES2_GrGLBinding == binding) {
355 switch (p) {
356 case GrGLShaderVar::kHigh_Precision:
357 str->append("precision highp float;\n");
358 break;
359 case GrGLShaderVar::kMedium_Precision:
360 str->append("precision mediump float;\n");
361 break;
362 case GrGLShaderVar::kLow_Precision:
363 str->append("precision lowp float;\n");
364 break;
365 case GrGLShaderVar::kDefault_Precision:
366 GrCrash("Default precision now allowed.");
367 default:
368 GrCrash("Unknown precision value.");
369 }
370 }
371}
bsalomon@google.com032b2212012-07-16 13:36:18 +0000372}
bsalomon@google.comd7727ce2012-07-12 16:40:03 +0000373
bsalomon@google.com032b2212012-07-16 13:36:18 +0000374void GrGLShaderBuilder::appendDecls(const VarArray& vars, SkString* out) const {
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000375 for (int i = 0; i < vars.count(); ++i) {
bsalomon@google.com032b2212012-07-16 13:36:18 +0000376 vars[i].appendDecl(fContext, out);
bsalomon@google.coma1bf0ff2012-08-07 17:36:29 +0000377 out->append(";\n");
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000378 }
379}
bsalomon@google.com032b2212012-07-16 13:36:18 +0000380
381void GrGLShaderBuilder::appendUniformDecls(ShaderType stype, SkString* out) const {
382 for (int i = 0; i < fUniforms.count(); ++i) {
383 if (fUniforms[i].fVisibility & stype) {
384 fUniforms[i].fVariable.appendDecl(fContext, out);
bsalomon@google.coma1bf0ff2012-08-07 17:36:29 +0000385 out->append(";\n");
bsalomon@google.com032b2212012-07-16 13:36:18 +0000386 }
387 }
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000388}
389
390void GrGLShaderBuilder::getShader(ShaderType type, SkString* shaderStr) const {
391 switch (type) {
392 case kVertex_ShaderType:
393 *shaderStr = fHeader;
bsalomon@google.com032b2212012-07-16 13:36:18 +0000394 this->appendUniformDecls(kVertex_ShaderType, shaderStr);
395 this->appendDecls(fVSAttrs, shaderStr);
396 this->appendDecls(fVSOutputs, shaderStr);
bsalomon@google.comd7bafb72012-10-22 14:30:50 +0000397 shaderStr->append("void main() {\n");
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000398 shaderStr->append(fVSCode);
bsalomon@google.comd7bafb72012-10-22 14:30:50 +0000399 shaderStr->append("}\n");
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000400 break;
401 case kGeometry_ShaderType:
402 if (fUsesGS) {
403 *shaderStr = fHeader;
404 shaderStr->append(fGSHeader);
bsalomon@google.com032b2212012-07-16 13:36:18 +0000405 this->appendDecls(fGSInputs, shaderStr);
406 this->appendDecls(fGSOutputs, shaderStr);
bsalomon@google.comd7bafb72012-10-22 14:30:50 +0000407 shaderStr->append("void main() {\n");
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000408 shaderStr->append(fGSCode);
bsalomon@google.comd7bafb72012-10-22 14:30:50 +0000409 shaderStr->append("}\n");
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000410 } else {
411 shaderStr->reset();
412 }
413 break;
414 case kFragment_ShaderType:
415 *shaderStr = fHeader;
bsalomon@google.comd7727ce2012-07-12 16:40:03 +0000416 append_default_precision_qualifier(kDefaultFragmentPrecision,
417 fContext.binding(),
418 shaderStr);
bsalomon@google.com4fe9b1b2012-10-22 17:40:14 +0000419 shaderStr->append(fFSHeader);
bsalomon@google.com032b2212012-07-16 13:36:18 +0000420 this->appendUniformDecls(kFragment_ShaderType, shaderStr);
421 this->appendDecls(fFSInputs, shaderStr);
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000422 // We shouldn't have declared outputs on 1.10
423 GrAssert(k110_GrGLSLGeneration != fContext.glslGeneration() || fFSOutputs.empty());
bsalomon@google.com032b2212012-07-16 13:36:18 +0000424 this->appendDecls(fFSOutputs, shaderStr);
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000425 shaderStr->append(fFSFunctions);
bsalomon@google.comd7bafb72012-10-22 14:30:50 +0000426 shaderStr->append("void main() {\n");
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000427 shaderStr->append(fFSCode);
bsalomon@google.comd7bafb72012-10-22 14:30:50 +0000428 shaderStr->append("}\n");
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000429 break;
430 }
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000431 }
bsalomon@google.comd7727ce2012-07-12 16:40:03 +0000432
bsalomon@google.comdbbc4e22012-07-25 17:48:39 +0000433void GrGLShaderBuilder::finished(GrGLuint programID) {
434 fUniformManager.getUniformLocations(programID, fUniforms);
435}