| /* |
| * 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" |
| |
| class GrGLContextInfo; |
| /** |
| 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: |
| |
| typedef int UniformHandle; |
| static const UniformHandle kInvalidUniformHandle = 0; |
| |
| enum ShaderType { |
| kVertex_ShaderType = 0x1, |
| kGeometry_ShaderType = 0x2, |
| kFragment_ShaderType = 0x4, |
| }; |
| |
| GrGLShaderBuilder(const GrGLContextInfo&); |
| |
| 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. |
| */ |
| UniformHandle addUniform(uint32_t visibility, |
| GrSLType type, |
| const char* name, |
| int stageNum = -1, |
| int count = GrGLShaderVar::kNonArray); |
| |
| const GrGLShaderVar& getUniformVariable(UniformHandle) const; |
| |
| /** |
| * Shorcut for getUniformVariable(u).c_str() |
| */ |
| const char* getUniformCStr(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; |
| |
| private: |
| typedef GrTAllocator<GrGLShaderVar> VarArray; |
| |
| struct Uniform { |
| GrGLShaderVar fVariable; |
| uint32_t fVisibility; |
| }; |
| |
| typedef GrTAllocator<Uniform> UniformArray; |
| void appendDecls(const VarArray&, SkString*) const; |
| void appendUniformDecls(ShaderType, SkString*) const; |
| |
| UniformArray 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; |
| }; |
| |
| #endif |