Move all ShaderBuilder files to GLSL

BUG=skia:

Review URL: https://codereview.chromium.org/1438003003
diff --git a/src/gpu/glsl/GrGLSLShaderBuilder.cpp b/src/gpu/glsl/GrGLSLShaderBuilder.cpp
new file mode 100644
index 0000000..d4d16fc
--- /dev/null
+++ b/src/gpu/glsl/GrGLSLShaderBuilder.cpp
@@ -0,0 +1,209 @@
+/*
+ * Copyright 2014 Google Inc.
+ *
+ * Use of this source code is governed by a BSD-style license that can be
+ * found in the LICENSE file.
+ */
+
+#include "glsl/GrGLSLShaderBuilder.h"
+#include "glsl/GrGLSLCaps.h"
+#include "glsl/GrGLSLShaderVar.h"
+#include "glsl/GrGLSLTextureSampler.h"
+#include "glsl/GrGLSLProgramBuilder.h"
+
+static void map_swizzle(const char* swizzleMap, const char* swizzle, char* mangledSwizzle) {
+    int i;
+    for (i = 0; '\0' != swizzle[i]; ++i) {
+        switch (swizzle[i]) {
+            case 'r':
+                mangledSwizzle[i] = swizzleMap[0];
+                break;
+            case 'g':
+                mangledSwizzle[i] = swizzleMap[1];
+                break;
+            case 'b':
+                mangledSwizzle[i] = swizzleMap[2];
+                break;
+            case 'a':
+                mangledSwizzle[i] = swizzleMap[3];
+                break;
+            default:
+                SkFAIL("Unsupported swizzle");
+        }
+    }
+    mangledSwizzle[i] ='\0';
+}
+
+static void append_texture_lookup(SkString* out,
+                                  const GrGLSLCaps* glslCaps,
+                                  const char* samplerName,
+                                  const char* coordName,
+                                  GrPixelConfig config,
+                                  const char* swizzle,
+                                  GrSLType varyingType = kVec2f_GrSLType) {
+    SkASSERT(coordName);
+
+    out->appendf("%s(%s, %s)",
+                 GrGLSLTexture2DFunctionName(varyingType, glslCaps->generation()),
+                 samplerName,
+                 coordName);
+
+    char mangledSwizzle[5];
+
+    // This refers to any swizzling we may need to get from some backend internal format to the
+    // format used in GrPixelConfig. Some backends will automatically do the sizzling for us.
+    if (glslCaps->mustSwizzleInShader()) {
+        const char* swizzleMap = glslCaps->getSwizzleMap(config);
+        // if the map is simply 'rgba' then we don't need to do any manual swizzling to get us to
+        // a GrPixelConfig format.
+        if (memcmp(swizzleMap, "rgba", 4)) {
+            // Manually 'swizzle' the swizzle using our mapping
+            map_swizzle(swizzleMap, swizzle, mangledSwizzle);
+            swizzle = mangledSwizzle;
+        }
+    }
+
+    // For shader prettiness we omit the swizzle rather than appending ".rgba".
+    if (memcmp(swizzle, "rgba", 4)) {
+        out->appendf(".%s", swizzle);
+    }
+}
+
+GrGLSLShaderBuilder::GrGLSLShaderBuilder(GrGLSLProgramBuilder* program)
+    : fProgramBuilder(program)
+    , fInputs(GrGLSLProgramBuilder::kVarsPerBlock)
+    , fOutputs(GrGLSLProgramBuilder::kVarsPerBlock)
+    , fFeaturesAddedMask(0)
+    , fCodeIndex(kCode)
+    , fFinalized(false) {
+    // We push back some dummy pointers which will later become our header
+    for (int i = 0; i <= kCode; i++) {
+        fShaderStrings.push_back();
+        fCompilerStrings.push_back(nullptr);
+        fCompilerStringLengths.push_back(0);
+    }
+
+    this->main() = "void main() {";
+}
+
+void GrGLSLShaderBuilder::declAppend(const GrGLSLShaderVar& var) {
+    SkString tempDecl;
+    var.appendDecl(fProgramBuilder->glslCaps(), &tempDecl);
+    this->codeAppendf("%s;", tempDecl.c_str());
+}
+
+void GrGLSLShaderBuilder::emitFunction(GrSLType returnType,
+                                       const char* name,
+                                       int argCnt,
+                                       const GrGLSLShaderVar* args,
+                                       const char* body,
+                                       SkString* outName) {
+    this->functions().append(GrGLSLTypeString(returnType));
+    fProgramBuilder->nameVariable(outName, '\0', name);
+    this->functions().appendf(" %s", outName->c_str());
+    this->functions().append("(");
+    for (int i = 0; i < argCnt; ++i) {
+        args[i].appendDecl(fProgramBuilder->glslCaps(), &this->functions());
+        if (i < argCnt - 1) {
+            this->functions().append(", ");
+        }
+    }
+    this->functions().append(") {\n");
+    this->functions().append(body);
+    this->functions().append("}\n\n");
+}
+
+void GrGLSLShaderBuilder::appendTextureLookup(SkString* out,
+                                              const GrGLSLTextureSampler& sampler,
+                                              const char* coordName,
+                                              GrSLType varyingType) const {
+    append_texture_lookup(out,
+                          fProgramBuilder->glslCaps(),
+                          fProgramBuilder->getUniformCStr(sampler.fSamplerUniform),
+                          coordName,
+                          sampler.config(),
+                          sampler.swizzle(),
+                          varyingType);
+}
+
+void GrGLSLShaderBuilder::appendTextureLookup(const GrGLSLTextureSampler& sampler,
+                                              const char* coordName,
+                                              GrSLType varyingType) {
+    this->appendTextureLookup(&this->code(), sampler, coordName, varyingType);
+}
+
+void GrGLSLShaderBuilder::appendTextureLookupAndModulate(const char* modulation,
+                                                         const GrGLSLTextureSampler& sampler,
+                                                         const char* coordName,
+                                                         GrSLType varyingType) {
+    SkString lookup;
+    this->appendTextureLookup(&lookup, sampler, coordName, varyingType);
+    this->codeAppend((GrGLSLExpr4(modulation) * GrGLSLExpr4(lookup)).c_str());
+}
+
+void GrGLSLShaderBuilder::addFeature(uint32_t featureBit, const char* extensionName) {
+    if (!(featureBit & fFeaturesAddedMask)) {
+        this->extensions().appendf("#extension %s: require\n", extensionName);
+        fFeaturesAddedMask |= featureBit;
+    }
+}
+
+void GrGLSLShaderBuilder::appendDecls(const VarArray& vars, SkString* out) const {
+    for (int i = 0; i < vars.count(); ++i) {
+        vars[i].appendDecl(fProgramBuilder->glslCaps(), out);
+        out->append(";\n");
+    }
+}
+
+void GrGLSLShaderBuilder::addLayoutQualifier(const char* param, InterfaceQualifier interface) {
+    SkASSERT(fProgramBuilder->glslCaps()->generation() >= k330_GrGLSLGeneration ||
+             fProgramBuilder->glslCaps()->mustEnableAdvBlendEqs());
+    fLayoutParams[interface].push_back() = param;
+}
+
+void GrGLSLShaderBuilder::compileAndAppendLayoutQualifiers() {
+    static const char* interfaceQualifierNames[] = {
+        "out"
+    };
+
+    for (int interface = 0; interface <= kLastInterfaceQualifier; ++interface) {
+        const SkTArray<SkString>& params = fLayoutParams[interface];
+        if (params.empty()) {
+            continue;
+        }
+        this->layoutQualifiers().appendf("layout(%s", params[0].c_str());
+        for (int i = 1; i < params.count(); ++i) {
+            this->layoutQualifiers().appendf(", %s", params[i].c_str());
+        }
+        this->layoutQualifiers().appendf(") %s;\n", interfaceQualifierNames[interface]);
+    }
+
+    GR_STATIC_ASSERT(0 == GrGLSLShaderBuilder::kOut_InterfaceQualifier);
+    GR_STATIC_ASSERT(SK_ARRAY_COUNT(interfaceQualifierNames) == kLastInterfaceQualifier + 1);
+}
+
+void GrGLSLShaderBuilder::finalize(uint32_t visibility) {
+    SkASSERT(!fFinalized);
+    this->versionDecl() = fProgramBuilder->glslCaps()->versionDeclString();
+    this->compileAndAppendLayoutQualifiers();
+    SkASSERT(visibility);
+    fProgramBuilder->appendUniformDecls((GrGLSLProgramBuilder::ShaderVisibility) visibility,
+                                        &this->uniforms());
+    this->appendDecls(fInputs, &this->inputs());
+    // We should not have any outputs in the fragment shader when using version 1.10
+    SkASSERT(GrGLSLProgramBuilder::kFragment_Visibility != visibility ||
+             k110_GrGLSLGeneration != fProgramBuilder->glslCaps()->generation() ||
+             fOutputs.empty());
+    this->appendDecls(fOutputs, &this->outputs());
+    this->onFinalize();
+    // append the 'footer' to code
+    this->code().append("}");
+
+    for (int i = 0; i <= fCodeIndex; i++) {
+        fCompilerStrings[i] = fShaderStrings[i].c_str();
+        fCompilerStringLengths[i] = (int)fShaderStrings[i].size();
+    }
+
+    fFinalized = true;
+}
+