| /* |
| * 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 GrGLShaderBuilder_DEFINED |
| #define GrGLShaderBuilder_DEFINED |
| |
| #include "SkTArray.h" |
| #include "gl/GrGLFragmentProcessor.h" |
| #include "gl/GrGLProgramDesc.h" |
| #include "gl/GrGLProgramDataManager.h" |
| |
| #include <stdarg.h> |
| |
| class GrGLContextInfo; |
| class GrGLProgramBuilder; |
| |
| /** |
| base class for all shaders builders |
| */ |
| class GrGLShaderBuilder { |
| public: |
| typedef GrGLProcessor::TransformedCoordsArray TransformedCoordsArray; |
| typedef GrGLProcessor::TextureSampler TextureSampler; |
| |
| GrGLShaderBuilder(GrGLProgramBuilder* program); |
| |
| void addInput(GrGLShaderVar i) { fInputs.push_back(i); } |
| void addOutput(GrGLShaderVar i) { fOutputs.push_back(i); } |
| |
| /* |
| * We put texture lookups in the base class because it is TECHNICALLY possible to do texture |
| * lookups in any kind of shader. However, for the time being using these calls on non-fragment |
| * shaders will result in a shader compilation error as texture sampler uniforms are only |
| * visible to the fragment shader. It would not be hard to change this behavior, if someone |
| * actually wants to do texture lookups in a non-fragment shader |
| * |
| * TODO if append texture lookup is used on a non-fragment shader, sampler uniforms should be |
| * made visible to that shaders |
| */ |
| /** Appends a 2D texture sample with projection if necessary. coordType must either be Vec2f or |
| Vec3f. The latter is interpreted as projective texture coords. The vec length and swizzle |
| order of the result depends on the GrTextureAccess associated with the TextureSampler. */ |
| void appendTextureLookup(SkString* out, |
| const TextureSampler&, |
| const char* coordName, |
| GrSLType coordType = kVec2f_GrSLType) const; |
| |
| /** Version of above that appends the result to the fragment shader code instead.*/ |
| void appendTextureLookup(const TextureSampler&, |
| const char* coordName, |
| GrSLType coordType = kVec2f_GrSLType); |
| |
| |
| /** Does the work of appendTextureLookup and modulates the result by modulation. The result is |
| always a vec4. modulation and the swizzle specified by TextureSampler must both be vec4 or |
| float. If modulation is "" or NULL it this function acts as though appendTextureLookup were |
| called. */ |
| void appendTextureLookupAndModulate(const char* modulation, |
| const TextureSampler&, |
| const char* coordName, |
| GrSLType coordType = kVec2f_GrSLType); |
| |
| /** If texture swizzling is available using tex parameters then it is preferred over mangling |
| the generated shader code. This potentially allows greater reuse of cached shaders. */ |
| static const GrGLenum* GetTexParamSwizzle(GrPixelConfig config, const GrGLCaps& caps); |
| |
| /** |
| * Called by GrGLProcessors to add code to one of the shaders. |
| */ |
| void codeAppendf(const char format[], ...) SK_PRINTF_LIKE(2, 3) { |
| va_list args; |
| va_start(args, format); |
| this->code().appendVAList(format, args); |
| va_end(args); |
| } |
| |
| void codeAppend(const char* str) { this->code().append(str); } |
| |
| void codePrependf(const char format[], ...) SK_PRINTF_LIKE(2, 3) { |
| va_list args; |
| va_start(args, format); |
| this->code().prependVAList(format, args); |
| va_end(args); |
| } |
| |
| /** |
| * Appends a variable declaration to one of the shaders |
| */ |
| void declAppend(const GrGLShaderVar& var); |
| |
| /** Emits a helper function outside of main() in the fragment shader. */ |
| void emitFunction(GrSLType returnType, |
| const char* name, |
| int argCnt, |
| const GrGLShaderVar* args, |
| const char* body, |
| SkString* outName); |
| |
| /* |
| * Get parent builder for adding uniforms |
| */ |
| GrGLProgramBuilder* getProgramBuilder() { return fProgramBuilder; } |
| |
| /** |
| * Helper for begining and ending a block in the shader code. |
| */ |
| class ShaderBlock { |
| public: |
| ShaderBlock(GrGLShaderBuilder* builder) : fBuilder(builder) { |
| SkASSERT(builder); |
| fBuilder->codeAppend("{"); |
| } |
| |
| ~ShaderBlock() { |
| fBuilder->codeAppend("}"); |
| } |
| private: |
| GrGLShaderBuilder* fBuilder; |
| }; |
| |
| protected: |
| typedef GrTAllocator<GrGLShaderVar> VarArray; |
| void appendDecls(const VarArray& vars, SkString* out) const; |
| |
| /* |
| * this super low level function is just for use internally to builders |
| */ |
| void appendTextureLookup(const char* samplerName, |
| const char* coordName, |
| uint32_t configComponentMask, |
| const char* swizzle); |
| |
| /* |
| * A general function which enables an extension in a shader if the feature bit is not present |
| */ |
| void addFeature(uint32_t featureBit, const char* extensionName); |
| |
| enum InterfaceQualifier { |
| kOut_InterfaceQualifier, |
| kLastInterfaceQualifier = kOut_InterfaceQualifier |
| }; |
| |
| /* |
| * A low level function to build default layout qualifiers. |
| * |
| * e.g. layout(param1, param2, ...) out; |
| * |
| * GLSL allows default layout qualifiers for in, out, and uniform. |
| */ |
| void addLayoutQualifier(const char* param, InterfaceQualifier); |
| |
| void compileAndAppendLayoutQualifiers(); |
| |
| void nextStage() { |
| fShaderStrings.push_back(); |
| fCompilerStrings.push_back(this->code().c_str()); |
| fCompilerStringLengths.push_back((int)this->code().size()); |
| fCodeIndex++; |
| } |
| |
| SkString& versionDecl() { return fShaderStrings[kVersionDecl]; } |
| SkString& extensions() { return fShaderStrings[kExtensions]; } |
| SkString& precisionQualifier() { return fShaderStrings[kPrecisionQualifier]; } |
| SkString& layoutQualifiers() { return fShaderStrings[kLayoutQualifiers]; } |
| SkString& uniforms() { return fShaderStrings[kUniforms]; } |
| SkString& inputs() { return fShaderStrings[kInputs]; } |
| SkString& outputs() { return fShaderStrings[kOutputs]; } |
| SkString& functions() { return fShaderStrings[kFunctions]; } |
| SkString& main() { return fShaderStrings[kMain]; } |
| SkString& code() { return fShaderStrings[fCodeIndex]; } |
| bool finalize(GrGLuint programId, GrGLenum type, SkTDArray<GrGLuint>* shaderIds); |
| |
| enum { |
| kVersionDecl, |
| kExtensions, |
| kPrecisionQualifier, |
| kLayoutQualifiers, |
| kUniforms, |
| kInputs, |
| kOutputs, |
| kFunctions, |
| kMain, |
| kCode, |
| }; |
| |
| GrGLProgramBuilder* fProgramBuilder; |
| SkSTArray<kCode, const char*, true> fCompilerStrings; |
| SkSTArray<kCode, int, true> fCompilerStringLengths; |
| SkSTArray<kCode, SkString> fShaderStrings; |
| SkString fCode; |
| SkString fFunctions; |
| SkString fExtensions; |
| |
| VarArray fInputs; |
| VarArray fOutputs; |
| uint32_t fFeaturesAddedMask; |
| SkSTArray<1, SkString> fLayoutParams[kLastInterfaceQualifier + 1]; |
| int fCodeIndex; |
| bool fFinalized; |
| |
| friend class GrGLProgramBuilder; |
| friend class GrGLPathProgramBuilder; // to access fInputs. |
| }; |
| #endif |