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joshualitt30ba4362014-08-21 20:18:45 -07001/*
2 * Copyright 2014 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#ifndef GrGLProgramBuilder_DEFINED
9#define GrGLProgramBuilder_DEFINED
10
joshualitt30ba4362014-08-21 20:18:45 -070011#include "GrGLFragmentShaderBuilder.h"
12#include "GrGLGeometryShaderBuilder.h"
13#include "GrGLVertexShaderBuilder.h"
joshualitt47bb3822014-10-07 16:43:25 -070014#include "../GrGLProgramDataManager.h"
kkinnunen7aedda52015-06-29 23:01:28 -070015#include "../GrGLPathProgramDataManager.h"
joshualitt47bb3822014-10-07 16:43:25 -070016#include "../GrGLUniformHandle.h"
joshualitt8072caa2015-02-12 14:20:52 -080017#include "../GrGLPrimitiveProcessor.h"
egdanielc2304142014-12-11 13:15:13 -080018#include "../GrGLXferProcessor.h"
egdaniel8dd688b2015-01-22 10:16:09 -080019#include "../../GrPipeline.h"
joshualitt89c7a2e2014-10-10 14:11:59 -070020
bsalomonac856c92015-08-27 06:30:17 -070021class GrFragmentProcessor;
22
joshualitt7375d6b2015-08-07 13:36:44 -070023// Enough precision to represent 1 / 2048 accurately in printf
24#define GR_SIGNIFICANT_POW2_DECIMAL_DIG 11
25
joshualitt47bb3822014-10-07 16:43:25 -070026/*
27 * This is the base class for a series of interfaces. This base class *MUST* remain abstract with
28 * NO data members because it is used in multiple interface inheritance.
29 * Heirarchy:
30 * GrGLUniformBuilder
31 * / \
32 * GrGLFPBuilder GrGLGPBuilder
33 * \ /
34 * GrGLProgramBuilder(internal use only)
35 */
36class GrGLUniformBuilder {
joshualitt30ba4362014-08-21 20:18:45 -070037public:
38 enum ShaderVisibility {
bsalomon17168df2014-12-09 09:00:49 -080039 kVertex_Visibility = 1 << kVertex_GrShaderType,
40 kGeometry_Visibility = 1 << kGeometry_GrShaderType,
41 kFragment_Visibility = 1 << kFragment_GrShaderType,
joshualitt30ba4362014-08-21 20:18:45 -070042 };
43
joshualitt47bb3822014-10-07 16:43:25 -070044 virtual ~GrGLUniformBuilder() {}
45
joshualitt30ba4362014-08-21 20:18:45 -070046 typedef GrGLProgramDataManager::UniformHandle UniformHandle;
kkinnunen7aedda52015-06-29 23:01:28 -070047 typedef GrGLPathProgramDataManager::SeparableVaryingHandle SeparableVaryingHandle;
joshualitt47bb3822014-10-07 16:43:25 -070048
49 /** Add a uniform variable to the current program, that has visibility in one or more shaders.
50 visibility is a bitfield of ShaderVisibility values indicating from which shaders the
51 uniform should be accessible. At least one bit must be set. Geometry shader uniforms are not
halcanary96fcdcc2015-08-27 07:41:13 -070052 supported at this time. The actual uniform name will be mangled. If outName is not nullptr then
joshualitt47bb3822014-10-07 16:43:25 -070053 it will refer to the final uniform name after return. Use the addUniformArray variant to add
54 an array of uniforms. */
bsalomon422f56f2014-12-09 10:18:12 -080055 UniformHandle addUniform(uint32_t visibility,
56 GrSLType type,
57 GrSLPrecision precision,
58 const char* name,
halcanary96fcdcc2015-08-27 07:41:13 -070059 const char** outName = nullptr) {
bsalomon422f56f2014-12-09 10:18:12 -080060 return this->addUniformArray(visibility, type, precision, name, 0, outName);
61 }
62
63 virtual UniformHandle addUniformArray(
64 uint32_t visibility,
65 GrSLType type,
66 GrSLPrecision precision,
67 const char* name,
68 int arrayCount,
halcanary96fcdcc2015-08-27 07:41:13 -070069 const char** outName = nullptr) = 0;
joshualitt47bb3822014-10-07 16:43:25 -070070
71 virtual const GrGLShaderVar& getUniformVariable(UniformHandle u) const = 0;
72
73 /**
74 * Shortcut for getUniformVariable(u).c_str()
75 */
76 virtual const char* getUniformCStr(UniformHandle u) const = 0;
77
78 virtual const GrGLContextInfo& ctxInfo() const = 0;
79
bsalomon861e1032014-12-16 07:33:49 -080080 virtual GrGLGpu* gpu() const = 0;
joshualitt47bb3822014-10-07 16:43:25 -070081
82 /*
83 * *NOTE* NO MEMBERS ALLOWED, MULTIPLE INHERITANCE
84 */
85};
86
joshualitt74077b92014-10-24 11:26:03 -070087// TODO move this into GrGLGPBuilder and move them both out of this file
88class GrGLVarying {
89public:
90 bool vsVarying() const { return kVertToFrag_Varying == fVarying ||
91 kVertToGeo_Varying == fVarying; }
92 bool fsVarying() const { return kVertToFrag_Varying == fVarying ||
93 kGeoToFrag_Varying == fVarying; }
94 const char* vsOut() const { return fVsOut; }
95 const char* gsIn() const { return fGsIn; }
96 const char* gsOut() const { return fGsOut; }
97 const char* fsIn() const { return fFsIn; }
joshualittabb52a12015-01-13 15:02:10 -080098 GrSLType type() const { return fType; }
joshualitt74077b92014-10-24 11:26:03 -070099
100protected:
101 enum Varying {
102 kVertToFrag_Varying,
103 kVertToGeo_Varying,
104 kGeoToFrag_Varying,
105 };
106
107 GrGLVarying(GrSLType type, Varying varying)
halcanary96fcdcc2015-08-27 07:41:13 -0700108 : fVarying(varying), fType(type), fVsOut(nullptr), fGsIn(nullptr), fGsOut(nullptr),
109 fFsIn(nullptr) {}
joshualitt74077b92014-10-24 11:26:03 -0700110
111 Varying fVarying;
112
113private:
114 GrSLType fType;
115 const char* fVsOut;
116 const char* fGsIn;
117 const char* fGsOut;
118 const char* fFsIn;
119
120 friend class GrGLVertexBuilder;
121 friend class GrGLGeometryBuilder;
egdanielc2304142014-12-11 13:15:13 -0800122 friend class GrGLXferBuilder;
joshualitt74077b92014-10-24 11:26:03 -0700123 friend class GrGLFragmentShaderBuilder;
124};
125
126struct GrGLVertToFrag : public GrGLVarying {
127 GrGLVertToFrag(GrSLType type)
128 : GrGLVarying(type, kVertToFrag_Varying) {}
129};
130
131struct GrGLVertToGeo : public GrGLVarying {
132 GrGLVertToGeo(GrSLType type)
133 : GrGLVarying(type, kVertToGeo_Varying) {}
134};
135
136struct GrGLGeoToFrag : public GrGLVarying {
137 GrGLGeoToFrag(GrSLType type)
138 : GrGLVarying(type, kGeoToFrag_Varying) {}
139};
140
joshualitt47bb3822014-10-07 16:43:25 -0700141/* a specialization of the above for GPs. Lets the user add uniforms, varyings, and VS / FS code */
142class GrGLGPBuilder : public virtual GrGLUniformBuilder {
143public:
joshualitt2dd1ae02014-12-03 06:24:10 -0800144 /*
145 * addVarying allows fine grained control for setting up varyings between stages. If you just
146 * need to take an attribute and pass it through to an output value in a fragment shader, use
147 * addPassThroughAttribute.
148 * TODO convert most uses of addVarying to addPassThroughAttribute
149 */
joshualitt74077b92014-10-24 11:26:03 -0700150 virtual void addVarying(const char* name,
151 GrGLVarying*,
bsalomonc0bd6482014-12-09 10:04:14 -0800152 GrSLPrecision fsPrecision = kDefault_GrSLPrecision) = 0;
joshualitt47bb3822014-10-07 16:43:25 -0700153
joshualitt2dd1ae02014-12-03 06:24:10 -0800154 /*
155 * This call can be used by GP to pass an attribute through all shaders directly to 'output' in
156 * the fragment shader. Though this call effects both the vertex shader and fragment shader,
157 * it expects 'output' to be defined in the fragment shader before this call is made.
158 * TODO it might be nicer behavior to have a flag to declare output inside this call
159 */
joshualitt71c92602015-01-14 08:12:47 -0800160 virtual void addPassThroughAttribute(const GrGeometryProcessor::Attribute*,
joshualitt2dd1ae02014-12-03 06:24:10 -0800161 const char* output) = 0;
162
kkinnunen7aedda52015-06-29 23:01:28 -0700163 /*
164 * Creates a fragment shader varying that can be referred to.
165 * Comparable to GrGLUniformBuilder::addUniform().
166 */
167 virtual SeparableVaryingHandle addSeparableVarying(
168 const char* name, GrGLVertToFrag*, GrSLPrecision fsPrecision = kDefault_GrSLPrecision) = 0;
169
joshualitt47bb3822014-10-07 16:43:25 -0700170 // TODO rename getFragmentBuilder
egdaniel29bee0f2015-04-29 11:54:42 -0700171 virtual GrGLFragmentBuilder* getFragmentShaderBuilder() = 0;
joshualitt47bb3822014-10-07 16:43:25 -0700172 virtual GrGLVertexBuilder* getVertexShaderBuilder() = 0;
173
174 /*
175 * *NOTE* NO MEMBERS ALLOWED, MULTIPLE INHERITANCE
176 */
177};
178
179/* a specializations for FPs. Lets the user add uniforms and FS code */
180class GrGLFPBuilder : public virtual GrGLUniformBuilder {
181public:
egdaniel29bee0f2015-04-29 11:54:42 -0700182 virtual GrGLFragmentBuilder* getFragmentShaderBuilder() = 0;
joshualitt47bb3822014-10-07 16:43:25 -0700183
184 /*
185 * *NOTE* NO MEMBERS ALLOWED, MULTIPLE INHERITANCE
186 */
187};
188
egdanielc2304142014-12-11 13:15:13 -0800189/* a specializations for XPs. Lets the user add uniforms and FS code */
190class GrGLXPBuilder : public virtual GrGLUniformBuilder {
191public:
egdaniel29bee0f2015-04-29 11:54:42 -0700192 virtual GrGLXPFragmentBuilder* getFragmentShaderBuilder() = 0;
egdanielc2304142014-12-11 13:15:13 -0800193
194 /*
195 * *NOTE* NO MEMBERS ALLOWED, MULTIPLE INHERITANCE
196 */
197};
joshualittabb52a12015-01-13 15:02:10 -0800198
199/**
200 * The below struct represent processors installed in programs.
201 */
202template <class Proc>
203struct GrGLInstalledProc {
cdalton42717652015-06-18 11:54:30 -0700204 SkDEBUGCODE(int fSamplersIdx;)
205 SkAutoTDelete<Proc> fGLProc;
joshualittabb52a12015-01-13 15:02:10 -0800206};
207
208typedef GrGLInstalledProc<GrGLPrimitiveProcessor> GrGLInstalledGeoProc;
209typedef GrGLInstalledProc<GrGLXferProcessor> GrGLInstalledXferProc;
210typedef GrGLInstalledProc<GrGLFragmentProcessor> GrGLInstalledFragProc;
211
212struct GrGLInstalledFragProcs : public SkRefCnt {
213 virtual ~GrGLInstalledFragProcs();
214 SkSTArray<8, GrGLInstalledFragProc*, true> fProcs;
215};
joshualitta5305a12014-10-10 17:47:00 -0700216
joshualitt47bb3822014-10-07 16:43:25 -0700217/*
218 * Please note - no diamond problems because of virtual inheritance. Also, both base classes
219 * are pure virtual with no data members. This is the base class for program building.
220 * Subclasses are nearly identical but each has their own way of emitting transforms. State for
221 * each of the elements of the shader pipeline, ie vertex, fragment, geometry, etc, lives in those
222 * respective builders
223*/
224class GrGLProgramBuilder : public GrGLGPBuilder,
egdanielc2304142014-12-11 13:15:13 -0800225 public GrGLFPBuilder,
226 public GrGLXPBuilder {
joshualitt47bb3822014-10-07 16:43:25 -0700227public:
joshualitt873ad0e2015-01-20 09:08:51 -0800228 typedef GrGpu::DrawArgs DrawArgs;
joshualitt47bb3822014-10-07 16:43:25 -0700229 /** Generates a shader program.
230 *
231 * The program implements what is specified in the stages given as input.
232 * After successful generation, the builder result objects are available
233 * to be used.
234 * @return true if generation was successful.
235 */
joshualitt873ad0e2015-01-20 09:08:51 -0800236 static GrGLProgram* CreateProgram(const DrawArgs&, GrGLGpu*);
joshualitt47bb3822014-10-07 16:43:25 -0700237
bsalomon422f56f2014-12-09 10:18:12 -0800238 UniformHandle addUniformArray(uint32_t visibility,
239 GrSLType type,
240 GrSLPrecision precision,
241 const char* name,
242 int arrayCount,
mtklein36352bf2015-03-25 18:17:31 -0700243 const char** outName) override;
joshualitt47bb3822014-10-07 16:43:25 -0700244
mtklein36352bf2015-03-25 18:17:31 -0700245 const GrGLShaderVar& getUniformVariable(UniformHandle u) const override {
joshualitt47bb3822014-10-07 16:43:25 -0700246 return fUniforms[u.toShaderBuilderIndex()].fVariable;
247 }
248
mtklein36352bf2015-03-25 18:17:31 -0700249 const char* getUniformCStr(UniformHandle u) const override {
joshualitt47bb3822014-10-07 16:43:25 -0700250 return this->getUniformVariable(u).c_str();
251 }
252
mtklein36352bf2015-03-25 18:17:31 -0700253 const GrGLContextInfo& ctxInfo() const override;
joshualitt47bb3822014-10-07 16:43:25 -0700254
mtklein36352bf2015-03-25 18:17:31 -0700255 GrGLGpu* gpu() const override { return fGpu; }
joshualitt47bb3822014-10-07 16:43:25 -0700256
egdaniel29bee0f2015-04-29 11:54:42 -0700257 GrGLXPFragmentBuilder* getFragmentShaderBuilder() override { return &fFS; }
mtklein36352bf2015-03-25 18:17:31 -0700258 GrGLVertexBuilder* getVertexShaderBuilder() override { return &fVS; }
joshualitt47bb3822014-10-07 16:43:25 -0700259
bsalomon422f56f2014-12-09 10:18:12 -0800260 void addVarying(
joshualitta5305a12014-10-10 17:47:00 -0700261 const char* name,
joshualitt74077b92014-10-24 11:26:03 -0700262 GrGLVarying*,
mtklein36352bf2015-03-25 18:17:31 -0700263 GrSLPrecision fsPrecision = kDefault_GrSLPrecision) override;
joshualitt30ba4362014-08-21 20:18:45 -0700264
joshualitt71c92602015-01-14 08:12:47 -0800265 void addPassThroughAttribute(const GrPrimitiveProcessor::Attribute*,
mtklein36352bf2015-03-25 18:17:31 -0700266 const char* output) override;
joshualitt2dd1ae02014-12-03 06:24:10 -0800267
kkinnunen7aedda52015-06-29 23:01:28 -0700268 SeparableVaryingHandle addSeparableVarying(
269 const char* name,
270 GrGLVertToFrag*,
271 GrSLPrecision fsPrecision = kDefault_GrSLPrecision) override;
joshualitt2dd1ae02014-12-03 06:24:10 -0800272
joshualitt30ba4362014-08-21 20:18:45 -0700273 // Handles for program uniforms (other than per-effect uniforms)
274 struct BuiltinUniformHandles {
joshualitt30ba4362014-08-21 20:18:45 -0700275 UniformHandle fRTAdjustmentUni;
joshualitt30ba4362014-08-21 20:18:45 -0700276
277 // We use the render target height to provide a y-down frag coord when specifying
278 // origin_upper_left is not supported.
279 UniformHandle fRTHeightUni;
joshualitt30ba4362014-08-21 20:18:45 -0700280 };
281
joshualittdb0d3ca2014-10-07 12:42:26 -0700282protected:
joshualitta5305a12014-10-10 17:47:00 -0700283 typedef GrGLProgramDataManager::UniformInfo UniformInfo;
284 typedef GrGLProgramDataManager::UniformInfoArray UniformInfoArray;
285
joshualitt873ad0e2015-01-20 09:08:51 -0800286 static GrGLProgramBuilder* CreateProgramBuilder(const DrawArgs&, GrGLGpu*);
joshualitt47bb3822014-10-07 16:43:25 -0700287
joshualitt873ad0e2015-01-20 09:08:51 -0800288 GrGLProgramBuilder(GrGLGpu*, const DrawArgs&);
joshualitt30ba4362014-08-21 20:18:45 -0700289
joshualitt873ad0e2015-01-20 09:08:51 -0800290 const GrPrimitiveProcessor& primitiveProcessor() const { return *fArgs.fPrimitiveProcessor; }
egdaniel8dd688b2015-01-22 10:16:09 -0800291 const GrPipeline& pipeline() const { return *fArgs.fPipeline; }
joshualitt873ad0e2015-01-20 09:08:51 -0800292 const GrProgramDesc& desc() const { return *fArgs.fDesc; }
joshualitt873ad0e2015-01-20 09:08:51 -0800293 const GrProgramDesc::KeyHeader& header() const { return fArgs.fDesc->header(); }
joshualitt23e280d2014-09-18 12:26:38 -0700294
joshualitt30ba4362014-08-21 20:18:45 -0700295 // Generates a name for a variable. The generated string will be name prefixed by the prefix
296 // char (unless the prefix is '\0'). It also mangles the name to be stage-specific if we're
297 // generating stage code.
298 void nameVariable(SkString* out, char prefix, const char* name);
joshualitt2dd1ae02014-12-03 06:24:10 -0800299 // Generates a possibly mangled name for a stage variable and writes it to the fragment shader.
300 // If GrGLSLExpr4 has a valid name then it will use that instead
301 void nameExpression(GrGLSLExpr4*, const char* baseName);
joshualitt6c891102015-05-13 08:51:49 -0700302 bool emitAndInstallProcs(GrGLSLExpr4* inputColor, GrGLSLExpr4* inputCoverage);
joshualitta5305a12014-10-10 17:47:00 -0700303 void emitAndInstallFragProcs(int procOffset, int numProcs, GrGLSLExpr4* inOut);
bsalomonac856c92015-08-27 06:30:17 -0700304 void emitAndInstallProc(const GrFragmentProcessor&,
joshualitta5305a12014-10-10 17:47:00 -0700305 int index,
joshualitta5305a12014-10-10 17:47:00 -0700306 const GrGLSLExpr4& input,
307 GrGLSLExpr4* output);
308
joshualitt9b989322014-12-15 14:16:27 -0800309 void emitAndInstallProc(const GrPrimitiveProcessor&,
joshualitt2dd1ae02014-12-03 06:24:10 -0800310 GrGLSLExpr4* outputColor,
311 GrGLSLExpr4* outputCoverage);
312
joshualitta5305a12014-10-10 17:47:00 -0700313 // these emit functions help to keep the createAndEmitProcessors template general
bsalomonac856c92015-08-27 06:30:17 -0700314 void emitAndInstallProc(const GrFragmentProcessor&,
joshualittabb52a12015-01-13 15:02:10 -0800315 int index,
joshualitta5305a12014-10-10 17:47:00 -0700316 const char* outColor,
317 const char* inColor);
joshualitt9b989322014-12-15 14:16:27 -0800318 void emitAndInstallProc(const GrPrimitiveProcessor&,
joshualitt2dd1ae02014-12-03 06:24:10 -0800319 const char* outColor,
320 const char* outCoverage);
egdanielc2304142014-12-11 13:15:13 -0800321 void emitAndInstallXferProc(const GrXferProcessor&,
322 const GrGLSLExpr4& colorIn,
323 const GrGLSLExpr4& coverageIn);
joshualitt2dd1ae02014-12-03 06:24:10 -0800324
joshualitt9b989322014-12-15 14:16:27 -0800325 void verify(const GrPrimitiveProcessor&);
egdanielc2304142014-12-11 13:15:13 -0800326 void verify(const GrXferProcessor&);
joshualitt47bb3822014-10-07 16:43:25 -0700327 void verify(const GrFragmentProcessor&);
joshualittabb52a12015-01-13 15:02:10 -0800328 template <class Proc>
joshualitt47bb3822014-10-07 16:43:25 -0700329 void emitSamplers(const GrProcessor&,
330 GrGLProcessor::TextureSamplerArray* outSamplers,
joshualittabb52a12015-01-13 15:02:10 -0800331 GrGLInstalledProc<Proc>*);
joshualitt30ba4362014-08-21 20:18:45 -0700332
joshualitt47bb3822014-10-07 16:43:25 -0700333 GrGLProgram* finalize();
kkinnunen6bb6d402015-07-14 10:59:23 -0700334 virtual void bindProgramResourceLocations(GrGLuint programID);
joshualitt47bb3822014-10-07 16:43:25 -0700335 bool checkLinkStatus(GrGLuint programID);
kkinnunen7aedda52015-06-29 23:01:28 -0700336 virtual void resolveProgramResourceLocations(GrGLuint programID);
joshualitt47bb3822014-10-07 16:43:25 -0700337 void cleanupProgram(GrGLuint programID, const SkTDArray<GrGLuint>& shaderIDs);
338 void cleanupShaders(const SkTDArray<GrGLuint>& shaderIDs);
joshualitt30ba4362014-08-21 20:18:45 -0700339
joshualitt47bb3822014-10-07 16:43:25 -0700340 // Subclasses create different programs
341 virtual GrGLProgram* createProgram(GrGLuint programID);
342
joshualitt30ba4362014-08-21 20:18:45 -0700343 void appendUniformDecls(ShaderVisibility, SkString*) const;
344
joshualitt47bb3822014-10-07 16:43:25 -0700345 // reset is called by program creator between each processor's emit code. It increments the
346 // stage offset for variable name mangling, and also ensures verfication variables in the
347 // fragment shader are cleared.
348 void reset() {
349 this->enterStage();
350 this->addStage();
351 fFS.reset();
352 }
353 void addStage() { fStageIndex++; }
354
355 // This simple class exits the stage and then restores the stage when it goes out of scope
356 class AutoStageRestore {
joshualitt30ba4362014-08-21 20:18:45 -0700357 public:
joshualitt47bb3822014-10-07 16:43:25 -0700358 AutoStageRestore(GrGLProgramBuilder* pb)
359 : fPB(pb), fOutOfStage(pb->fOutOfStage) { pb->exitStage(); }
360 ~AutoStageRestore() { fPB->fOutOfStage = fOutOfStage; }
joshualittb0a8a372014-09-23 09:50:21 -0700361 private:
joshualitt47bb3822014-10-07 16:43:25 -0700362 GrGLProgramBuilder* fPB;
363 bool fOutOfStage;
joshualittb0a8a372014-09-23 09:50:21 -0700364 };
joshualitt47bb3822014-10-07 16:43:25 -0700365 class AutoStageAdvance {
joshualittdb0d3ca2014-10-07 12:42:26 -0700366 public:
joshualitt43466a12015-02-13 17:18:27 -0800367 AutoStageAdvance(GrGLProgramBuilder* pb)
368 : fPB(pb) {
369 fPB->reset();
370 // Each output to the fragment processor gets its own code section
371 fPB->fFS.nextStage();
372 }
joshualitt47bb3822014-10-07 16:43:25 -0700373 ~AutoStageAdvance() { fPB->exitStage(); }
joshualittdb0d3ca2014-10-07 12:42:26 -0700374 private:
joshualitt47bb3822014-10-07 16:43:25 -0700375 GrGLProgramBuilder* fPB;
376 };
377 void exitStage() { fOutOfStage = true; }
378 void enterStage() { fOutOfStage = false; }
379 int stageIndex() const { return fStageIndex; }
380
joshualitt4973d9d2014-11-08 09:24:25 -0800381 const char* rtAdjustment() const { return "rtAdjustment"; }
382
joshualitt47bb3822014-10-07 16:43:25 -0700383 // number of each input/output type in a single allocation block, used by many builders
384 static const int kVarsPerBlock;
385
386 BuiltinUniformHandles fUniformHandles;
387 GrGLVertexBuilder fVS;
388 GrGLGeometryBuilder fGS;
389 GrGLFragmentShaderBuilder fFS;
390 bool fOutOfStage;
391 int fStageIndex;
392
joshualitta5305a12014-10-10 17:47:00 -0700393 GrGLInstalledGeoProc* fGeometryProcessor;
egdanielc2304142014-12-11 13:15:13 -0800394 GrGLInstalledXferProc* fXferProcessor;
joshualitta5305a12014-10-10 17:47:00 -0700395 SkAutoTUnref<GrGLInstalledFragProcs> fFragmentProcessors;
joshualitt47bb3822014-10-07 16:43:25 -0700396
joshualitt873ad0e2015-01-20 09:08:51 -0800397 const DrawArgs& fArgs;
bsalomon861e1032014-12-16 07:33:49 -0800398 GrGLGpu* fGpu;
joshualitt47bb3822014-10-07 16:43:25 -0700399 UniformInfoArray fUniforms;
joshualittabb52a12015-01-13 15:02:10 -0800400 GrGLPrimitiveProcessor::TransformsIn fCoordTransforms;
401 GrGLPrimitiveProcessor::TransformsOut fOutCoords;
cdalton42717652015-06-18 11:54:30 -0700402 SkTArray<UniformHandle> fSamplerUniforms;
joshualitt47bb3822014-10-07 16:43:25 -0700403
404 friend class GrGLShaderBuilder;
405 friend class GrGLVertexBuilder;
406 friend class GrGLFragmentShaderBuilder;
407 friend class GrGLGeometryBuilder;
408};
joshualitt30ba4362014-08-21 20:18:45 -0700409#endif