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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"
joshualitt8072caa2015-02-12 14:20:52 -080016#include "../GrGLPrimitiveProcessor.h"
egdanielc2304142014-12-11 13:15:13 -080017#include "../GrGLXferProcessor.h"
egdaniel8dd688b2015-01-22 10:16:09 -080018#include "../../GrPipeline.h"
joshualitt89c7a2e2014-10-10 14:11:59 -070019
bsalomonac856c92015-08-27 06:30:17 -070020class GrFragmentProcessor;
21
joshualitt7375d6b2015-08-07 13:36:44 -070022// Enough precision to represent 1 / 2048 accurately in printf
23#define GR_SIGNIFICANT_POW2_DECIMAL_DIG 11
24
joshualitt47bb3822014-10-07 16:43:25 -070025/*
26 * This is the base class for a series of interfaces. This base class *MUST* remain abstract with
27 * NO data members because it is used in multiple interface inheritance.
28 * Heirarchy:
29 * GrGLUniformBuilder
30 * / \
31 * GrGLFPBuilder GrGLGPBuilder
32 * \ /
33 * GrGLProgramBuilder(internal use only)
34 */
35class GrGLUniformBuilder {
joshualitt30ba4362014-08-21 20:18:45 -070036public:
37 enum ShaderVisibility {
bsalomon17168df2014-12-09 09:00:49 -080038 kVertex_Visibility = 1 << kVertex_GrShaderType,
39 kGeometry_Visibility = 1 << kGeometry_GrShaderType,
40 kFragment_Visibility = 1 << kFragment_GrShaderType,
joshualitt30ba4362014-08-21 20:18:45 -070041 };
42
joshualitt47bb3822014-10-07 16:43:25 -070043 virtual ~GrGLUniformBuilder() {}
44
joshualitt30ba4362014-08-21 20:18:45 -070045 typedef GrGLProgramDataManager::UniformHandle UniformHandle;
kkinnunen7aedda52015-06-29 23:01:28 -070046 typedef GrGLPathProgramDataManager::SeparableVaryingHandle SeparableVaryingHandle;
joshualitt47bb3822014-10-07 16:43:25 -070047
48 /** Add a uniform variable to the current program, that has visibility in one or more shaders.
49 visibility is a bitfield of ShaderVisibility values indicating from which shaders the
50 uniform should be accessible. At least one bit must be set. Geometry shader uniforms are not
halcanary96fcdcc2015-08-27 07:41:13 -070051 supported at this time. The actual uniform name will be mangled. If outName is not nullptr then
joshualitt47bb3822014-10-07 16:43:25 -070052 it will refer to the final uniform name after return. Use the addUniformArray variant to add
53 an array of uniforms. */
bsalomon422f56f2014-12-09 10:18:12 -080054 UniformHandle addUniform(uint32_t visibility,
55 GrSLType type,
56 GrSLPrecision precision,
57 const char* name,
halcanary96fcdcc2015-08-27 07:41:13 -070058 const char** outName = nullptr) {
bsalomon422f56f2014-12-09 10:18:12 -080059 return this->addUniformArray(visibility, type, precision, name, 0, outName);
60 }
61
62 virtual UniformHandle addUniformArray(
63 uint32_t visibility,
64 GrSLType type,
65 GrSLPrecision precision,
66 const char* name,
67 int arrayCount,
halcanary96fcdcc2015-08-27 07:41:13 -070068 const char** outName = nullptr) = 0;
joshualitt47bb3822014-10-07 16:43:25 -070069
70 virtual const GrGLShaderVar& getUniformVariable(UniformHandle u) const = 0;
71
72 /**
73 * Shortcut for getUniformVariable(u).c_str()
74 */
75 virtual const char* getUniformCStr(UniformHandle u) const = 0;
76
77 virtual const GrGLContextInfo& ctxInfo() const = 0;
78
bsalomon861e1032014-12-16 07:33:49 -080079 virtual GrGLGpu* gpu() const = 0;
joshualitt47bb3822014-10-07 16:43:25 -070080
81 /*
82 * *NOTE* NO MEMBERS ALLOWED, MULTIPLE INHERITANCE
83 */
84};
85
joshualitt74077b92014-10-24 11:26:03 -070086// TODO move this into GrGLGPBuilder and move them both out of this file
87class GrGLVarying {
88public:
89 bool vsVarying() const { return kVertToFrag_Varying == fVarying ||
90 kVertToGeo_Varying == fVarying; }
91 bool fsVarying() const { return kVertToFrag_Varying == fVarying ||
92 kGeoToFrag_Varying == fVarying; }
93 const char* vsOut() const { return fVsOut; }
94 const char* gsIn() const { return fGsIn; }
95 const char* gsOut() const { return fGsOut; }
96 const char* fsIn() const { return fFsIn; }
joshualittabb52a12015-01-13 15:02:10 -080097 GrSLType type() const { return fType; }
joshualitt74077b92014-10-24 11:26:03 -070098
99protected:
100 enum Varying {
101 kVertToFrag_Varying,
102 kVertToGeo_Varying,
103 kGeoToFrag_Varying,
104 };
105
106 GrGLVarying(GrSLType type, Varying varying)
halcanary96fcdcc2015-08-27 07:41:13 -0700107 : fVarying(varying), fType(type), fVsOut(nullptr), fGsIn(nullptr), fGsOut(nullptr),
108 fFsIn(nullptr) {}
joshualitt74077b92014-10-24 11:26:03 -0700109
110 Varying fVarying;
111
112private:
113 GrSLType fType;
114 const char* fVsOut;
115 const char* fGsIn;
116 const char* fGsOut;
117 const char* fFsIn;
118
119 friend class GrGLVertexBuilder;
120 friend class GrGLGeometryBuilder;
egdanielc2304142014-12-11 13:15:13 -0800121 friend class GrGLXferBuilder;
joshualitt74077b92014-10-24 11:26:03 -0700122 friend class GrGLFragmentShaderBuilder;
123};
124
125struct GrGLVertToFrag : public GrGLVarying {
126 GrGLVertToFrag(GrSLType type)
127 : GrGLVarying(type, kVertToFrag_Varying) {}
128};
129
130struct GrGLVertToGeo : public GrGLVarying {
131 GrGLVertToGeo(GrSLType type)
132 : GrGLVarying(type, kVertToGeo_Varying) {}
133};
134
135struct GrGLGeoToFrag : public GrGLVarying {
136 GrGLGeoToFrag(GrSLType type)
137 : GrGLVarying(type, kGeoToFrag_Varying) {}
138};
139
joshualitt47bb3822014-10-07 16:43:25 -0700140/* a specialization of the above for GPs. Lets the user add uniforms, varyings, and VS / FS code */
141class GrGLGPBuilder : public virtual GrGLUniformBuilder {
142public:
joshualitt2dd1ae02014-12-03 06:24:10 -0800143 /*
144 * addVarying allows fine grained control for setting up varyings between stages. If you just
145 * need to take an attribute and pass it through to an output value in a fragment shader, use
146 * addPassThroughAttribute.
147 * TODO convert most uses of addVarying to addPassThroughAttribute
148 */
joshualitt74077b92014-10-24 11:26:03 -0700149 virtual void addVarying(const char* name,
150 GrGLVarying*,
bsalomonc0bd6482014-12-09 10:04:14 -0800151 GrSLPrecision fsPrecision = kDefault_GrSLPrecision) = 0;
joshualitt47bb3822014-10-07 16:43:25 -0700152
joshualitt2dd1ae02014-12-03 06:24:10 -0800153 /*
154 * This call can be used by GP to pass an attribute through all shaders directly to 'output' in
155 * the fragment shader. Though this call effects both the vertex shader and fragment shader,
156 * it expects 'output' to be defined in the fragment shader before this call is made.
157 * TODO it might be nicer behavior to have a flag to declare output inside this call
158 */
joshualitt71c92602015-01-14 08:12:47 -0800159 virtual void addPassThroughAttribute(const GrGeometryProcessor::Attribute*,
joshualitt2dd1ae02014-12-03 06:24:10 -0800160 const char* output) = 0;
161
kkinnunen7aedda52015-06-29 23:01:28 -0700162 /*
163 * Creates a fragment shader varying that can be referred to.
164 * Comparable to GrGLUniformBuilder::addUniform().
165 */
166 virtual SeparableVaryingHandle addSeparableVarying(
167 const char* name, GrGLVertToFrag*, GrSLPrecision fsPrecision = kDefault_GrSLPrecision) = 0;
168
joshualitt47bb3822014-10-07 16:43:25 -0700169 // TODO rename getFragmentBuilder
egdaniel29bee0f2015-04-29 11:54:42 -0700170 virtual GrGLFragmentBuilder* getFragmentShaderBuilder() = 0;
joshualitt47bb3822014-10-07 16:43:25 -0700171 virtual GrGLVertexBuilder* getVertexShaderBuilder() = 0;
172
173 /*
174 * *NOTE* NO MEMBERS ALLOWED, MULTIPLE INHERITANCE
175 */
176};
177
178/* a specializations for FPs. Lets the user add uniforms and FS code */
179class GrGLFPBuilder : public virtual GrGLUniformBuilder {
180public:
egdaniel29bee0f2015-04-29 11:54:42 -0700181 virtual GrGLFragmentBuilder* getFragmentShaderBuilder() = 0;
joshualitt47bb3822014-10-07 16:43:25 -0700182
183 /*
184 * *NOTE* NO MEMBERS ALLOWED, MULTIPLE INHERITANCE
185 */
186};
187
egdanielc2304142014-12-11 13:15:13 -0800188/* a specializations for XPs. Lets the user add uniforms and FS code */
189class GrGLXPBuilder : public virtual GrGLUniformBuilder {
190public:
egdaniel29bee0f2015-04-29 11:54:42 -0700191 virtual GrGLXPFragmentBuilder* getFragmentShaderBuilder() = 0;
egdanielc2304142014-12-11 13:15:13 -0800192
193 /*
194 * *NOTE* NO MEMBERS ALLOWED, MULTIPLE INHERITANCE
195 */
196};
joshualittabb52a12015-01-13 15:02:10 -0800197
198/**
199 * The below struct represent processors installed in programs.
200 */
201template <class Proc>
202struct GrGLInstalledProc {
cdalton42717652015-06-18 11:54:30 -0700203 SkDEBUGCODE(int fSamplersIdx;)
204 SkAutoTDelete<Proc> fGLProc;
joshualittabb52a12015-01-13 15:02:10 -0800205};
206
207typedef GrGLInstalledProc<GrGLPrimitiveProcessor> GrGLInstalledGeoProc;
208typedef GrGLInstalledProc<GrGLXferProcessor> GrGLInstalledXferProc;
209typedef GrGLInstalledProc<GrGLFragmentProcessor> GrGLInstalledFragProc;
210
211struct GrGLInstalledFragProcs : public SkRefCnt {
212 virtual ~GrGLInstalledFragProcs();
213 SkSTArray<8, GrGLInstalledFragProc*, true> fProcs;
214};
joshualitta5305a12014-10-10 17:47:00 -0700215
joshualitt47bb3822014-10-07 16:43:25 -0700216/*
217 * Please note - no diamond problems because of virtual inheritance. Also, both base classes
218 * are pure virtual with no data members. This is the base class for program building.
219 * Subclasses are nearly identical but each has their own way of emitting transforms. State for
220 * each of the elements of the shader pipeline, ie vertex, fragment, geometry, etc, lives in those
221 * respective builders
222*/
223class GrGLProgramBuilder : public GrGLGPBuilder,
egdanielc2304142014-12-11 13:15:13 -0800224 public GrGLFPBuilder,
225 public GrGLXPBuilder {
joshualitt47bb3822014-10-07 16:43:25 -0700226public:
joshualitt873ad0e2015-01-20 09:08:51 -0800227 typedef GrGpu::DrawArgs DrawArgs;
joshualitt47bb3822014-10-07 16:43:25 -0700228 /** Generates a shader program.
229 *
230 * The program implements what is specified in the stages given as input.
231 * After successful generation, the builder result objects are available
232 * to be used.
233 * @return true if generation was successful.
234 */
joshualitt873ad0e2015-01-20 09:08:51 -0800235 static GrGLProgram* CreateProgram(const DrawArgs&, GrGLGpu*);
joshualitt47bb3822014-10-07 16:43:25 -0700236
bsalomon422f56f2014-12-09 10:18:12 -0800237 UniformHandle addUniformArray(uint32_t visibility,
238 GrSLType type,
239 GrSLPrecision precision,
240 const char* name,
241 int arrayCount,
mtklein36352bf2015-03-25 18:17:31 -0700242 const char** outName) override;
joshualitt47bb3822014-10-07 16:43:25 -0700243
mtklein36352bf2015-03-25 18:17:31 -0700244 const GrGLShaderVar& getUniformVariable(UniformHandle u) const override {
joshualitte7afc2d2015-09-11 10:44:13 -0700245 return fUniforms[u.toIndex()].fVariable;
joshualitt47bb3822014-10-07 16:43:25 -0700246 }
247
mtklein36352bf2015-03-25 18:17:31 -0700248 const char* getUniformCStr(UniformHandle u) const override {
joshualitt47bb3822014-10-07 16:43:25 -0700249 return this->getUniformVariable(u).c_str();
250 }
251
mtklein36352bf2015-03-25 18:17:31 -0700252 const GrGLContextInfo& ctxInfo() const override;
joshualitt47bb3822014-10-07 16:43:25 -0700253
mtklein36352bf2015-03-25 18:17:31 -0700254 GrGLGpu* gpu() const override { return fGpu; }
joshualitt47bb3822014-10-07 16:43:25 -0700255
egdaniel29bee0f2015-04-29 11:54:42 -0700256 GrGLXPFragmentBuilder* getFragmentShaderBuilder() override { return &fFS; }
mtklein36352bf2015-03-25 18:17:31 -0700257 GrGLVertexBuilder* getVertexShaderBuilder() override { return &fVS; }
joshualitt47bb3822014-10-07 16:43:25 -0700258
bsalomon422f56f2014-12-09 10:18:12 -0800259 void addVarying(
joshualitta5305a12014-10-10 17:47:00 -0700260 const char* name,
joshualitt74077b92014-10-24 11:26:03 -0700261 GrGLVarying*,
mtklein36352bf2015-03-25 18:17:31 -0700262 GrSLPrecision fsPrecision = kDefault_GrSLPrecision) override;
joshualitt30ba4362014-08-21 20:18:45 -0700263
joshualitt71c92602015-01-14 08:12:47 -0800264 void addPassThroughAttribute(const GrPrimitiveProcessor::Attribute*,
mtklein36352bf2015-03-25 18:17:31 -0700265 const char* output) override;
joshualitt2dd1ae02014-12-03 06:24:10 -0800266
kkinnunen7aedda52015-06-29 23:01:28 -0700267 SeparableVaryingHandle addSeparableVarying(
268 const char* name,
269 GrGLVertToFrag*,
270 GrSLPrecision fsPrecision = kDefault_GrSLPrecision) override;
joshualitt2dd1ae02014-12-03 06:24:10 -0800271
joshualitt30ba4362014-08-21 20:18:45 -0700272 // Handles for program uniforms (other than per-effect uniforms)
273 struct BuiltinUniformHandles {
joshualitt30ba4362014-08-21 20:18:45 -0700274 UniformHandle fRTAdjustmentUni;
joshualitt30ba4362014-08-21 20:18:45 -0700275
276 // We use the render target height to provide a y-down frag coord when specifying
277 // origin_upper_left is not supported.
278 UniformHandle fRTHeightUni;
joshualitt30ba4362014-08-21 20:18:45 -0700279 };
280
joshualittdb0d3ca2014-10-07 12:42:26 -0700281protected:
joshualitta5305a12014-10-10 17:47:00 -0700282 typedef GrGLProgramDataManager::UniformInfo UniformInfo;
283 typedef GrGLProgramDataManager::UniformInfoArray UniformInfoArray;
284
joshualitt873ad0e2015-01-20 09:08:51 -0800285 static GrGLProgramBuilder* CreateProgramBuilder(const DrawArgs&, GrGLGpu*);
joshualitt47bb3822014-10-07 16:43:25 -0700286
joshualitt873ad0e2015-01-20 09:08:51 -0800287 GrGLProgramBuilder(GrGLGpu*, const DrawArgs&);
joshualitt30ba4362014-08-21 20:18:45 -0700288
joshualitt873ad0e2015-01-20 09:08:51 -0800289 const GrPrimitiveProcessor& primitiveProcessor() const { return *fArgs.fPrimitiveProcessor; }
egdaniel8dd688b2015-01-22 10:16:09 -0800290 const GrPipeline& pipeline() const { return *fArgs.fPipeline; }
joshualitt873ad0e2015-01-20 09:08:51 -0800291 const GrProgramDesc& desc() const { return *fArgs.fDesc; }
joshualitt873ad0e2015-01-20 09:08:51 -0800292 const GrProgramDesc::KeyHeader& header() const { return fArgs.fDesc->header(); }
joshualitt23e280d2014-09-18 12:26:38 -0700293
joshualitt30ba4362014-08-21 20:18:45 -0700294 // Generates a name for a variable. The generated string will be name prefixed by the prefix
295 // char (unless the prefix is '\0'). It also mangles the name to be stage-specific if we're
296 // generating stage code.
297 void nameVariable(SkString* out, char prefix, const char* name);
joshualitt2dd1ae02014-12-03 06:24:10 -0800298 // Generates a possibly mangled name for a stage variable and writes it to the fragment shader.
299 // If GrGLSLExpr4 has a valid name then it will use that instead
300 void nameExpression(GrGLSLExpr4*, const char* baseName);
joshualitt6c891102015-05-13 08:51:49 -0700301 bool emitAndInstallProcs(GrGLSLExpr4* inputColor, GrGLSLExpr4* inputCoverage);
joshualitta5305a12014-10-10 17:47:00 -0700302 void emitAndInstallFragProcs(int procOffset, int numProcs, GrGLSLExpr4* inOut);
bsalomonac856c92015-08-27 06:30:17 -0700303 void emitAndInstallProc(const GrFragmentProcessor&,
joshualitta5305a12014-10-10 17:47:00 -0700304 int index,
joshualitta5305a12014-10-10 17:47:00 -0700305 const GrGLSLExpr4& input,
306 GrGLSLExpr4* output);
307
joshualitt9b989322014-12-15 14:16:27 -0800308 void emitAndInstallProc(const GrPrimitiveProcessor&,
joshualitt2dd1ae02014-12-03 06:24:10 -0800309 GrGLSLExpr4* outputColor,
310 GrGLSLExpr4* outputCoverage);
311
joshualitta5305a12014-10-10 17:47:00 -0700312 // these emit functions help to keep the createAndEmitProcessors template general
bsalomonac856c92015-08-27 06:30:17 -0700313 void emitAndInstallProc(const GrFragmentProcessor&,
joshualittabb52a12015-01-13 15:02:10 -0800314 int index,
joshualitta5305a12014-10-10 17:47:00 -0700315 const char* outColor,
316 const char* inColor);
joshualitt9b989322014-12-15 14:16:27 -0800317 void emitAndInstallProc(const GrPrimitiveProcessor&,
joshualitt2dd1ae02014-12-03 06:24:10 -0800318 const char* outColor,
319 const char* outCoverage);
egdanielc2304142014-12-11 13:15:13 -0800320 void emitAndInstallXferProc(const GrXferProcessor&,
321 const GrGLSLExpr4& colorIn,
322 const GrGLSLExpr4& coverageIn);
joshualitt2dd1ae02014-12-03 06:24:10 -0800323
joshualitt9b989322014-12-15 14:16:27 -0800324 void verify(const GrPrimitiveProcessor&);
egdanielc2304142014-12-11 13:15:13 -0800325 void verify(const GrXferProcessor&);
joshualitt47bb3822014-10-07 16:43:25 -0700326 void verify(const GrFragmentProcessor&);
joshualittabb52a12015-01-13 15:02:10 -0800327 template <class Proc>
joshualitt47bb3822014-10-07 16:43:25 -0700328 void emitSamplers(const GrProcessor&,
329 GrGLProcessor::TextureSamplerArray* outSamplers,
joshualittabb52a12015-01-13 15:02:10 -0800330 GrGLInstalledProc<Proc>*);
joshualitt30ba4362014-08-21 20:18:45 -0700331
joshualitt47bb3822014-10-07 16:43:25 -0700332 GrGLProgram* finalize();
kkinnunen6bb6d402015-07-14 10:59:23 -0700333 virtual void bindProgramResourceLocations(GrGLuint programID);
joshualitt47bb3822014-10-07 16:43:25 -0700334 bool checkLinkStatus(GrGLuint programID);
kkinnunen7aedda52015-06-29 23:01:28 -0700335 virtual void resolveProgramResourceLocations(GrGLuint programID);
joshualitt47bb3822014-10-07 16:43:25 -0700336 void cleanupProgram(GrGLuint programID, const SkTDArray<GrGLuint>& shaderIDs);
337 void cleanupShaders(const SkTDArray<GrGLuint>& shaderIDs);
joshualitt30ba4362014-08-21 20:18:45 -0700338
joshualitt47bb3822014-10-07 16:43:25 -0700339 // Subclasses create different programs
340 virtual GrGLProgram* createProgram(GrGLuint programID);
341
joshualitt30ba4362014-08-21 20:18:45 -0700342 void appendUniformDecls(ShaderVisibility, SkString*) const;
343
joshualitt47bb3822014-10-07 16:43:25 -0700344 // reset is called by program creator between each processor's emit code. It increments the
345 // stage offset for variable name mangling, and also ensures verfication variables in the
346 // fragment shader are cleared.
347 void reset() {
348 this->enterStage();
349 this->addStage();
350 fFS.reset();
351 }
352 void addStage() { fStageIndex++; }
353
354 // This simple class exits the stage and then restores the stage when it goes out of scope
355 class AutoStageRestore {
joshualitt30ba4362014-08-21 20:18:45 -0700356 public:
joshualitt47bb3822014-10-07 16:43:25 -0700357 AutoStageRestore(GrGLProgramBuilder* pb)
358 : fPB(pb), fOutOfStage(pb->fOutOfStage) { pb->exitStage(); }
359 ~AutoStageRestore() { fPB->fOutOfStage = fOutOfStage; }
joshualittb0a8a372014-09-23 09:50:21 -0700360 private:
joshualitt47bb3822014-10-07 16:43:25 -0700361 GrGLProgramBuilder* fPB;
362 bool fOutOfStage;
joshualittb0a8a372014-09-23 09:50:21 -0700363 };
joshualitt47bb3822014-10-07 16:43:25 -0700364 class AutoStageAdvance {
joshualittdb0d3ca2014-10-07 12:42:26 -0700365 public:
joshualitt43466a12015-02-13 17:18:27 -0800366 AutoStageAdvance(GrGLProgramBuilder* pb)
367 : fPB(pb) {
368 fPB->reset();
369 // Each output to the fragment processor gets its own code section
370 fPB->fFS.nextStage();
371 }
joshualitt47bb3822014-10-07 16:43:25 -0700372 ~AutoStageAdvance() { fPB->exitStage(); }
joshualittdb0d3ca2014-10-07 12:42:26 -0700373 private:
joshualitt47bb3822014-10-07 16:43:25 -0700374 GrGLProgramBuilder* fPB;
375 };
376 void exitStage() { fOutOfStage = true; }
377 void enterStage() { fOutOfStage = false; }
378 int stageIndex() const { return fStageIndex; }
379
joshualitt4973d9d2014-11-08 09:24:25 -0800380 const char* rtAdjustment() const { return "rtAdjustment"; }
381
joshualitt47bb3822014-10-07 16:43:25 -0700382 // number of each input/output type in a single allocation block, used by many builders
383 static const int kVarsPerBlock;
384
385 BuiltinUniformHandles fUniformHandles;
386 GrGLVertexBuilder fVS;
387 GrGLGeometryBuilder fGS;
388 GrGLFragmentShaderBuilder fFS;
389 bool fOutOfStage;
390 int fStageIndex;
391
joshualitta5305a12014-10-10 17:47:00 -0700392 GrGLInstalledGeoProc* fGeometryProcessor;
egdanielc2304142014-12-11 13:15:13 -0800393 GrGLInstalledXferProc* fXferProcessor;
joshualitta5305a12014-10-10 17:47:00 -0700394 SkAutoTUnref<GrGLInstalledFragProcs> fFragmentProcessors;
joshualitt47bb3822014-10-07 16:43:25 -0700395
joshualitt873ad0e2015-01-20 09:08:51 -0800396 const DrawArgs& fArgs;
bsalomon861e1032014-12-16 07:33:49 -0800397 GrGLGpu* fGpu;
joshualitt47bb3822014-10-07 16:43:25 -0700398 UniformInfoArray fUniforms;
joshualittabb52a12015-01-13 15:02:10 -0800399 GrGLPrimitiveProcessor::TransformsIn fCoordTransforms;
400 GrGLPrimitiveProcessor::TransformsOut fOutCoords;
cdalton42717652015-06-18 11:54:30 -0700401 SkTArray<UniformHandle> fSamplerUniforms;
joshualitt47bb3822014-10-07 16:43:25 -0700402
403 friend class GrGLShaderBuilder;
404 friend class GrGLVertexBuilder;
405 friend class GrGLFragmentShaderBuilder;
406 friend class GrGLGeometryBuilder;
407};
joshualitt30ba4362014-08-21 20:18:45 -0700408#endif