| /* |
| * 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 GrGLProcessor_DEFINED |
| #define GrGLProcessor_DEFINED |
| |
| #include "GrGLProgramDataManager.h" |
| #include "GrProcessor.h" |
| #include "GrTextureAccess.h" |
| |
| /** @file |
| This file contains specializations for OpenGL of the shader stages declared in |
| include/gpu/GrProcessor.h. Objects of type GrGLProcessor are responsible for emitting the |
| GLSL code that implements a GrProcessor and for uploading uniforms at draw time. If they don't |
| always emit the same GLSL code, they must have a function: |
| static inline void GenKey(const GrProcessor&, const GrGLSLCaps&, GrProcessorKeyBuilder*) |
| that is used to implement a program cache. When two GrProcessors produce the same key this means |
| that their GrGLProcessors would emit the same GLSL code. |
| |
| The GrGLProcessor subclass must also have a constructor of the form: |
| ProcessorSubclass::ProcessorSubclass(const GrBackendProcessorFactory&, const GrProcessor&) |
| |
| These objects are created by the factory object returned by the GrProcessor::getFactory(). |
| */ |
| // TODO delete this and make TextureSampler its own thing |
| class GrGLProcessor { |
| public: |
| typedef GrGLProgramDataManager::UniformHandle UniformHandle; |
| |
| /** |
| * Passed to GrGLProcessors so they can add transformed coordinates to their shader code. |
| */ |
| typedef GrShaderVar TransformedCoords; |
| typedef SkTArray<GrShaderVar> TransformedCoordsArray; |
| |
| /** |
| * Passed to GrGLProcessors so they can add texture reads to their shader code. |
| */ |
| class TextureSampler { |
| public: |
| TextureSampler(UniformHandle uniform, const GrTextureAccess& access) |
| : fSamplerUniform(uniform) |
| , fConfigComponentMask(GrPixelConfigComponentMask(access.getTexture()->config())) { |
| SkASSERT(0 != fConfigComponentMask); |
| memcpy(fSwizzle, access.getSwizzle(), 5); |
| } |
| |
| // bitfield of GrColorComponentFlags present in the texture's config. |
| uint32_t configComponentMask() const { return fConfigComponentMask; } |
| // this is .abcd |
| const char* swizzle() const { return fSwizzle; } |
| |
| private: |
| UniformHandle fSamplerUniform; |
| uint32_t fConfigComponentMask; |
| char fSwizzle[5]; |
| |
| friend class GrGLShaderBuilder; |
| }; |
| |
| typedef SkTArray<TextureSampler> TextureSamplerArray; |
| }; |
| |
| #endif |