| /* |
| * 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 GrGLSLFragmentShaderBuilder_DEFINED |
| #define GrGLSLFragmentShaderBuilder_DEFINED |
| |
| #include "GrBlend.h" |
| #include "GrGLSLShaderBuilder.h" |
| #include "GrProcessor.h" |
| |
| class GrRenderTarget; |
| class GrGLSLVarying; |
| |
| /* |
| * This base class encapsulates the common functionality which all processors use to build fragment |
| * shaders. |
| */ |
| class GrGLSLFragmentBuilder : public GrGLSLShaderBuilder { |
| public: |
| GrGLSLFragmentBuilder(GrGLSLProgramBuilder* program) : INHERITED(program) {} |
| virtual ~GrGLSLFragmentBuilder() {} |
| |
| /** |
| * This returns a variable name to access the 2D, perspective correct version of the coords in |
| * the fragment shader. The passed in coordinates must either be of type kHalf2 or kHalf3. If |
| * the coordinates are 3-dimensional, it a perspective divide into is emitted into the |
| * fragment shader (xy / z) to convert them to 2D. |
| */ |
| virtual SkString ensureCoords2D(const GrShaderVar&) = 0; |
| |
| // TODO: remove this method. |
| void declAppendf(const char* fmt, ...); |
| |
| private: |
| typedef GrGLSLShaderBuilder INHERITED; |
| }; |
| |
| /* |
| * This class is used by fragment processors to build their fragment code. |
| */ |
| class GrGLSLFPFragmentBuilder : virtual public GrGLSLFragmentBuilder { |
| public: |
| /** Appease the compiler; the derived class initializes GrGLSLFragmentBuilder. */ |
| GrGLSLFPFragmentBuilder() : GrGLSLFragmentBuilder(nullptr) {} |
| |
| enum Coordinates { |
| kSkiaDevice_Coordinates, |
| kGLSLWindow_Coordinates, |
| |
| kLast_Coordinates = kGLSLWindow_Coordinates |
| }; |
| |
| /** |
| * Fragment procs with child procs should call these functions before/after calling emitCode |
| * on a child proc. |
| */ |
| virtual void onBeforeChildProcEmitCode() = 0; |
| virtual void onAfterChildProcEmitCode() = 0; |
| |
| virtual const SkString& getMangleString() const = 0; |
| |
| virtual void forceHighPrecision() = 0; |
| }; |
| |
| /* |
| * This class is used by Xfer processors to build their fragment code. |
| */ |
| class GrGLSLXPFragmentBuilder : virtual public GrGLSLFragmentBuilder { |
| public: |
| /** Appease the compiler; the derived class initializes GrGLSLFragmentBuilder. */ |
| GrGLSLXPFragmentBuilder() : GrGLSLFragmentBuilder(nullptr) {} |
| |
| virtual bool hasCustomColorOutput() const = 0; |
| virtual bool hasSecondaryOutput() const = 0; |
| |
| /** Returns the variable name that holds the color of the destination pixel. This may be nullptr |
| * if no effect advertised that it will read the destination. */ |
| virtual const char* dstColor() = 0; |
| |
| /** Adds any necessary layout qualifiers in order to legalize the supplied blend equation with |
| this shader. It is only legal to call this method with an advanced blend equation, and only |
| if these equations are supported. */ |
| virtual void enableAdvancedBlendEquationIfNeeded(GrBlendEquation) = 0; |
| }; |
| |
| /* |
| * This class implements the various fragment builder interfaces. |
| */ |
| class GrGLSLFragmentShaderBuilder : public GrGLSLFPFragmentBuilder, public GrGLSLXPFragmentBuilder { |
| public: |
| /** Returns a nonzero key for a surface's origin. This should only be called if a processor will |
| use the fragment position and/or sample locations. */ |
| static uint8_t KeyForSurfaceOrigin(GrSurfaceOrigin); |
| |
| GrGLSLFragmentShaderBuilder(GrGLSLProgramBuilder* program); |
| |
| // Shared GrGLSLFragmentBuilder interface. |
| virtual SkString ensureCoords2D(const GrShaderVar&) override; |
| |
| // GrGLSLFPFragmentBuilder interface. |
| const SkString& getMangleString() const override { return fMangleString; } |
| void onBeforeChildProcEmitCode() override; |
| void onAfterChildProcEmitCode() override; |
| void forceHighPrecision() override { fForceHighPrecision = true; } |
| |
| // GrGLSLXPFragmentBuilder interface. |
| bool hasCustomColorOutput() const override { return fHasCustomColorOutput; } |
| bool hasSecondaryOutput() const override { return fHasSecondaryOutput; } |
| const char* dstColor() override; |
| void enableAdvancedBlendEquationIfNeeded(GrBlendEquation) override; |
| |
| private: |
| // Private public interface, used by GrGLProgramBuilder to build a fragment shader |
| void enableCustomOutput(); |
| void enableSecondaryOutput(); |
| const char* getPrimaryColorOutputName() const; |
| const char* getSecondaryColorOutputName() const; |
| |
| #ifdef SK_DEBUG |
| // As GLSLProcessors emit code, there are some conditions we need to verify. We use the below |
| // state to track this. The reset call is called per processor emitted. |
| bool hasReadDstColor() const { return fHasReadDstColor; } |
| void resetVerification() { |
| fHasReadDstColor = false; |
| } |
| #endif |
| |
| static const char* DeclaredColorOutputName() { return "sk_FragColor"; } |
| static const char* DeclaredSecondaryColorOutputName() { return "fsSecondaryColorOut"; } |
| |
| GrSurfaceOrigin getSurfaceOrigin() const; |
| |
| void onFinalize() override; |
| |
| static const char* kDstColorName; |
| |
| /* |
| * State that tracks which child proc in the proc tree is currently emitting code. This is |
| * used to update the fMangleString, which is used to mangle the names of uniforms and functions |
| * emitted by the proc. fSubstageIndices is a stack: its count indicates how many levels deep |
| * we are in the tree, and its second-to-last value is the index of the child proc at that |
| * level which is currently emitting code. For example, if fSubstageIndices = [3, 1, 2, 0], that |
| * means we're currently emitting code for the base proc's 3rd child's 1st child's 2nd child. |
| */ |
| SkTArray<int> fSubstageIndices; |
| |
| /* |
| * The mangle string is used to mangle the names of uniforms/functions emitted by the child |
| * procs so no duplicate uniforms/functions appear in the generated shader program. The mangle |
| * string is simply based on fSubstageIndices. For example, if fSubstageIndices = [3, 1, 2, 0], |
| * then the manglestring will be "_c3_c1_c2", and any uniform/function emitted by that proc will |
| * have "_c3_c1_c2" appended to its name, which can be interpreted as "base proc's 3rd child's |
| * 1st child's 2nd child". |
| */ |
| SkString fMangleString; |
| |
| bool fSetupFragPosition; |
| bool fHasCustomColorOutput; |
| int fCustomColorOutputIndex; |
| bool fHasSecondaryOutput; |
| bool fForceHighPrecision; |
| |
| #ifdef SK_DEBUG |
| // some state to verify shaders and effects are consistent, this is reset between effects by |
| // the program creator |
| bool fHasReadDstColor; |
| #endif |
| |
| friend class GrGLSLProgramBuilder; |
| friend class GrGLProgramBuilder; |
| }; |
| |
| #endif |