| /* | |
| * 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 GrGLCaps&, 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; | |
| }; | |
| class GrGLFPBuilder; | |
| class GrGLFragmentProcessor { | |
| public: | |
| GrGLFragmentProcessor() {} | |
| virtual ~GrGLFragmentProcessor() {} | |
| typedef GrGLProgramDataManager::UniformHandle UniformHandle; | |
| typedef GrGLProcessor::TransformedCoordsArray TransformedCoordsArray; | |
| typedef GrGLProcessor::TextureSamplerArray TextureSamplerArray; | |
| /** Called when the program stage should insert its code into the shaders. The code in each | |
| shader will be in its own block ({}) and so locally scoped names will not collide across | |
| stages. | |
| @param builder Interface used to emit code in the shaders. | |
| @param processor The processor that generated this program stage. | |
| @param key The key that was computed by GenKey() from the generating GrProcessor. | |
| @param outputColor A predefined vec4 in the FS in which the stage should place its output | |
| color (or coverage). | |
| @param inputColor A vec4 that holds the input color to the stage in the FS. This may be | |
| NULL in which case the implied input is solid white (all ones). | |
| TODO: Better system for communicating optimization info (e.g. input | |
| color is solid white, trans black, known to be opaque, etc.) that allows | |
| the processor to communicate back similar known info about its output. | |
| @param samplers Contains one entry for each GrTextureAccess of the GrProcessor. These | |
| can be passed to the builder to emit texture reads in the generated | |
| code. | |
| TODO this should take a struct | |
| */ | |
| virtual void emitCode(GrGLFPBuilder* builder, | |
| const GrFragmentProcessor&, | |
| const char* outputColor, | |
| const char* inputColor, | |
| const TransformedCoordsArray& coords, | |
| const TextureSamplerArray& samplers) = 0; | |
| /** A GrGLFragmentProcessor instance can be reused with any GrFragmentProcessor that produces | |
| the same stage key; this function reads data from a GrFragmentProcessor and uploads any | |
| uniform variables required by the shaders created in emitCode(). The GrFragmentProcessor | |
| parameter is guaranteed to be of the same type that created this GrGLFragmentProcessor and | |
| to have an identical processor key as the one that created this GrGLFragmentProcessor. */ | |
| // TODO update this to pass in GrFragmentProcessor | |
| virtual void setData(const GrGLProgramDataManager&, const GrProcessor&) {} | |
| static void GenKey(const GrProcessor&, const GrGLCaps&, GrProcessorKeyBuilder*) {} | |
| private: | |
| typedef GrGLProcessor INHERITED; | |
| }; | |
| #endif |