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/*
* 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 GrGLFullProgramBuilder_DEFINED
#define GrGLFullProgramBuilder_DEFINED
#include "GrGLProgramBuilder.h"
class GrGLVertexProgramEffects;
class GrGLFullProgramBuilder : public GrGLProgramBuilder {
public:
GrGLFullProgramBuilder(GrGpuGL*, const GrGLProgramDesc&);
/** Add a varying variable to the current program to pass values between vertex and fragment
shaders. If the last two parameters are non-NULL, they are filled in with the name
generated. */
void addVarying(GrSLType type,
const char* name,
const char** vsOutName = NULL,
const char** fsInName = NULL,
GrGLShaderVar::Precision fsPrecision=GrGLShaderVar::kDefault_Precision);
/** Add a separable varying input variable to the current program.
* A separable varying (fragment shader input) is a varying that can be used also when vertex
* shaders are not used. With a vertex shader, the operation is same as with other
* varyings. Without a vertex shader, such as with NV_path_rendering, GL APIs are used to
* populate the variable. The APIs can refer to the variable through the returned handle.
*/
VaryingHandle addSeparableVarying(GrSLType type,
const char* name,
const char** vsOutName,
const char** fsInName);
GrGLVertexShaderBuilder* getVertexShaderBuilder() { return &fVS; }
private:
virtual void createAndEmitEffects(const GrEffectStage* geometryProcessor,
const GrEffectStage* colorStages[],
const GrEffectStage* coverageStages[],
GrGLSLExpr4* inputColor,
GrGLSLExpr4* inputCoverage) SK_OVERRIDE;
GrGLProgramEffects* onCreateAndEmitEffects(const GrEffectStage* effectStages[],
int effectCnt,
const GrGLProgramDesc::EffectKeyProvider&,
GrGLSLExpr4* inOutFSColor);
virtual void emitEffect(const GrEffectStage& stage,
const GrEffectKey& key,
const char* outColor,
const char* inColor,
int stageIndex) SK_OVERRIDE;
/**
* Helper for emitEffect(). Emits code to implement an effect's coord transforms in the VS.
* Varyings are added as an outputs of the VS and inputs to the FS. The varyings may be either a
* vec2f or vec3f depending upon whether perspective interpolation is required or not. The names
* of the varyings in the VS and FS as well their types are appended to the
* TransformedCoordsArray* object, which is in turn passed to the effect's emitCode() function.
*/
void emitTransforms(const GrEffectStage& effectStage,
GrGLEffect::TransformedCoordsArray* outCoords);
virtual bool compileAndAttachShaders(GrGLuint programId,
SkTDArray<GrGLuint>* shaderIds) const SK_OVERRIDE;
virtual void bindProgramLocations(GrGLuint programId) SK_OVERRIDE;
virtual GrGLProgramEffects* getProgramEffects() SK_OVERRIDE { return fProgramEffects.get(); }
typedef GrGLProgramDesc::EffectKeyProvider EffectKeyProvider;
GrGLGeometryShaderBuilder fGS;
GrGLVertexShaderBuilder fVS;
SkAutoTDelete<GrGLVertexProgramEffects> fProgramEffects;
typedef GrGLProgramBuilder INHERITED;
};
#endif