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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 GrGLProgramBuilder_DEFINED
#define GrGLProgramBuilder_DEFINED
#include "GrPipeline.h"
#include "gl/GrGLProgram.h"
#include "gl/GrGLProgramDataManager.h"
#include "gl/GrGLUniformHandler.h"
#include "gl/GrGLVaryingHandler.h"
#include "glsl/GrGLSLProgramBuilder.h"
#include "glsl/GrGLSLProgramDataManager.h"
#include "ir/SkSLProgram.h"
class GrFragmentProcessor;
class GrGLContextInfo;
class GrProgramDesc;
class GrGLSLShaderBuilder;
class GrShaderCaps;
class GrGLProgramBuilder : public GrGLSLProgramBuilder {
public:
/** Generates a shader program.
*
* The program implements what is specified in the stages given as input.
* After successful generation, the builder result objects are available
* to be used.
* This function may modify the GrProgramDesc by setting the surface origin
* key to 0 (unspecified) if it turns out the program does not care about
* the surface origin.
* @return true if generation was successful.
*/
static GrGLProgram* CreateProgram(const GrPipeline&,
const GrPrimitiveProcessor&,
GrProgramDesc*,
GrGLGpu*);
const GrCaps* caps() const override;
GrGLGpu* gpu() const { return fGpu; }
private:
GrGLProgramBuilder(GrGLGpu*, const GrPipeline&, const GrPrimitiveProcessor&,
GrProgramDesc*);
bool compileAndAttachShaders(const char* glsl,
int length,
GrGLuint programId,
GrGLenum type,
SkTDArray<GrGLuint>* shaderIds,
const SkSL::Program::Settings& settings,
const SkSL::Program::Inputs& inputs);
bool compileAndAttachShaders(GrGLSLShaderBuilder& shader,
GrGLuint programId,
GrGLenum type,
SkTDArray<GrGLuint>* shaderIds,
const SkSL::Program::Settings& settings,
SkSL::Program::Inputs* outInputs);
GrGLProgram* finalize();
void bindProgramResourceLocations(GrGLuint programID);
bool checkLinkStatus(GrGLuint programID);
void resolveProgramResourceLocations(GrGLuint programID);
void cleanupProgram(GrGLuint programID, const SkTDArray<GrGLuint>& shaderIDs);
void cleanupShaders(const SkTDArray<GrGLuint>& shaderIDs);
// Subclasses create different programs
GrGLProgram* createProgram(GrGLuint programID);
GrGLSLUniformHandler* uniformHandler() override { return &fUniformHandler; }
const GrGLSLUniformHandler* uniformHandler() const override { return &fUniformHandler; }
GrGLSLVaryingHandler* varyingHandler() override { return &fVaryingHandler; }
GrGLGpu* fGpu;
GrGLVaryingHandler fVaryingHandler;
GrGLUniformHandler fUniformHandler;
std::unique_ptr<GrGLProgram::Attribute[]> fAttributes;
int fVertexAttributeCnt;
int fInstanceAttributeCnt;
size_t fVertexStride;
size_t fInstanceStride;
// shader pulled from cache. Data is organized as:
// SkSL::Program::Inputs inputs
// int binaryFormat
// (all remaining bytes) char[] binary
sk_sp<SkData> fCached;
typedef GrGLSLProgramBuilder INHERITED;
};
#endif