| /* | |
| * Copyright 2013 Google Inc. | |
| * | |
| * Use of this source code is governed by a BSD-style license that can be | |
| * found in the LICENSE file. | |
| */ | |
| #ifndef GrGLSLFragmentProcessor_DEFINED | |
| #define GrGLSLFragmentProcessor_DEFINED | |
| #include "glsl/GrGLSLProcessorTypes.h" | |
| #include "glsl/GrGLSLProgramDataManager.h" | |
| #include "glsl/GrGLSLTextureSampler.h" | |
| class GrProcessor; | |
| class GrProcessorKeyBuilder; | |
| class GrGLSLCaps; | |
| class GrGLSLFPBuilder; | |
| class GrGLSLFragmentBuilder; | |
| class GrGLSLUniformHandler; | |
| class GrGLSLFragmentProcessor { | |
| public: | |
| GrGLSLFragmentProcessor() {} | |
| virtual ~GrGLSLFragmentProcessor() { | |
| for (int i = 0; i < fChildProcessors.count(); ++i) { | |
| delete fChildProcessors[i]; | |
| } | |
| } | |
| typedef GrGLSLProgramDataManager::UniformHandle UniformHandle; | |
| typedef GrGLSLTextureSampler::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 | |
| nullptr 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. | |
| */ | |
| struct EmitArgs { | |
| EmitArgs(GrGLSLFragmentBuilder* fragBuilder, | |
| GrGLSLUniformHandler* uniformHandler, | |
| const GrGLSLCaps* caps, | |
| const GrFragmentProcessor& fp, | |
| const char* outputColor, | |
| const char* inputColor, | |
| const GrGLSLTransformedCoordsArray& coords, | |
| const TextureSamplerArray& samplers) | |
| : fFragBuilder(fragBuilder) | |
| , fUniformHandler(uniformHandler) | |
| , fGLSLCaps(caps) | |
| , fFp(fp) | |
| , fOutputColor(outputColor) | |
| , fInputColor(inputColor) | |
| , fCoords(coords) | |
| , fSamplers(samplers) {} | |
| GrGLSLFragmentBuilder* fFragBuilder; | |
| GrGLSLUniformHandler* fUniformHandler; | |
| const GrGLSLCaps* fGLSLCaps; | |
| const GrFragmentProcessor& fFp; | |
| const char* fOutputColor; | |
| const char* fInputColor; | |
| const GrGLSLTransformedCoordsArray& fCoords; | |
| const TextureSamplerArray& fSamplers; | |
| }; | |
| virtual void emitCode(EmitArgs&) = 0; | |
| void setData(const GrGLSLProgramDataManager& pdman, const GrFragmentProcessor& processor); | |
| static void GenKey(const GrProcessor&, const GrGLSLCaps&, GrProcessorKeyBuilder*) {} | |
| int numChildProcessors() const { return fChildProcessors.count(); } | |
| GrGLSLFragmentProcessor* childProcessor(int index) const { | |
| return fChildProcessors[index]; | |
| } | |
| /** Will emit the code of a child proc in its own scope. Pass in the parent's EmitArgs and | |
| * emitChild will automatically extract the coords and samplers of that child and pass them | |
| * on to the child's emitCode(). Also, any uniforms or functions emitted by the child will | |
| * have their names mangled to prevent redefinitions. The output color name is also mangled | |
| * therefore in an in/out param. It will be declared in mangled form by emitChild(). It is | |
| * legal to pass nullptr as inputColor, since all fragment processors are required to work | |
| * without an input color. | |
| */ | |
| void emitChild(int childIndex, const char* inputColor, SkString* outputColor, | |
| EmitArgs& parentArgs); | |
| /** Variation that uses the parent's output color variable to hold the child's output.*/ | |
| void emitChild(int childIndex, const char* inputColor, EmitArgs& parentArgs); | |
| protected: | |
| /** A GrGLSLFragmentProcessor 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 GrGLSLFragmentProcessor and | |
| to have an identical processor key as the one that created this GrGLSLFragmentProcessor. */ | |
| // TODO update this to pass in GrFragmentProcessor | |
| virtual void onSetData(const GrGLSLProgramDataManager&, const GrProcessor&) {} | |
| private: | |
| void internalEmitChild(int, const char*, const char*, EmitArgs&); | |
| SkTArray<GrGLSLFragmentProcessor*, true> fChildProcessors; | |
| friend class GrFragmentProcessor; | |
| }; | |
| #endif |