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/*
* 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 GrGLProgramEffects_DEFINED
#define GrGLProgramEffects_DEFINED
#include "GrBackendEffectFactory.h"
#include "GrTexture.h"
#include "GrTextureAccess.h"
#include "GrGLUniformManager.h"
class GrEffectStage;
class GrGLVertexProgramEffectsBuilder;
class GrGLShaderBuilder;
class GrGLFullShaderBuilder;
class GrGLFragmentOnlyShaderBuilder;
/**
* This class encapsulates an array of GrGLEffects and their supporting data (coord transforms
* and textures). It is built with GrGLProgramEffectsBuilder, then used to manage the necessary GL
* state and shader uniforms.
*/
class GrGLProgramEffects : public SkRefCnt {
public:
typedef GrBackendEffectFactory::EffectKey EffectKey;
typedef GrGLUniformManager::UniformHandle UniformHandle;
/**
* These methods generate different portions of an effect's final key.
*/
static EffectKey GenAttribKey(const GrDrawEffect&);
static EffectKey GenTransformKey(const GrDrawEffect&);
static EffectKey GenTextureKey(const GrDrawEffect&, const GrGLCaps&);
virtual ~GrGLProgramEffects();
/**
* Assigns a texture unit to each sampler. It starts on *texUnitIdx and writes the next
* available unit to *texUnitIdx when it returns.
*/
void initSamplers(const GrGLUniformManager&, int* texUnitIdx);
/**
* Calls setData() on each effect, and sets their transformation matrices and texture bindings.
*/
virtual void setData(GrGpuGL*,
const GrGLUniformManager&,
const GrEffectStage* effectStages[]) = 0;
/**
* Passed to GrGLEffects so they can add transformed coordinates to their shader code.
*/
class TransformedCoords {
public:
TransformedCoords(const SkString& name, GrSLType type)
: fName(name), fType(type) {
}
const char* c_str() const { return fName.c_str(); }
GrSLType type() const { return fType; }
const SkString& getName() const { return fName; }
private:
SkString fName;
GrSLType fType;
};
typedef SkTArray<TransformedCoords> TransformedCoordsArray;
/**
* Passed to GrGLEffects 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);
}
UniformHandle samplerUniform() const { return fSamplerUniform; }
// bitfield of GrColorComponentFlags present in the texture's config.
uint32_t configComponentMask() const { return fConfigComponentMask; }
const char* swizzle() const { return fSwizzle; }
private:
UniformHandle fSamplerUniform;
uint32_t fConfigComponentMask;
char fSwizzle[5];
};
typedef SkTArray<TextureSampler> TextureSamplerArray;
protected:
GrGLProgramEffects(int reserveCount)
: fGLEffects(reserveCount)
, fSamplers(reserveCount) {
}
/**
* Helper for emitEffect() in a subclasses. Emits uniforms for an effect's texture accesses and
* appends the necessary data to the TextureSamplerArray* object so effects can add texture
* lookups to their code. This method is only meant to be called during the construction phase.
*/
void emitSamplers(GrGLShaderBuilder*, const GrEffectRef&, TextureSamplerArray*);
/**
* Helper for setData(). Binds all the textures for an effect.
*/
void bindTextures(GrGpuGL*, const GrEffectRef&, int effectIdx);
struct Sampler {
SkDEBUGCODE(Sampler() : fTextureUnit(-1) {})
UniformHandle fUniform;
int fTextureUnit;
};
SkTArray<GrGLEffect*> fGLEffects;
SkTArray<SkSTArray<4, Sampler, true> > fSamplers;
private:
typedef SkRefCnt INHERITED;
};
/**
* This is an abstract base class for constructing different types of GrGLProgramEffects objects.
*/
class GrGLProgramEffectsBuilder {
public:
virtual ~GrGLProgramEffectsBuilder() { }
/**
* Emits the effect's shader code, and stores the necessary uniforms internally.
*/
virtual void emitEffect(const GrEffectStage&,
GrGLProgramEffects::EffectKey,
const char* outColor,
const char* inColor,
int stageIndex) = 0;
};
////////////////////////////////////////////////////////////////////////////////
/**
* This is a GrGLProgramEffects implementation that does coord transforms with the vertex shader.
*/
class GrGLVertexProgramEffects : public GrGLProgramEffects {
public:
virtual void setData(GrGpuGL*,
const GrGLUniformManager&,
const GrEffectStage* effectStages[]) SK_OVERRIDE;
private:
friend class GrGLVertexProgramEffectsBuilder;
GrGLVertexProgramEffects(int reserveCount, bool explicitLocalCoords)
: INHERITED(reserveCount)
, fTransforms(reserveCount)
, fHasExplicitLocalCoords(explicitLocalCoords) {
}
/**
* Helper for GrGLProgramEffectsBuilder::emitEfffect(). This method is meant to only be called
* during the construction phase.
*/
void emitEffect(GrGLFullShaderBuilder*,
const GrEffectStage&,
GrGLProgramEffects::EffectKey,
const char* outColor,
const char* inColor,
int stageIndex);
/**
* Helper for emitEffect(). Emits any attributes an effect may have.
*/
void emitAttributes(GrGLFullShaderBuilder*, const GrEffectStage&);
/**
* 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(GrGLFullShaderBuilder*,
const GrEffectRef&,
EffectKey,
TransformedCoordsArray*);
/**
* Helper for setData(). Sets all the transform matrices for an effect.
*/
void setTransformData(const GrGLUniformManager&, const GrDrawEffect&, int effectIdx);
struct Transform {
Transform() { fCurrentValue = SkMatrix::InvalidMatrix(); }
UniformHandle fHandle;
GrSLType fType;
SkMatrix fCurrentValue;
};
SkTArray<SkSTArray<2, Transform, true> > fTransforms;
bool fHasExplicitLocalCoords;
typedef GrGLProgramEffects INHERITED;
};
/**
* This class is used to construct a GrGLVertexProgramEffects* object.
*/
class GrGLVertexProgramEffectsBuilder : public GrGLProgramEffectsBuilder {
public:
GrGLVertexProgramEffectsBuilder(GrGLFullShaderBuilder*, int reserveCount);
virtual ~GrGLVertexProgramEffectsBuilder() { }
virtual void emitEffect(const GrEffectStage&,
GrGLProgramEffects::EffectKey,
const char* outColor,
const char* inColor,
int stageIndex) SK_OVERRIDE;
/**
* Finalizes the building process and returns the effect array. After this call, the builder
* becomes invalid.
*/
GrGLProgramEffects* finish() { return fProgramEffects.detach(); }
private:
GrGLFullShaderBuilder* fBuilder;
SkAutoTDelete<GrGLVertexProgramEffects> fProgramEffects;
typedef GrGLProgramEffectsBuilder INHERITED;
};
////////////////////////////////////////////////////////////////////////////////
/**
* This is a GrGLProgramEffects implementation that does coord transforms with
* the the NV_path_rendering PathTexGen functionality.
*/
class GrGLPathTexGenProgramEffects : public GrGLProgramEffects {
public:
virtual void setData(GrGpuGL*,
const GrGLUniformManager&,
const GrEffectStage* effectStages[]) SK_OVERRIDE;
private:
friend class GrGLPathTexGenProgramEffectsBuilder;
GrGLPathTexGenProgramEffects(int reserveCount)
: INHERITED(reserveCount)
, fTransforms(reserveCount) {
}
/**
* Helper for GrGLProgramEffectsBuilder::emitEfffect(). This method is meant to only be called
* during the construction phase.
*/
void emitEffect(GrGLFragmentOnlyShaderBuilder*,
const GrEffectStage&,
GrGLProgramEffects::EffectKey,
const char* outColor,
const char* inColor,
int stageIndex);
/**
* Helper for emitEffect(). Allocates texture units from the builder for each transform in an
* effect. The transforms all use adjacent texture units. They either use two or three of the
* coordinates at a given texture unit, depending on if they need perspective interpolation.
* The expressions to access the transformed coords (i.e. 'vec2(gl_TexCoord[0])') as well as the
* types are appended to the TransformedCoordsArray* object, which is in turn passed to the
* effect's emitCode() function.
*/
void setupPathTexGen(GrGLFragmentOnlyShaderBuilder*,
const GrEffectRef&,
EffectKey,
TransformedCoordsArray*);
/**
* Helper for setData(). Sets the PathTexGen state for each transform in an effect.
*/
void setPathTexGenState(GrGpuGL*, const GrDrawEffect&, int effectIdx);
struct Transforms {
Transforms(EffectKey transformKey, int texCoordIndex)
: fTransformKey(transformKey), fTexCoordIndex(texCoordIndex) {}
EffectKey fTransformKey;
int fTexCoordIndex;
};
SkTArray<Transforms> fTransforms;
typedef GrGLProgramEffects INHERITED;
};
/**
* This class is used to construct a GrGLPathTexGenProgramEffects* object.
*/
class GrGLPathTexGenProgramEffectsBuilder : public GrGLProgramEffectsBuilder {
public:
GrGLPathTexGenProgramEffectsBuilder(GrGLFragmentOnlyShaderBuilder*, int reserveCount);
virtual ~GrGLPathTexGenProgramEffectsBuilder() { }
virtual void emitEffect(const GrEffectStage&,
GrGLProgramEffects::EffectKey,
const char* outColor,
const char* inColor,
int stageIndex) SK_OVERRIDE;
/**
* Finalizes the building process and returns the effect array. After this call, the builder
* becomes invalid.
*/
GrGLProgramEffects* finish() { return fProgramEffects.detach(); }
private:
GrGLFragmentOnlyShaderBuilder* fBuilder;
SkAutoTDelete<GrGLPathTexGenProgramEffects> fProgramEffects;
typedef GrGLProgramEffectsBuilder INHERITED;
};
#endif