GrGLShaderBuilder.h revision a3d707b4ec17e925f71cc0c39d40252d2b788314
1/* 2 * Copyright 2012 Google Inc. 3 * 4 * Use of this source code is governed by a BSD-style license that can be 5 * found in the LICENSE file. 6 */ 7 8#ifndef GrGLShaderBuilder_DEFINED 9#define GrGLShaderBuilder_DEFINED 10 11#include "GrAllocator.h" 12#include "GrCustomStage.h" 13#include "gl/GrGLShaderVar.h" 14#include "gl/GrGLSL.h" 15#include "gl/GrGLUniformManager.h" 16 17class GrGLContextInfo; 18 19/** 20 Contains all the incremental state of a shader as it is being built,as well as helpers to 21 manipulate that state. 22*/ 23class GrGLShaderBuilder { 24 25public: 26 enum ShaderType { 27 kVertex_ShaderType = 0x1, 28 kGeometry_ShaderType = 0x2, 29 kFragment_ShaderType = 0x4, 30 }; 31 32 GrGLShaderBuilder(const GrGLContextInfo&, GrGLUniformManager&); 33 34 void computeSwizzle(uint32_t configFlags); 35 void computeModulate(const char* fsInColor); 36 37 /** Determines whether we should use texture2D() or texture2Dproj(), and if an explicit divide 38 is required for the sample coordinates, creates the new variable and emits the code to 39 initialize it. This should only be called by GrGLProgram.*/ 40 void setupTextureAccess(const char* varyingFSName, GrSLType varyingType); 41 42 /** texture2D(samplerName, coordName), with projection if necessary; if coordName is not 43 specified, uses fSampleCoords. coordType must either be Vec2f or Vec3f. The latter is 44 interpreted as projective texture coords. */ 45 void emitTextureLookup(const char* samplerName, 46 const char* coordName = NULL, 47 GrSLType coordType = kVec2f_GrSLType); 48 49 /** sets outColor to results of texture lookup, with swizzle, and/or modulate as necessary. If 50 coordName is NULL then it as if defaultTexCoordsName() was passed. coordType must be either 51 kVec2f or kVec3f. */ 52 void emitTextureLookupAndModulate(const char* outColor, 53 const char* samplerName, 54 const char* coordName = NULL, 55 GrSLType coordType = kVec2f_GrSLType); 56 57 /** Gets the name of the default texture coords which are always kVec2f */ 58 const char* defaultTexCoordsName() const { return fDefaultTexCoordsName.c_str(); } 59 60 /* Returns true if the texture matrix from which the default texture coords are computed has 61 perspective. */ 62 bool defaultTextureMatrixIsPerspective() const { 63 return fTexCoordVaryingType == kVec3f_GrSLType; 64 } 65 66 /** Emits a texture lookup to the shader code with the form: 67 texture2D{Proj}(samplerName, coordName).swizzle 68 The routine selects the type of texturing based on samplerMode. 69 The generated swizzle state is built based on the format of the texture and the requested 70 swizzle access pattern. coordType must either be Vec2f or Vec3f. The latter is interpreted 71 as projective texture coords.*/ 72 void emitCustomTextureLookup(const GrTextureAccess& textureAccess, 73 const char* samplerName, 74 const char* coordName, 75 GrSLType coordType = kVec2f_GrSLType); 76 77 /** Emits a helper function outside of main(). Currently ShaderType must be 78 kFragment_ShaderType. */ 79 void emitFunction(ShaderType shader, 80 GrSLType returnType, 81 const char* name, 82 int argCnt, 83 const GrGLShaderVar* args, 84 const char* body, 85 SkString* outName); 86 87 /** Generates a StageKey for the shader code based on the texture access parameters and the 88 capabilities of the GL context. This is useful for keying the shader programs that may 89 have multiple representations, based on the type/format of textures used. */ 90 static GrCustomStage::StageKey KeyForTextureAccess(const GrTextureAccess& access, 91 const GrGLCaps& caps); 92 93 /** Add a uniform variable to the current program, that has visibilty in one or more shaders. 94 visibility is a bitfield of ShaderType values indicating from which shaders the uniform 95 should be accessible. At least one bit must be set. Geometry shader uniforms are not 96 supported at this time. The actual uniform name will be mangled. If outName is not NULL then 97 it will refer to the final uniform name after return. Use the addUniformArray variant to add 98 an array of uniforms. 99 */ 100 GrGLUniformManager::UniformHandle addUniform(uint32_t visibility, 101 GrSLType type, 102 const char* name, 103 const char** outName = NULL) { 104 return this->addUniformArray(visibility, type, name, GrGLShaderVar::kNonArray, outName); 105 } 106 GrGLUniformManager::UniformHandle addUniformArray(uint32_t visibility, 107 GrSLType type, 108 const char* name, 109 int arrayCount, 110 const char** outName = NULL); 111 112 const GrGLShaderVar& getUniformVariable(GrGLUniformManager::UniformHandle) const; 113 114 /** 115 * Shorcut for getUniformVariable(u).c_str() 116 */ 117 const char* getUniformCStr(GrGLUniformManager::UniformHandle u) const { 118 return this->getUniformVariable(u).c_str(); 119 } 120 121 /** Add a varying variable to the current program to pass values between vertex and fragment 122 shaders. If the last two parameters are non-NULL, they are filled in with the name 123 generated. */ 124 void addVarying(GrSLType type, 125 const char* name, 126 const char** vsOutName = NULL, 127 const char** fsInName = NULL); 128 129 /** Called after building is complete to get the final shader string. */ 130 void getShader(ShaderType, SkString*) const; 131 132 /** 133 * TODO: Make this do all the compiling, linking, etc. Hide from the custom stages 134 */ 135 void finished(GrGLuint programID); 136 137 /** 138 * Sets the current stage (used to make variable names unique). 139 * TODO: Hide from the custom stages 140 */ 141 void setCurrentStage(int stage) { fCurrentStage = stage; } 142 void setNonStage() { fCurrentStage = kNonStageIdx; } 143 144private: 145 146 typedef GrTAllocator<GrGLShaderVar> VarArray; 147 148 void appendDecls(const VarArray&, SkString*) const; 149 void appendUniformDecls(ShaderType, SkString*) const; 150 151 typedef GrGLUniformManager::BuilderUniform BuilderUniform; 152 GrGLUniformManager::BuilderUniformArray fUniforms; 153 154 // TODO: Everything below here private. 155public: 156 157 SkString fHeader; // VS+FS, GLSL version, etc 158 VarArray fVSAttrs; 159 VarArray fVSOutputs; 160 VarArray fGSInputs; 161 VarArray fGSOutputs; 162 VarArray fFSInputs; 163 SkString fGSHeader; // layout qualifiers specific to GS 164 VarArray fFSOutputs; 165 SkString fVSCode; 166 SkString fGSCode; 167 SkString fFSCode; 168 bool fUsesGS; 169 170 /// Per-stage settings - only valid while we're inside GrGLProgram::genStageCode(). 171 //@{ 172 173 SkString fSwizzle; 174 SkString fModulate; 175 176 //@} 177 178private: 179 enum { 180 kNonStageIdx = -1, 181 }; 182 183 const GrGLContextInfo& fContext; 184 GrGLUniformManager& fUniformManager; 185 int fCurrentStage; 186 SkString fFSFunctions; 187 188 /// Per-stage settings - only valid while we're inside GrGLProgram::genStageCode(). 189 //@{ 190 GrSLType fTexCoordVaryingType; // the type, either Vec2f or Vec3f, of the coords passed 191 // as a varying from the VS to the FS. 192 SkString fDefaultTexCoordsName; // the name of the default 2D coords value. 193 //@} 194 195}; 196 197#endif 198