1#ifndef _RRSHADERS_HPP
2#define _RRSHADERS_HPP
3/*-------------------------------------------------------------------------
4 * drawElements Quality Program Reference Renderer
5 * -----------------------------------------------
6 *
7 * Copyright 2014 The Android Open Source Project
8 *
9 * Licensed under the Apache License, Version 2.0 (the "License");
10 * you may not use this file except in compliance with the License.
11 * You may obtain a copy of the License at
12 *
13 *      http://www.apache.org/licenses/LICENSE-2.0
14 *
15 * Unless required by applicable law or agreed to in writing, software
16 * distributed under the License is distributed on an "AS IS" BASIS,
17 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
18 * See the License for the specific language governing permissions and
19 * limitations under the License.
20 *
21 *//*!
22 * \file
23 * \brief Shader interfaces.
24 *//*--------------------------------------------------------------------*/
25
26#include "rrDefs.hpp"
27#include "rrVertexAttrib.hpp"
28#include "rrVertexPacket.hpp"
29#include "rrFragmentPacket.hpp"
30#include "rrPrimitivePacket.hpp"
31#include "rrShadingContext.hpp"
32#include "deString.h"
33
34namespace rr
35{
36
37/*--------------------------------------------------------------------*//*!
38 * \brief Vertex shader input information
39 *//*--------------------------------------------------------------------*/
40struct VertexInputInfo
41{
42	VertexInputInfo (void)
43	{
44		// sensible defaults
45		type = GENERICVECTYPE_LAST;
46	}
47
48	GenericVecType	type;
49};
50
51/*--------------------------------------------------------------------*//*!
52 * \brief Shader varying information
53 *//*--------------------------------------------------------------------*/
54struct VertexVaryingInfo
55{
56	VertexVaryingInfo (void)
57	{
58		// sensible defaults
59		type		= GENERICVECTYPE_LAST;
60		flatshade	= false;
61	}
62
63	// \note used by std::vector<T>::operator==() const
64	bool operator== (const VertexVaryingInfo& other) const
65	{
66		return	type == other.type &&
67				flatshade == other.flatshade;
68	}
69
70	GenericVecType	type;
71	bool			flatshade;
72};
73
74typedef VertexVaryingInfo VertexOutputInfo;
75typedef VertexVaryingInfo FragmentInputInfo;
76typedef VertexVaryingInfo GeometryInputInfo;
77typedef VertexVaryingInfo GeometryOutputInfo;
78
79/*--------------------------------------------------------------------*//*!
80 * \brief Fragment shader output information
81 *//*--------------------------------------------------------------------*/
82struct FragmentOutputInfo
83{
84	FragmentOutputInfo (void)
85	{
86		// sensible defaults
87		type = GENERICVECTYPE_LAST;
88	}
89
90	GenericVecType type;
91};
92
93/*--------------------------------------------------------------------*//*!
94 * \brief Vertex shader interface
95 *
96 * Vertex shaders execute shading for set of vertex packets. See VertexPacket
97 * documentation for more details on shading API.
98 *//*--------------------------------------------------------------------*/
99class VertexShader
100{
101public:
102											VertexShader		(size_t numInputs, size_t numOutputs) : m_inputs(numInputs), m_outputs(numOutputs) {}
103
104	virtual void							shadeVertices		(const VertexAttrib* inputs, VertexPacket* const* packets, const int numPackets) const = 0;
105
106	const std::vector<VertexInputInfo>&		getInputs			(void) const	{ return m_inputs;	}
107	const std::vector<VertexOutputInfo>&	getOutputs			(void) const	{ return m_outputs;	}
108
109protected:
110											~VertexShader		(void) {}; // \note Renderer will not delete any objects passed in.
111
112	std::vector<VertexInputInfo>			m_inputs;
113	std::vector<VertexOutputInfo>			m_outputs;
114} DE_WARN_UNUSED_TYPE;
115
116/*--------------------------------------------------------------------*//*!
117 * \brief Fragment shader interface
118 *
119 * Fragment shader executes shading for list of fragment packets. See
120 * FragmentPacket documentation for more details on shading API.
121 *//*--------------------------------------------------------------------*/
122class FragmentShader
123{
124public:
125											FragmentShader		(size_t numInputs, size_t numOutputs) : m_inputs(numInputs), m_outputs(numOutputs) {}
126
127	const std::vector<FragmentInputInfo>&	getInputs			(void) const	{ return m_inputs;	}
128	const std::vector<FragmentOutputInfo>&	getOutputs			(void) const	{ return m_outputs;	}
129
130	virtual void							shadeFragments		(FragmentPacket* packets, const int numPackets, const FragmentShadingContext& context) const = 0; // \note numPackets must be greater than zero.
131
132protected:
133											~FragmentShader		(void) {}; // \note Renderer will not delete any objects passed in.
134
135	std::vector<FragmentInputInfo>			m_inputs;
136	std::vector<FragmentOutputInfo>			m_outputs;
137} DE_WARN_UNUSED_TYPE;
138
139/*--------------------------------------------------------------------*//*!
140 * \brief Geometry shader input primitive type
141 *//*--------------------------------------------------------------------*/
142enum GeometryShaderInputType
143{
144	GEOMETRYSHADERINPUTTYPE_POINTS = 0,
145	GEOMETRYSHADERINPUTTYPE_LINES,
146	GEOMETRYSHADERINPUTTYPE_LINES_ADJACENCY,
147	GEOMETRYSHADERINPUTTYPE_TRIANGLES,
148	GEOMETRYSHADERINPUTTYPE_TRIANGLES_ADJACENCY,
149
150	GEOMETRYSHADERINPUTTYPE_LAST
151};
152
153/*--------------------------------------------------------------------*//*!
154 * \brief Geometry shader output primitive type
155 *//*--------------------------------------------------------------------*/
156enum GeometryShaderOutputType
157{
158	GEOMETRYSHADEROUTPUTTYPE_POINTS = 0,
159	GEOMETRYSHADEROUTPUTTYPE_LINE_STRIP,
160	GEOMETRYSHADEROUTPUTTYPE_TRIANGLE_STRIP,
161
162	GEOMETRYSHADEROUTPUTTYPE_LAST
163};
164
165/*--------------------------------------------------------------------*//*!
166 * \brief Geometry shader interface
167 *
168 * Geometry shader executes a list of primitive packets and outputs
169 * a new set of vertex packets for new primitives.
170 *//*--------------------------------------------------------------------*/
171class GeometryShader
172{
173public:
174											GeometryShader		(size_t numVaryingInputs,
175																 size_t numVaryingOutputs,
176																 GeometryShaderInputType inputType,
177																 GeometryShaderOutputType outputType,
178																 size_t numVerticesOut,
179																 size_t numInvocations);
180
181	virtual void							shadePrimitives		(GeometryEmitter& output, int verticesIn, const PrimitivePacket* packets, const int numPackets, int invocationID) const = 0;
182
183	const std::vector<GeometryInputInfo>&	getInputs			(void) const { return m_inputs; }
184	const std::vector<GeometryOutputInfo>&	getOutputs			(void) const { return m_outputs; }
185	inline GeometryShaderInputType			getInputType		(void) const { return m_inputType; }
186	inline GeometryShaderOutputType			getOutputType		(void) const { return m_outputType; }
187	inline size_t							getNumVerticesOut	(void) const { return m_numVerticesOut; }
188	inline size_t							getNumInvocations	(void) const { return m_numInvocations; }
189
190protected:
191	const GeometryShaderInputType			m_inputType;
192	const GeometryShaderOutputType			m_outputType;
193	const size_t							m_numVerticesOut;
194	const size_t							m_numInvocations;
195
196	std::vector<GeometryInputInfo>			m_inputs;
197	std::vector<GeometryOutputInfo>			m_outputs;
198} DE_WARN_UNUSED_TYPE;
199
200// Helpers for shader implementations.
201
202template<class Shader>
203class VertexShaderLoop : public VertexShader
204{
205public:
206					VertexShaderLoop	(const Shader& shader) : m_shader(shader) {}
207
208	void			shadeVertices		(const VertexAttrib* inputs, VertexPacket* packets, const int numPackets) const;
209
210private:
211	const Shader&	m_shader;
212};
213
214template<class Shader>
215void VertexShaderLoop<Shader>::shadeVertices (const VertexAttrib* inputs, VertexPacket* packets, const int numPackets) const
216{
217	for (int ndx = 0; ndx < numPackets; ndx++)
218		m_shader.shadeVertex(inputs, packets[ndx]);
219}
220
221template<class Shader>
222class FragmentShaderLoop : public FragmentShader
223{
224public:
225					FragmentShaderLoop	(const Shader& shader) : m_shader(shader) {}
226
227	void			shadeFragments		(FragmentPacket* packets, const int numPackets) const;
228
229private:
230	const Shader&	m_shader;
231};
232
233template<class Shader>
234void FragmentShaderLoop<Shader>::shadeFragments (FragmentPacket* packets, const int numPackets) const
235{
236	for (int ndx = 0; ndx < numPackets; ndx++)
237		m_shader.shadeFragment(packets[ndx]);
238}
239
240} // rr
241
242#endif // _RRSHADERS_HPP
243