|  | /* | 
|  | * 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 "src/gpu/GrPipeline.h" | 
|  | #include "src/gpu/gl/GrGLProgram.h" | 
|  | #include "src/gpu/gl/GrGLProgramDataManager.h" | 
|  | #include "src/gpu/gl/GrGLUniformHandler.h" | 
|  | #include "src/gpu/gl/GrGLVaryingHandler.h" | 
|  | #include "src/gpu/glsl/GrGLSLProgramBuilder.h" | 
|  | #include "src/gpu/glsl/GrGLSLProgramDataManager.h" | 
|  | #include "src/sksl/ir/SkSLProgram.h" | 
|  |  | 
|  | class GrFragmentProcessor; | 
|  | class GrGLContextInfo; | 
|  | class GrProgramDesc; | 
|  | class GrGLSLShaderBuilder; | 
|  | class GrShaderCaps; | 
|  |  | 
|  | struct GrGLPrecompiledProgram { | 
|  | GrGLPrecompiledProgram(GrGLuint programID = 0, | 
|  | SkSL::Program::Inputs inputs = SkSL::Program::Inputs()) | 
|  | : fProgramID(programID) | 
|  | , fInputs(inputs) {} | 
|  |  | 
|  | GrGLuint fProgramID; | 
|  | SkSL::Program::Inputs fInputs; | 
|  | }; | 
|  |  | 
|  | 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. | 
|  | * If a GL program has already been created, the program ID and inputs can | 
|  | * be supplied to skip the shader compilation. | 
|  | * @return true if generation was successful. | 
|  | */ | 
|  | static GrGLProgram* CreateProgram(GrRenderTarget*, | 
|  | const GrProgramInfo&, | 
|  | GrProgramDesc*, | 
|  | GrGLGpu*, | 
|  | const GrGLPrecompiledProgram* = nullptr); | 
|  |  | 
|  | static bool PrecompileProgram(GrGLPrecompiledProgram*, GrGLGpu*, const SkData&); | 
|  |  | 
|  | const GrCaps* caps() const override; | 
|  |  | 
|  | GrGLGpu* gpu() const { return fGpu; } | 
|  |  | 
|  | private: | 
|  | GrGLProgramBuilder(GrGLGpu*, GrRenderTarget*, const GrProgramInfo&, GrProgramDesc*); | 
|  |  | 
|  | void addInputVars(const SkSL::Program::Inputs& inputs); | 
|  | bool compileAndAttachShaders(const SkSL::String& glsl, | 
|  | GrGLuint programId, | 
|  | GrGLenum type, | 
|  | SkTDArray<GrGLuint>* shaderIds, | 
|  | GrContextOptions::ShaderErrorHandler* errorHandler); | 
|  |  | 
|  | void computeCountsAndStrides(GrGLuint programID, const GrPrimitiveProcessor& primProc, | 
|  | bool bindAttribLocations); | 
|  | void storeShaderInCache(const SkSL::Program::Inputs& inputs, GrGLuint programID, | 
|  | const SkSL::String shaders[], bool isSkSL, | 
|  | SkSL::Program::Settings* settings); | 
|  | GrGLProgram* finalize(const GrGLPrecompiledProgram*); | 
|  | void bindProgramResourceLocations(GrGLuint programID); | 
|  | bool checkLinkStatus(GrGLuint programID, GrContextOptions::ShaderErrorHandler* errorHandler, | 
|  | SkSL::String* sksl[], const SkSL::String glsl[]); | 
|  | void resolveProgramResourceLocations(GrGLuint programID, bool force); | 
|  |  | 
|  | // 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 |