blob: 81bd71c342a328c50734817629fd0b7c2a790fd7 [file] [log] [blame]
/*
* 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;
struct 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.
* If a GL program has already been created, the program ID and inputs can
* be supplied to skip the shader compilation.
* @return the created program if generation was successful.
*/
static sk_sp<GrGLProgram> CreateProgram(GrDirectContext*,
const GrProgramDesc&,
const GrProgramInfo&,
const GrGLPrecompiledProgram* = nullptr);
static bool PrecompileProgram(GrDirectContext*, GrGLPrecompiledProgram*, const SkData&);
const GrCaps* caps() const override;
GrGLGpu* gpu() const { return fGpu; }
SkSL::Compiler* shaderCompiler() const override;
private:
GrGLProgramBuilder(GrGLGpu*, const GrProgramDesc&, const GrProgramInfo&);
void addInputVars(const SkSL::Program::Inputs& inputs);
bool compileAndAttachShaders(const std::string& glsl,
GrGLuint programId,
GrGLenum type,
SkTDArray<GrGLuint>* shaderIds,
GrContextOptions::ShaderErrorHandler* errorHandler);
void computeCountsAndStrides(GrGLuint programID,
const GrGeometryProcessor&,
bool bindAttribLocations);
void storeShaderInCache(const SkSL::Program::Inputs& inputs, GrGLuint programID,
const std::string shaders[], bool isSkSL,
SkSL::Program::Settings* settings);
sk_sp<GrGLProgram> finalize(const GrGLPrecompiledProgram*);
void bindProgramResourceLocations(GrGLuint programID);
bool checkLinkStatus(GrGLuint programID, GrContextOptions::ShaderErrorHandler* errorHandler,
std::string* sksl[], const std::string glsl[]);
void resolveProgramResourceLocations(GrGLuint programID, bool force);
// Subclasses create different programs
sk_sp<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;
using INHERITED = GrGLSLProgramBuilder;
};
#endif