| /* |
| * 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 GrGLSLPrimitiveProcessor_DEFINED |
| #define GrGLSLPrimitiveProcessor_DEFINED |
| |
| #include "src/gpu/GrFragmentProcessor.h" |
| #include "src/gpu/GrPrimitiveProcessor.h" |
| #include "src/gpu/glsl/GrGLSLProgramDataManager.h" |
| #include "src/gpu/glsl/GrGLSLUniformHandler.h" |
| |
| class GrPrimitiveProcessor; |
| class GrGLSLFPFragmentBuilder; |
| class GrGLSLGeometryBuilder; |
| class GrGLSLGPBuilder; |
| class GrGLSLVaryingHandler; |
| class GrGLSLVertexBuilder; |
| class GrShaderCaps; |
| |
| class GrGLSLPrimitiveProcessor { |
| public: |
| using UniformHandle = GrGLSLProgramDataManager::UniformHandle; |
| using SamplerHandle = GrGLSLUniformHandler::SamplerHandle; |
| using FPCoordTransformIter = GrFragmentProcessor::CoordTransformIter; |
| |
| struct TransformVar { |
| TransformVar() = default; |
| |
| TransformVar(SkString matrixCode, UniformHandle uniformMatrix, GrShaderVar varyingPoint) |
| : fMatrixCode(std::move(matrixCode)) |
| , fUniformMatrix(uniformMatrix) |
| , fVaryingPoint(varyingPoint) {} |
| |
| // a string of SkSL code which resolves to the transformation matrix |
| SkString fMatrixCode; |
| // the variable containing the matrix, if any, otherwise an invalid handle |
| UniformHandle fUniformMatrix; |
| // the transformed coordinate output by the vertex shader and consumed by the fragment |
| // shader |
| GrShaderVar fVaryingPoint; |
| }; |
| |
| |
| virtual ~GrGLSLPrimitiveProcessor() {} |
| |
| /** |
| * This class provides access to the GrCoordTransforms across all GrFragmentProcessors in a |
| * GrPipeline. It is also used by the primitive processor to specify the fragment shader |
| * variable that will hold the transformed coords for each GrCoordTransform. It is required that |
| * the primitive processor iterate over each coord transform and insert a shader var result for |
| * each. The GrGLSLFragmentProcessors will reference these variables in their fragment code. |
| */ |
| class FPCoordTransformHandler : public SkNoncopyable { |
| public: |
| FPCoordTransformHandler(const GrPipeline& pipeline, |
| SkTArray<TransformVar>* transformedCoordVars) |
| : fIter(pipeline) |
| , fTransformedCoordVars(transformedCoordVars) {} |
| |
| ~FPCoordTransformHandler() { SkASSERT(!this->nextCoordTransform());} |
| |
| const GrCoordTransform* nextCoordTransform(); |
| |
| // 'args' are constructor params to GrShaderVar. |
| template<typename... Args> |
| void specifyCoordsForCurrCoordTransform(Args&&... args) { |
| SkASSERT(!fAddedCoord); |
| fTransformedCoordVars->emplace_back(std::forward<Args>(args)...); |
| SkDEBUGCODE(fAddedCoord = true;) |
| } |
| |
| private: |
| GrFragmentProcessor::CoordTransformIter fIter; |
| SkDEBUGCODE(bool fAddedCoord = false;) |
| SkDEBUGCODE(const GrCoordTransform* fCurr = nullptr;) |
| SkTArray<TransformVar>* fTransformedCoordVars; |
| }; |
| |
| struct EmitArgs { |
| EmitArgs(GrGLSLVertexBuilder* vertBuilder, |
| GrGLSLGeometryBuilder* geomBuilder, |
| GrGLSLFPFragmentBuilder* fragBuilder, |
| GrGLSLVaryingHandler* varyingHandler, |
| GrGLSLUniformHandler* uniformHandler, |
| const GrShaderCaps* caps, |
| const GrPrimitiveProcessor& gp, |
| const char* outputColor, |
| const char* outputCoverage, |
| const char* rtAdjustName, |
| const SamplerHandle* texSamplers, |
| FPCoordTransformHandler* transformHandler) |
| : fVertBuilder(vertBuilder) |
| , fGeomBuilder(geomBuilder) |
| , fFragBuilder(fragBuilder) |
| , fVaryingHandler(varyingHandler) |
| , fUniformHandler(uniformHandler) |
| , fShaderCaps(caps) |
| , fGP(gp) |
| , fOutputColor(outputColor) |
| , fOutputCoverage(outputCoverage) |
| , fRTAdjustName(rtAdjustName) |
| , fTexSamplers(texSamplers) |
| , fFPCoordTransformHandler(transformHandler) {} |
| GrGLSLVertexBuilder* fVertBuilder; |
| GrGLSLGeometryBuilder* fGeomBuilder; |
| GrGLSLFPFragmentBuilder* fFragBuilder; |
| GrGLSLVaryingHandler* fVaryingHandler; |
| GrGLSLUniformHandler* fUniformHandler; |
| const GrShaderCaps* fShaderCaps; |
| const GrPrimitiveProcessor& fGP; |
| const char* fOutputColor; |
| const char* fOutputCoverage; |
| const char* fRTAdjustName; |
| const SamplerHandle* fTexSamplers; |
| FPCoordTransformHandler* fFPCoordTransformHandler; |
| }; |
| |
| /** |
| * This is similar to emitCode() in the base class, except it takes a full shader builder. |
| * This allows the effect subclass to emit vertex code. |
| */ |
| virtual void emitCode(EmitArgs&) = 0; |
| |
| /** |
| * A GrGLSLPrimitiveProcessor instance can be reused with any GrGLSLPrimitiveProcessor that |
| * produces the same stage key; this function reads data from a GrGLSLPrimitiveProcessor and |
| * uploads any uniform variables required by the shaders created in emitCode(). The |
| * GrPrimitiveProcessor parameter is guaranteed to be of the same type and to have an |
| * identical processor key as the GrPrimitiveProcessor that created this |
| * GrGLSLPrimitiveProcessor. |
| * The subclass may use the transform iterator to perform any setup required for the particular |
| * set of fp transform matrices, such as uploading via uniforms. The iterator will iterate over |
| * the transforms in the same order as the TransformHandler passed to emitCode. |
| */ |
| virtual void setData(const GrGLSLProgramDataManager&, const GrPrimitiveProcessor&, |
| FPCoordTransformIter&&) = 0; |
| |
| static SkMatrix GetTransformMatrix(const SkMatrix& localMatrix, const GrCoordTransform&); |
| |
| protected: |
| void setupUniformColor(GrGLSLFPFragmentBuilder* fragBuilder, |
| GrGLSLUniformHandler* uniformHandler, |
| const char* outputName, |
| UniformHandle* colorUniform); |
| }; |
| |
| #endif |