1 /* 2 * Copyright 2014 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 GrGLFragmentShaderBuilder_DEFINED 9 #define GrGLFragmentShaderBuilder_DEFINED 10 #include "GrGLShaderBuilder.h" 11 12 class GrGLProgramBuilder; 13 14 /* 15 * This base class encapsulates the functionality which all GrProcessors are allowed to use in their 16 * fragment shader 17 */ 18 class GrGLProcessorFragmentShaderBuilder : public GrGLShaderBuilder { 19 public: 20 GrGLProcessorFragmentShaderBuilder(GrGLProgramBuilder* program) : INHERITED(program) {} 21 virtual ~GrGLProcessorFragmentShaderBuilder() {} 22 /** 23 * Use of these features may require a GLSL extension to be enabled. Shaders may not compile 24 * if code is added that uses one of these features without calling enableFeature() 25 */ 26 enum GLSLFeature { 27 kStandardDerivatives_GLSLFeature = 0, 28 kLastGLSLFeature = kStandardDerivatives_GLSLFeature 29 }; 30 31 /** 32 * If the feature is supported then true is returned and any necessary #extension declarations 33 * are added to the shaders. If the feature is not supported then false will be returned. 34 */ 35 virtual bool enableFeature(GLSLFeature) = 0; 36 37 /** 38 * This returns a variable name to access the 2D, perspective correct version of the coords in 39 * the fragment shader. If the coordinates at index are 3-dimensional, it immediately emits a 40 * perspective divide into the fragment shader (xy / z) to convert them to 2D. 41 */ 42 virtual SkString ensureFSCoords2D(const GrGLProcessor::TransformedCoordsArray& coords, 43 int index) = 0; 44 45 46 /** Returns a variable name that represents the position of the fragment in the FS. The position 47 is in device space (e.g. 0,0 is the top left and pixel centers are at half-integers). */ 48 virtual const char* fragmentPosition() = 0; 49 50 private: 51 typedef GrGLShaderBuilder INHERITED; 52 }; 53 54 /* 55 * Fragment processor's, in addition to all of the above, may need to use dst color so they use 56 * this builder to create their shader 57 */ 58 class GrGLFragmentProcessorShaderBuilder : public GrGLProcessorFragmentShaderBuilder { 59 public: 60 GrGLFragmentProcessorShaderBuilder(GrGLProgramBuilder* program) : INHERITED(program) {} 61 /** Returns the variable name that holds the color of the destination pixel. This may be NULL if 62 no effect advertised that it will read the destination. */ 63 virtual const char* dstColor() = 0; 64 65 private: 66 typedef GrGLProcessorFragmentShaderBuilder INHERITED; 67 }; 68 69 class GrGLFragmentShaderBuilder : public GrGLFragmentProcessorShaderBuilder { 70 public: 71 typedef uint8_t DstReadKey; 72 typedef uint8_t FragPosKey; 73 74 /** Returns a key for adding code to read the copy-of-dst color in service of effects that 75 require reading the dst. It must not return 0 because 0 indicates that there is no dst 76 copy read at all (in which case this function should not be called). */ 77 static DstReadKey KeyForDstRead(const GrTexture* dstCopy, const GrGLCaps&); 78 79 /** Returns a key for reading the fragment location. This should only be called if there is an 80 effect that will requires the fragment position. If the fragment position is not required, 81 the key is 0. */ 82 static FragPosKey KeyForFragmentPosition(const GrRenderTarget* dst, const GrGLCaps&); 83 84 GrGLFragmentShaderBuilder(GrGLProgramBuilder* program, const GrGLProgramDesc& desc); 85 86 virtual const char* dstColor() SK_OVERRIDE; 87 88 virtual bool enableFeature(GLSLFeature) SK_OVERRIDE; 89 90 virtual SkString ensureFSCoords2D(const GrGLProcessor::TransformedCoordsArray& coords, 91 int index) SK_OVERRIDE; 92 93 virtual const char* fragmentPosition() SK_OVERRIDE; 94 95 private: 96 /* 97 * An internal call for GrGLFullProgramBuilder to use to add varyings to the vertex shader 98 */ 99 void addVarying(GrSLType type, 100 const char* name, 101 const char** fsInName, 102 GrGLShaderVar::Precision fsPrecision = GrGLShaderVar::kDefault_Precision); 103 104 /* 105 * Private functions used by GrGLProgramBuilder for compilation 106 */ 107 void bindProgramLocations(GrGLuint programId); 108 bool compileAndAttachShaders(GrGLuint programId, SkTDArray<GrGLuint>* shaderIds) const; 109 void emitCodeBeforeEffects(); 110 void emitCodeAfterEffects(const GrGLSLExpr4& inputColor, const GrGLSLExpr4& inputCoverage); 111 112 /** Enables using the secondary color output and returns the name of the var in which it is 113 to be stored */ 114 const char* enableSecondaryOutput(); 115 116 /** Gets the name of the primary color output. */ 117 const char* getColorOutputName() const; 118 119 /** 120 * Features that should only be enabled by GrGLFragmentShaderBuilder itself. 121 */ 122 enum GLSLPrivateFeature { 123 kFragCoordConventions_GLSLPrivateFeature = kLastGLSLFeature + 1, 124 kLastGLSLPrivateFeature = kFragCoordConventions_GLSLPrivateFeature 125 }; 126 127 // Interpretation of DstReadKey when generating code 128 enum { 129 kNoDstRead_DstReadKey = 0, 130 kYesDstRead_DstReadKeyBit = 0x1, // Set if we do a dst-copy-read. 131 kUseAlphaConfig_DstReadKeyBit = 0x2, // Set if dst-copy config is alpha only. 132 kTopLeftOrigin_DstReadKeyBit = 0x4, // Set if dst-copy origin is top-left. 133 }; 134 135 enum { 136 kNoFragPosRead_FragPosKey = 0, // The fragment positition will not be needed. 137 kTopLeftFragPosRead_FragPosKey = 0x1,// Read frag pos relative to top-left. 138 kBottomLeftFragPosRead_FragPosKey = 0x2,// Read frag pos relative to bottom-left. 139 }; 140 141 bool fHasCustomColorOutput; 142 bool fHasSecondaryOutput; 143 bool fSetupFragPosition; 144 bool fTopLeftFragPosRead; 145 146 friend class GrGLProgramBuilder; 147 friend class GrGLFullProgramBuilder; 148 149 typedef GrGLFragmentProcessorShaderBuilder INHERITED; 150 }; 151 152 #endif 153