LCOV - code coverage report
Current view: top level - gfx/skia/skia/src/gpu/gl - GrGLProgram.h (source / functions) Hit Total Coverage
Test: output.info Lines: 0 16 0.0 %
Date: 2017-07-14 16:53:18 Functions: 0 4 0.0 %
Legend: Lines: hit not hit

          Line data    Source code
       1             : /*
       2             :  * Copyright 2011 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             : 
       9             : #ifndef GrGLProgram_DEFINED
      10             : #define GrGLProgram_DEFINED
      11             : 
      12             : #include "GrGLContext.h"
      13             : #include "GrProgramDesc.h"
      14             : #include "GrGLTexture.h"
      15             : #include "GrGLProgramDataManager.h"
      16             : #include "glsl/GrGLSLProgramDataManager.h"
      17             : #include "glsl/GrGLSLUniformHandler.h"
      18             : 
      19             : #include "SkString.h"
      20             : 
      21             : #include "builders/GrGLProgramBuilder.h"
      22             : 
      23             : class GrGLInstalledProcessors;
      24             : class GrGLProgramBuilder;
      25             : class GrPipeline;
      26             : 
      27             : /**
      28             :  * This class manages a GPU program and records per-program information.
      29             :  * We can specify the attribute locations so that they are constant
      30             :  * across our shaders. But the driver determines the uniform locations
      31             :  * at link time. We don't need to remember the sampler uniform location
      32             :  * because we will bind a texture slot to it and never change it
      33             :  * Uniforms are program-local so we can't rely on fHWState to hold the
      34             :  * previous uniform state after a program change.
      35             :  */
      36             : class GrGLProgram : public SkRefCnt {
      37             : public:
      38             :     typedef GrGLSLProgramBuilder::BuiltinUniformHandles BuiltinUniformHandles;
      39             : 
      40             :     ~GrGLProgram();
      41             : 
      42             :     /**
      43             :      * Call to abandon GL objects owned by this program.
      44             :      */
      45             :     void abandon();
      46             : 
      47             :     const GrProgramDesc& getDesc() { return fDesc; }
      48             : 
      49             :     /**
      50             :      * Gets the GL program ID for this program.
      51             :      */
      52           0 :     GrGLuint programID() const { return fProgramID; }
      53             : 
      54             :     /**
      55             :      * We use the RT's size and origin to adjust from Skia device space to OpenGL normalized device
      56             :      * space and to make device space positions have the correct origin for processors that require
      57             :      * them.
      58             :      */
      59             :     struct RenderTargetState {
      60             :         SkISize         fRenderTargetSize;
      61             :         GrSurfaceOrigin fRenderTargetOrigin;
      62             : 
      63           0 :         RenderTargetState() { this->invalidate(); }
      64           0 :         void invalidate() {
      65           0 :             fRenderTargetSize.fWidth = -1;
      66           0 :             fRenderTargetSize.fHeight = -1;
      67           0 :             fRenderTargetOrigin = (GrSurfaceOrigin) -1;
      68           0 :         }
      69             : 
      70             :         /**
      71             :          * Gets a vec4 that adjusts the position from Skia device coords to GL's normalized device
      72             :          * coords. Assuming the transformed position, pos, is a homogeneous vec3, the vec, v, is
      73             :          * applied as such:
      74             :          * pos.x = dot(v.xy, pos.xz)
      75             :          * pos.y = dot(v.zw, pos.yz)
      76             :          */
      77           0 :         void getRTAdjustmentVec(float* destVec) {
      78           0 :             destVec[0] = 2.f / fRenderTargetSize.fWidth;
      79           0 :             destVec[1] = -1.f;
      80           0 :             if (kBottomLeft_GrSurfaceOrigin == fRenderTargetOrigin) {
      81           0 :                 destVec[2] = -2.f / fRenderTargetSize.fHeight;
      82           0 :                 destVec[3] = 1.f;
      83             :             } else {
      84           0 :                 destVec[2] = 2.f / fRenderTargetSize.fHeight;
      85           0 :                 destVec[3] = -1.f;
      86             :             }
      87           0 :         }
      88             :     };
      89             : 
      90             :     /**
      91             :      * This function uploads uniforms, calls each GrGL*Processor's setData, and retrieves the
      92             :      * textures that need to be bound on each unit. It is the caller's responsibility to ensure
      93             :      * the program is bound before calling, and to bind the outgoing textures to their respective
      94             :      * units upon return. (Each index in the array corresponds to its matching GL texture unit.)
      95             :      */
      96             :     void setData(const GrPrimitiveProcessor&, const GrPipeline&);
      97             : 
      98             :     /**
      99             :      * This function retrieves the textures that need to be used by each GrGL*Processor, and
     100             :      * ensures that any textures requiring mipmaps have their mipmaps correctly built.
     101             :      */
     102             :     void generateMipmaps(const GrPrimitiveProcessor&, const GrPipeline&);
     103             : 
     104             : protected:
     105             :     using UniformHandle    = GrGLSLProgramDataManager::UniformHandle ;
     106             :     using UniformInfoArray = GrGLProgramDataManager::UniformInfoArray;
     107             :     using VaryingInfoArray = GrGLProgramDataManager::VaryingInfoArray;
     108             : 
     109             :     GrGLProgram(GrGLGpu*,
     110             :                 const GrProgramDesc&,
     111             :                 const BuiltinUniformHandles&,
     112             :                 GrGLuint programID,
     113             :                 const UniformInfoArray& uniforms,
     114             :                 const UniformInfoArray& samplers,
     115             :                 const UniformInfoArray& imageStorages,
     116             :                 const VaryingInfoArray&, // used for NVPR only currently
     117             :                 GrGLSLPrimitiveProcessor* geometryProcessor,
     118             :                 GrGLSLXferProcessor* xferProcessor,
     119             :                 const GrGLSLFragProcs& fragmentProcessors);
     120             : 
     121             :     // A helper to loop over effects, set the transforms (via subclass) and bind textures
     122             :     void setFragmentData(const GrPrimitiveProcessor&, const GrPipeline&, int* nextSamplerIdx);
     123             : 
     124             :     // Helper for setData() that sets the view matrix and loads the render target height uniform
     125             :     void setRenderTargetState(const GrPrimitiveProcessor&, const GrRenderTarget*);
     126             : 
     127             :     // Helper for setData() that binds textures and texel buffers to the appropriate texture units
     128             :     void bindTextures(const GrResourceIOProcessor&, bool allowSRGBInputs, int* nextSamplerIdx);
     129             : 
     130             :     // Helper for generateMipmaps() that ensures mipmaps are up to date
     131             :     void generateMipmaps(const GrResourceIOProcessor&, bool allowSRGBInputs);
     132             : 
     133             :     // these reflect the current values of uniforms (GL uniform values travel with program)
     134             :     RenderTargetState fRenderTargetState;
     135             :     BuiltinUniformHandles fBuiltinUniformHandles;
     136             :     GrGLuint fProgramID;
     137             : 
     138             :     // the installed effects
     139             :     std::unique_ptr<GrGLSLPrimitiveProcessor> fGeometryProcessor;
     140             :     std::unique_ptr<GrGLSLXferProcessor> fXferProcessor;
     141             :     GrGLSLFragProcs fFragmentProcessors;
     142             : 
     143             :     GrProgramDesc fDesc;
     144             :     GrGLGpu* fGpu;
     145             :     GrGLProgramDataManager fProgramDataManager;
     146             : 
     147             :     friend class GrGLProgramBuilder;
     148             : 
     149             :     typedef SkRefCnt INHERITED;
     150             : };
     151             : 
     152             : #endif

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