LCOV - code coverage report
Current view: top level - gfx/skia/skia/src/gpu/glsl - GrGLSLProgramBuilder.h (source / functions) Hit Total Coverage
Test: output.info Lines: 0 26 0.0 %
Date: 2017-07-14 16:53:18 Functions: 0 17 0.0 %
Legend: Lines: hit not hit

          Line data    Source code
       1             : /*
       2             :  * Copyright 2015 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 GrGLSLProgramBuilder_DEFINED
       9             : #define GrGLSLProgramBuilder_DEFINED
      10             : 
      11             : #include "GrCaps.h"
      12             : #include "GrGeometryProcessor.h"
      13             : #include "GrGpu.h"
      14             : #include "glsl/GrGLSLFragmentProcessor.h"
      15             : #include "glsl/GrGLSLFragmentShaderBuilder.h"
      16             : #include "glsl/GrGLSLGeometryShaderBuilder.h"
      17             : #include "glsl/GrGLSLPrimitiveProcessor.h"
      18             : #include "glsl/GrGLSLProgramDataManager.h"
      19             : #include "glsl/GrGLSLUniformHandler.h"
      20             : #include "glsl/GrGLSLVertexShaderBuilder.h"
      21             : #include "glsl/GrGLSLXferProcessor.h"
      22             : 
      23             : class GrShaderVar;
      24             : class GrGLSLVaryingHandler;
      25             : class GrGLSLExpr4;
      26             : class GrShaderCaps;
      27             : 
      28             : typedef SkSTArray<8, GrGLSLFragmentProcessor*, true> GrGLSLFragProcs;
      29             : 
      30             : class GrGLSLProgramBuilder {
      31             : public:
      32             :     using UniformHandle      = GrGLSLUniformHandler::UniformHandle;
      33             :     using SamplerHandle      = GrGLSLUniformHandler::SamplerHandle;
      34             :     using ImageStorageHandle = GrGLSLUniformHandler::ImageStorageHandle;
      35             : 
      36           0 :     virtual ~GrGLSLProgramBuilder() {}
      37             : 
      38             :     virtual const GrCaps* caps() const = 0;
      39           0 :     const GrShaderCaps* shaderCaps() const { return this->caps()->shaderCaps(); }
      40             : 
      41           0 :     const GrPrimitiveProcessor& primitiveProcessor() const { return fPrimProc; }
      42           0 :     const GrPipeline& pipeline() const { return fPipeline; }
      43           0 :     GrProgramDesc* desc() { return fDesc; }
      44           0 :     const GrProgramDesc::KeyHeader& header() const { return fDesc->header(); }
      45             : 
      46             :     void appendUniformDecls(GrShaderFlags visibility, SkString*) const;
      47             : 
      48           0 :     const GrShaderVar& samplerVariable(SamplerHandle handle) const {
      49           0 :         return this->uniformHandler()->samplerVariable(handle);
      50             :     }
      51             : 
      52           0 :     GrSwizzle samplerSwizzle(SamplerHandle handle) const {
      53           0 :         return this->uniformHandler()->samplerSwizzle(handle);
      54             :     }
      55             : 
      56           0 :     const GrShaderVar& imageStorageVariable(ImageStorageHandle handle) const {
      57           0 :         return this->uniformHandler()->imageStorageVariable(handle);
      58             :     }
      59             : 
      60             :     // Handles for program uniforms (other than per-effect uniforms)
      61           0 :     struct BuiltinUniformHandles {
      62             :         UniformHandle       fRTAdjustmentUni;
      63             : 
      64             :         // We use the render target height to provide a y-down frag coord when specifying
      65             :         // origin_upper_left is not supported.
      66             :         UniformHandle       fRTHeightUni;
      67             :     };
      68             : 
      69             :     // Used to add a uniform for the RenderTarget height (used for frag position) without mangling
      70             :     // the name of the uniform inside of a stage.
      71             :     void addRTHeightUniform(const char* name);
      72             : 
      73             :     // Generates a name for a variable. The generated string will be name prefixed by the prefix
      74             :     // char (unless the prefix is '\0'). It also will mangle the name to be stage-specific unless
      75             :     // explicitly asked not to.
      76             :     void nameVariable(SkString* out, char prefix, const char* name, bool mangle = true);
      77             : 
      78             :     virtual GrGLSLUniformHandler* uniformHandler() = 0;
      79             :     virtual const GrGLSLUniformHandler* uniformHandler() const = 0;
      80             :     virtual GrGLSLVaryingHandler* varyingHandler() = 0;
      81             : 
      82             :     // Used for backend customization of the output color and secondary color variables from the
      83             :     // fragment processor. Only used if the outputs are explicitly declared in the shaders
      84           0 :     virtual void finalizeFragmentOutputColor(GrShaderVar& outputColor) {}
      85           0 :     virtual void finalizeFragmentSecondaryColor(GrShaderVar& outputColor) {}
      86             : 
      87             :     // number of each input/output type in a single allocation block, used by many builders
      88             :     static const int kVarsPerBlock;
      89             : 
      90             :     GrGLSLVertexBuilder         fVS;
      91             :     GrGLSLGeometryBuilder       fGS;
      92             :     GrGLSLFragmentShaderBuilder fFS;
      93             : 
      94             :     int fStageIndex;
      95             : 
      96             :     const GrPipeline&           fPipeline;
      97             :     const GrPrimitiveProcessor& fPrimProc;
      98             :     GrProgramDesc*              fDesc;
      99             : 
     100             :     BuiltinUniformHandles fUniformHandles;
     101             : 
     102             :     GrGLSLPrimitiveProcessor* fGeometryProcessor;
     103             :     GrGLSLXferProcessor* fXferProcessor;
     104             :     GrGLSLFragProcs fFragmentProcessors;
     105             : 
     106             : protected:
     107             :     explicit GrGLSLProgramBuilder(const GrPipeline&,
     108             :                                   const GrPrimitiveProcessor&,
     109             :                                   GrProgramDesc*);
     110             : 
     111             :     void addFeature(GrShaderFlags shaders, uint32_t featureBit, const char* extensionName);
     112             : 
     113             :     bool emitAndInstallProcs(GrGLSLExpr4* inputColor, GrGLSLExpr4* inputCoverage);
     114             : 
     115             :     void cleanupFragmentProcessors();
     116             : 
     117             :     void finalizeShaders();
     118             : 
     119             : private:
     120             :     // reset is called by program creator between each processor's emit code.  It increments the
     121             :     // stage offset for variable name mangling, and also ensures verfication variables in the
     122             :     // fragment shader are cleared.
     123           0 :     void reset() {
     124           0 :         this->addStage();
     125           0 :         SkDEBUGCODE(fFS.resetVerification();)
     126           0 :     }
     127           0 :     void addStage() { fStageIndex++; }
     128             : 
     129             :     class AutoStageAdvance {
     130             :     public:
     131           0 :         AutoStageAdvance(GrGLSLProgramBuilder* pb)
     132           0 :             : fPB(pb) {
     133           0 :             fPB->reset();
     134             :             // Each output to the fragment processor gets its own code section
     135           0 :             fPB->fFS.nextStage();
     136           0 :         }
     137           0 :         ~AutoStageAdvance() {}
     138             :     private:
     139             :         GrGLSLProgramBuilder* fPB;
     140             :     };
     141             : 
     142             :     // Generates a possibly mangled name for a stage variable and writes it to the fragment shader.
     143             :     // If GrGLSLExpr4 has a valid name then it will use that instead
     144             :     void nameExpression(GrGLSLExpr4*, const char* baseName);
     145             : 
     146             :     void emitAndInstallPrimProc(const GrPrimitiveProcessor&,
     147             :                                 GrGLSLExpr4* outputColor,
     148             :                                 GrGLSLExpr4* outputCoverage);
     149             :     void emitAndInstallFragProcs(GrGLSLExpr4* colorInOut, GrGLSLExpr4* coverageInOut);
     150             :     void emitAndInstallFragProc(const GrFragmentProcessor&,
     151             :                                 int index,
     152             :                                 int transformedCoordVarsIdx,
     153             :                                 const GrGLSLExpr4& input,
     154             :                                 GrGLSLExpr4* output);
     155             :     void emitAndInstallXferProc(const GrGLSLExpr4& colorIn, const GrGLSLExpr4& coverageIn);
     156             :     void emitSamplersAndImageStorages(const GrResourceIOProcessor& processor,
     157             :                                       SkTArray<SamplerHandle>* outTexSamplerHandles,
     158             :                                       SkTArray<SamplerHandle>* outBufferSamplerHandles,
     159             :                                       SkTArray<ImageStorageHandle>* outImageStorageHandles);
     160             :     SamplerHandle emitSampler(GrSLType samplerType, GrPixelConfig, const char* name,
     161             :                               GrShaderFlags visibility);
     162             :     ImageStorageHandle emitImageStorage(const GrResourceIOProcessor::ImageStorageAccess&,
     163             :                                         const char* name);
     164             :     void emitFSOutputSwizzle(bool hasSecondaryOutput);
     165             :     bool checkSamplerCounts();
     166             :     bool checkImageStorageCounts();
     167             : 
     168             : #ifdef SK_DEBUG
     169             :     void verify(const GrPrimitiveProcessor&);
     170             :     void verify(const GrXferProcessor&);
     171             :     void verify(const GrFragmentProcessor&);
     172             : #endif
     173             : 
     174             :     int                         fNumVertexSamplers;
     175             :     int                         fNumGeometrySamplers;
     176             :     int                         fNumFragmentSamplers;
     177             :     int                         fNumVertexImageStorages;
     178             :     int                         fNumGeometryImageStorages;
     179             :     int                         fNumFragmentImageStorages;
     180             :     SkSTArray<4, GrShaderVar>   fTransformedCoordVars;
     181             : };
     182             : 
     183             : #endif

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