/*
* 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 "GrPipeline.h"
#include "gl/GrGLProgramDataManager.h"
#include "gl/GrGLUniformHandler.h"
#include "gl/GrGLVaryingHandler.h"
#include "glsl/GrGLSLProgramBuilder.h"
#include "glsl/GrGLSLProgramDataManager.h"
class GrFragmentProcessor;
class GrGLContextInfo;
class GrGLSLShaderBuilder;
class GrGLSLCaps;
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.
* @return true if generation was successful.
*/
static GrGLProgram* CreateProgram(const DrawArgs&, GrGLGpu*);
const GrCaps* caps() const override;
const GrGLSLCaps* glslCaps() const override;
GrGLGpu* gpu() const { return fGpu; }
private:
GrGLProgramBuilder(GrGLGpu*, const DrawArgs&);
void emitSamplers(const GrProcessor&,
GrGLSLTextureSampler::TextureSamplerArray* outSamplers) override;
bool compileAndAttachShaders(GrGLSLShaderBuilder& shader,
GrGLuint programId,
GrGLenum type,
SkTDArray<GrGLuint>* shaderIds);
GrGLProgram* finalize();
void bindProgramResourceLocations(GrGLuint programID);
bool checkLinkStatus(GrGLuint programID);
void resolveProgramResourceLocations(GrGLuint programID);
void cleanupProgram(GrGLuint programID, const SkTDArray<GrGLuint>& shaderIDs);
void cleanupShaders(const SkTDArray<GrGLuint>& shaderIDs);
// Subclasses create different programs
GrGLProgram* createProgram(GrGLuint programID);
GrGLSLUniformHandler* uniformHandler() override { return &fUniformHandler; }
const GrGLSLUniformHandler* uniformHandler() const override { return &fUniformHandler; }
GrGLSLVaryingHandler* varyingHandler() override { return &fVaryingHandler; }
GrGLGpu* fGpu;
typedef GrGLSLUniformHandler::UniformHandle UniformHandle;
SkTArray<UniformHandle> fSamplerUniforms;
GrGLVaryingHandler fVaryingHandler;
GrGLUniformHandler fUniformHandler;
typedef GrGLSLProgramBuilder INHERITED;
};
#endif