/* * 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 "GrFragmentProcessor.h" #include "GrPrimitiveProcessor.h" #include "glsl/GrGLSLProgramDataManager.h" #include "glsl/GrGLSLUniformHandler.h" class GrPrimitiveProcessor; class GrGLSLPPFragmentBuilder; class GrGLSLGeometryBuilder; class GrGLSLGPBuilder; class GrGLSLVaryingHandler; class GrGLSLVertexBuilder; class GrShaderCaps; class GrGLSLPrimitiveProcessor { public: using FPCoordTransformIter = GrFragmentProcessor::CoordTransformIter; virtual ~GrGLSLPrimitiveProcessor() {} using UniformHandle = GrGLSLProgramDataManager::UniformHandle; using SamplerHandle = GrGLSLUniformHandler::SamplerHandle; using TexelBufferHandle = GrGLSLUniformHandler::TexelBufferHandle; /** * 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<GrShaderVar>* 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<GrShaderVar>* fTransformedCoordVars; }; struct EmitArgs { EmitArgs(GrGLSLVertexBuilder* vertBuilder, GrGLSLGeometryBuilder* geomBuilder, GrGLSLPPFragmentBuilder* fragBuilder, GrGLSLVaryingHandler* varyingHandler, GrGLSLUniformHandler* uniformHandler, const GrShaderCaps* caps, const GrPrimitiveProcessor& gp, const char* outputColor, const char* outputCoverage, const char* rtAdjustName, const SamplerHandle* texSamplers, const TexelBufferHandle* texelBuffers, FPCoordTransformHandler* transformHandler) : fVertBuilder(vertBuilder) , fGeomBuilder(geomBuilder) , fFragBuilder(fragBuilder) , fVaryingHandler(varyingHandler) , fUniformHandler(uniformHandler) , fShaderCaps(caps) , fGP(gp) , fOutputColor(outputColor) , fOutputCoverage(outputCoverage) , fRTAdjustName(rtAdjustName) , fTexSamplers(texSamplers) , fTexelBuffers(texelBuffers) , fFPCoordTransformHandler(transformHandler) {} GrGLSLVertexBuilder* fVertBuilder; GrGLSLGeometryBuilder* fGeomBuilder; GrGLSLPPFragmentBuilder* fFragBuilder; GrGLSLVaryingHandler* fVaryingHandler; GrGLSLUniformHandler* fUniformHandler; const GrShaderCaps* fShaderCaps; const GrPrimitiveProcessor& fGP; const char* fOutputColor; const char* fOutputCoverage; const char* fRTAdjustName; const SamplerHandle* fTexSamplers; const TexelBufferHandle* fTexelBuffers; 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(GrGLSLPPFragmentBuilder* fragBuilder, GrGLSLUniformHandler* uniformHandler, const char* outputName, UniformHandle* colorUniform); }; #endif