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Unified Diff: src/gpu/gl/GrGLShaderBuilder.h

Issue 23826002: Rename ShaderType enum to ShaderVisibility (Closed) Base URL: https://skia.googlecode.com/svn/trunk
Patch Set: Created 7 years, 4 months ago
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Index: src/gpu/gl/GrGLShaderBuilder.h
diff --git a/src/gpu/gl/GrGLShaderBuilder.h b/src/gpu/gl/GrGLShaderBuilder.h
index a4fd82689d51ebb15273993985e1db858269d031..ad0d87ef31bffd8c5e3cc45a1ec491f313c75412 100644
--- a/src/gpu/gl/GrGLShaderBuilder.h
+++ b/src/gpu/gl/GrGLShaderBuilder.h
@@ -71,7 +71,7 @@ public:
SkASSERT(NULL != builder);
SkString name;
name.printf("Sampler%d", idx);
- fSamplerUniform = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
+ fSamplerUniform = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
kSampler2D_GrSLType,
name.c_str());
SkASSERT(fSamplerUniform.isValid());
@@ -97,10 +97,10 @@ public:
typedef SkTArray<TextureSampler> TextureSamplerArray;
- enum ShaderType {
- kVertex_ShaderType = 0x1,
- kGeometry_ShaderType = 0x2,
- kFragment_ShaderType = 0x4,
+ enum ShaderVisibility {
+ kVertex_Visibility = 0x1,
+ kGeometry_Visibility = 0x2,
+ kFragment_Visibility = 0x4,
};
GrGLShaderBuilder(const GrGLContextInfo&, GrGLUniformManager&, const GrGLProgramDesc&);
@@ -127,27 +127,27 @@ public:
void vsCodeAppendf(const char format[], ...) SK_PRINTF_LIKE(2, 3) {
va_list args;
va_start(args, format);
- this->codeAppendf(kVertex_ShaderType, format, args);
+ fVSCode.appendf(format, args);
va_end(args);
}
void gsCodeAppendf(const char format[], ...) SK_PRINTF_LIKE(2, 3) {
va_list args;
va_start(args, format);
- this->codeAppendf(kGeometry_ShaderType, format, args);
+ fGSCode.appendf(format, args);
va_end(args);
}
void fsCodeAppendf(const char format[], ...) SK_PRINTF_LIKE(2, 3) {
va_list args;
va_start(args, format);
- this->codeAppendf(kFragment_ShaderType, format, args);
+ fFSCode.appendf(format, args);
va_end(args);
}
- void vsCodeAppend(const char* str) { this->codeAppend(kVertex_ShaderType, str); }
- void gsCodeAppend(const char* str) { this->codeAppend(kGeometry_ShaderType, str); }
- void fsCodeAppend(const char* str) { this->codeAppend(kFragment_ShaderType, str); }
+ void vsCodeAppend(const char* str) { fVSCode.append(str); }
+ void gsCodeAppend(const char* str) { fGSCode.append(str); }
+ void fsCodeAppend(const char* str) { fFSCode.append(str); }
/** Appends a 2D texture sample with projection if necessary. coordType must either be Vec2f or
Vec3f. The latter is interpreted as projective texture coords. The vec length and swizzle
@@ -157,33 +157,28 @@ public:
const char* coordName,
GrSLType coordType = kVec2f_GrSLType) const;
- /** Version of above that appends the result to the shader code rather than an SkString.
- Currently the shader type must be kFragment */
- void appendTextureLookup(ShaderType,
- const TextureSampler&,
- const char* coordName,
- GrSLType coordType = kVec2f_GrSLType);
+ /** Version of above that appends the result to the fragment shader code instead.*/
+ void fsAppendTextureLookup(const TextureSampler&,
+ const char* coordName,
+ GrSLType coordType = kVec2f_GrSLType);
/** Does the work of appendTextureLookup and modulates the result by modulation. The result is
always a vec4. modulation and the swizzle specified by TextureSampler must both be vec4 or
float. If modulation is "" or NULL it this function acts as though appendTextureLookup were
called. */
- void appendTextureLookupAndModulate(ShaderType,
- const char* modulation,
- const TextureSampler&,
- const char* coordName,
- GrSLType coordType = kVec2f_GrSLType);
-
- /** Emits a helper function outside of main(). Currently ShaderType must be
- kFragment_ShaderType. */
- void emitFunction(ShaderType shader,
- GrSLType returnType,
- const char* name,
- int argCnt,
- const GrGLShaderVar* args,
- const char* body,
- SkString* outName);
+ void fsAppendTextureLookupAndModulate(const char* modulation,
+ const TextureSampler&,
+ const char* coordName,
+ GrSLType coordType = kVec2f_GrSLType);
+
+ /** Emits a helper function outside of main() in the fragment shader. */
+ void fsEmitFunction(GrSLType returnType,
+ const char* name,
+ int argCnt,
+ const GrGLShaderVar* args,
+ const char* body,
+ SkString* outName);
/** Generates a EffectKey for the shader code based on the texture access parameters and the
capabilities of the GL context. This is useful for keying the shader programs that may
@@ -209,8 +204,8 @@ public:
static const GrGLenum* GetTexParamSwizzle(GrPixelConfig config, const GrGLCaps& caps);
/** Add a uniform variable to the current program, that has visibility in one or more shaders.
- visibility is a bitfield of ShaderType values indicating from which shaders the uniform
- should be accessible. At least one bit must be set. Geometry shader uniforms are not
+ visibility is a bitfield of ShaderVisibility values indicating from which shaders the
+ uniform should be accessible. At least one bit must be set. Geometry shader uniforms are not
supported at this time. The actual uniform name will be mangled. If outName is not NULL then
it will refer to the final uniform name after return. Use the addUniformArray variant to add
an array of uniforms.
@@ -280,7 +275,9 @@ public:
*/
/** Called after building is complete to get the final shader string. */
- void getShader(ShaderType, SkString*) const;
+ void vsGetShader(SkString*) const;
+ void gsGetShader(SkString*) const;
+ void fsGetShader(SkString*) const;
/**
* Adds code for effects. effectStages contains the effects to add. effectKeys[i] is the key
@@ -330,13 +327,10 @@ public:
const GrGLContextInfo& ctxInfo() const { return fCtxInfo; }
private:
- void codeAppendf(ShaderType type, const char format[], va_list args);
- void codeAppend(ShaderType type, const char* str);
-
typedef GrTAllocator<GrGLShaderVar> VarArray;
void appendDecls(const VarArray&, SkString*) const;
- void appendUniformDecls(ShaderType, SkString*) const;
+ void appendUniformDecls(ShaderVisibility, SkString*) const;
typedef GrGLUniformManager::BuilderUniform BuilderUniform;
GrGLUniformManager::BuilderUniformArray fUniforms;
@@ -414,8 +408,8 @@ private:
};
bool enablePrivateFeature(GLSLPrivateFeature);
- // If we ever have VS/GS features we can expand this to take a bitmask of ShaderType and track
- // the enables separately for each shader.
+ // If we ever have VS/GS features we can expand this to take a bitmask of ShaderVisibility and
+ // track the enables separately for each shader.
void addFSFeature(uint32_t featureBit, const char* extensionName);
// Generates a name for a variable. The generated string will be name prefixed by the prefix
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