skia2/include/gpu/GrTBackendProcessorFactory.h
joshualitt 47bb382830 Cleanup of shader building system
this is a huge refactor and cleanup of the gl shader building system in
Skia.  The entire shader building pipeline is now part of
GrGLProgramCreator, which takes a gp, and some fps, and creates a
program.  I added some subclasses of GrGLProgram to handle the
eccentricities of Nvpr/Nvpres.  Outside of the builders folder
and GrGLPrograms, this change is basically just a rename

solo gp

BUG=skia:

Committed: https://skia.googlesource.com/skia/+/fe1233c3f12f81bb675718516bbb32f72af726ec

Review URL: https://codereview.chromium.org/611653002
2014-10-07 16:43:25 -07:00

101 lines
3.9 KiB
C++

/*
* Copyright 2012 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef GrTBackendProcessorFactory_DEFINED
#define GrTBackendProcessorFactory_DEFINED
#include "GrBackendProcessorFactory.h"
/**
* Implements GrBackendEffectFactory for a GrProcessor subclass as a singleton. This can be used by
* most GrProcessor subclasses to implement the GrProcessor::getFactory() method:
*
* const GrBackendEffectFactory& MyEffect::getFactory() const {
* return GrTBackendEffectFactory<MyEffect>::getInstance();
* }
*
* Using this class requires that the GrProcessor subclass always produces the same GrGLProcessor
* subclass. Additionally, it adds the following requirements to the GrProcessor and GrGLProcessor
* subclasses:
*
* 1. The GrGLProcessor used by GrProcessor subclass MyEffect must be named or typedef'ed to
* MyEffect::GLProcessor.
* 2. MyEffect::GLProcessor must have a static function:
* EffectKey GenKey(const GrProcessor, const GrGLCaps&)
* which generates a key that maps 1 to 1 with code variations emitted by
* MyEffect::GLProcessor::emitCode().
* 3. MyEffect must have a static function:
* const char* Name()
* which returns a human-readable name for the effect.
*/
template <class ProcessorClass, class BackEnd, class ProcessorBase, class GLProcessorBase>
class GrTBackendProcessorFactory : public BackEnd {
public:
typedef typename ProcessorClass::GLProcessor GLProcessor;
/** Returns a human-readable name for the effect. Implemented using GLProcessor::Name as
* described in this class's comment. */
virtual const char* name() const SK_OVERRIDE { return ProcessorClass::Name(); }
/** Implemented using GLProcessor::GenKey as described in this class's comment. */
virtual void getGLProcessorKey(const GrProcessor& effect,
const GrGLCaps& caps,
GrProcessorKeyBuilder* b) const SK_OVERRIDE {
GLProcessor::GenKey(effect, caps, b);
}
/** Returns a new instance of the appropriate *GL* implementation class
for the given GrProcessor; caller is responsible for deleting
the object. */
virtual GLProcessorBase* createGLInstance(const ProcessorBase& effect) const SK_OVERRIDE {
return SkNEW_ARGS(GLProcessor, (*this, effect));
}
/** This class is a singleton. This function returns the single instance. */
static const BackEnd& getInstance() {
static SkAlignedSTStorage<1, GrTBackendProcessorFactory> gInstanceMem;
static const GrTBackendProcessorFactory* gInstance;
if (!gInstance) {
gInstance = SkNEW_PLACEMENT(gInstanceMem.get(),
GrTBackendProcessorFactory);
}
return *gInstance;
}
protected:
GrTBackendProcessorFactory() {}
};
/*
* Every effect so far derives from one of the following subclasses of GrTBackendProcessorFactory.
* All of this machinery is necessary to ensure that creatGLInstace is typesafe and does not
* require any casting
*/
template <class ProcessorClass>
class GrTBackendGeometryProcessorFactory
: public GrTBackendProcessorFactory<ProcessorClass,
GrBackendGeometryProcessorFactory,
GrGeometryProcessor,
GrGLGeometryProcessor> {
protected:
GrTBackendGeometryProcessorFactory() {}
};
template <class ProcessorClass>
class GrTBackendFragmentProcessorFactory
: public GrTBackendProcessorFactory<ProcessorClass,
GrBackendFragmentProcessorFactory,
GrFragmentProcessor,
GrGLFragmentProcessor> {
protected:
GrTBackendFragmentProcessorFactory() {}
};
#endif