47bb382830
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
101 lines
3.9 KiB
C++
101 lines
3.9 KiB
C++
/*
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* Copyright 2012 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#ifndef GrTBackendProcessorFactory_DEFINED
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#define GrTBackendProcessorFactory_DEFINED
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#include "GrBackendProcessorFactory.h"
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/**
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* Implements GrBackendEffectFactory for a GrProcessor subclass as a singleton. This can be used by
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* most GrProcessor subclasses to implement the GrProcessor::getFactory() method:
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*
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* const GrBackendEffectFactory& MyEffect::getFactory() const {
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* return GrTBackendEffectFactory<MyEffect>::getInstance();
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* }
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*
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* Using this class requires that the GrProcessor subclass always produces the same GrGLProcessor
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* subclass. Additionally, it adds the following requirements to the GrProcessor and GrGLProcessor
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* subclasses:
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*
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* 1. The GrGLProcessor used by GrProcessor subclass MyEffect must be named or typedef'ed to
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* MyEffect::GLProcessor.
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* 2. MyEffect::GLProcessor must have a static function:
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* EffectKey GenKey(const GrProcessor, const GrGLCaps&)
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* which generates a key that maps 1 to 1 with code variations emitted by
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* MyEffect::GLProcessor::emitCode().
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* 3. MyEffect must have a static function:
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* const char* Name()
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* which returns a human-readable name for the effect.
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*/
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template <class ProcessorClass, class BackEnd, class ProcessorBase, class GLProcessorBase>
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class GrTBackendProcessorFactory : public BackEnd {
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public:
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typedef typename ProcessorClass::GLProcessor GLProcessor;
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/** Returns a human-readable name for the effect. Implemented using GLProcessor::Name as
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* described in this class's comment. */
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virtual const char* name() const SK_OVERRIDE { return ProcessorClass::Name(); }
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/** Implemented using GLProcessor::GenKey as described in this class's comment. */
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virtual void getGLProcessorKey(const GrProcessor& effect,
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const GrGLCaps& caps,
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GrProcessorKeyBuilder* b) const SK_OVERRIDE {
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GLProcessor::GenKey(effect, caps, b);
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}
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/** Returns a new instance of the appropriate *GL* implementation class
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for the given GrProcessor; caller is responsible for deleting
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the object. */
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virtual GLProcessorBase* createGLInstance(const ProcessorBase& effect) const SK_OVERRIDE {
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return SkNEW_ARGS(GLProcessor, (*this, effect));
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}
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/** This class is a singleton. This function returns the single instance. */
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static const BackEnd& getInstance() {
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static SkAlignedSTStorage<1, GrTBackendProcessorFactory> gInstanceMem;
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static const GrTBackendProcessorFactory* gInstance;
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if (!gInstance) {
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gInstance = SkNEW_PLACEMENT(gInstanceMem.get(),
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GrTBackendProcessorFactory);
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}
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return *gInstance;
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}
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protected:
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GrTBackendProcessorFactory() {}
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};
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/*
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* Every effect so far derives from one of the following subclasses of GrTBackendProcessorFactory.
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* All of this machinery is necessary to ensure that creatGLInstace is typesafe and does not
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* require any casting
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*/
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template <class ProcessorClass>
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class GrTBackendGeometryProcessorFactory
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: public GrTBackendProcessorFactory<ProcessorClass,
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GrBackendGeometryProcessorFactory,
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GrGeometryProcessor,
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GrGLGeometryProcessor> {
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protected:
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GrTBackendGeometryProcessorFactory() {}
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};
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template <class ProcessorClass>
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class GrTBackendFragmentProcessorFactory
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: public GrTBackendProcessorFactory<ProcessorClass,
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GrBackendFragmentProcessorFactory,
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GrFragmentProcessor,
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GrGLFragmentProcessor> {
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protected:
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GrTBackendFragmentProcessorFactory() {}
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};
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#endif
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