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243 lines
7.9 KiB
243 lines
7.9 KiB
#ifndef _RRSHADERS_HPP
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#define _RRSHADERS_HPP
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/*-------------------------------------------------------------------------
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* drawElements Quality Program Reference Renderer
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* -----------------------------------------------
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*
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* Copyright 2014 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*
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*//*!
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* \file
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* \brief Shader interfaces.
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*//*--------------------------------------------------------------------*/
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#include "rrDefs.hpp"
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#include "rrVertexAttrib.hpp"
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#include "rrVertexPacket.hpp"
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#include "rrFragmentPacket.hpp"
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#include "rrPrimitivePacket.hpp"
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#include "rrShadingContext.hpp"
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#include "deString.h"
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namespace rr
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{
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/*--------------------------------------------------------------------*//*!
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* \brief Vertex shader input information
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*//*--------------------------------------------------------------------*/
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struct VertexInputInfo
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{
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VertexInputInfo (void)
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{
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// sensible defaults
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type = GENERICVECTYPE_LAST;
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}
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GenericVecType type;
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};
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/*--------------------------------------------------------------------*//*!
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* \brief Shader varying information
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*//*--------------------------------------------------------------------*/
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struct VertexVaryingInfo
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{
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VertexVaryingInfo (void)
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{
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// sensible defaults
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type = GENERICVECTYPE_LAST;
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flatshade = false;
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}
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// \note used by std::vector<T>::operator==() const
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bool operator== (const VertexVaryingInfo& other) const
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{
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return type == other.type &&
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flatshade == other.flatshade;
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}
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GenericVecType type;
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bool flatshade;
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};
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typedef VertexVaryingInfo VertexOutputInfo;
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typedef VertexVaryingInfo FragmentInputInfo;
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typedef VertexVaryingInfo GeometryInputInfo;
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typedef VertexVaryingInfo GeometryOutputInfo;
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/*--------------------------------------------------------------------*//*!
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* \brief Fragment shader output information
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*//*--------------------------------------------------------------------*/
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struct FragmentOutputInfo
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{
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FragmentOutputInfo (void)
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{
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// sensible defaults
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type = GENERICVECTYPE_LAST;
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}
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GenericVecType type;
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};
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/*--------------------------------------------------------------------*//*!
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* \brief Vertex shader interface
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*
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* Vertex shaders execute shading for set of vertex packets. See VertexPacket
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* documentation for more details on shading API.
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*//*--------------------------------------------------------------------*/
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class VertexShader
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{
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public:
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VertexShader (size_t numInputs, size_t numOutputs) : m_inputs(numInputs), m_outputs(numOutputs) {}
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virtual void shadeVertices (const VertexAttrib* inputs, VertexPacket* const* packets, const int numPackets) const = 0;
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const std::vector<VertexInputInfo>& getInputs (void) const { return m_inputs; }
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const std::vector<VertexOutputInfo>& getOutputs (void) const { return m_outputs; }
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protected:
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~VertexShader (void) {}; // \note Renderer will not delete any objects passed in.
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std::vector<VertexInputInfo> m_inputs;
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std::vector<VertexOutputInfo> m_outputs;
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} DE_WARN_UNUSED_TYPE;
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/*--------------------------------------------------------------------*//*!
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* \brief Fragment shader interface
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*
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* Fragment shader executes shading for list of fragment packets. See
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* FragmentPacket documentation for more details on shading API.
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*//*--------------------------------------------------------------------*/
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class FragmentShader
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{
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public:
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FragmentShader (size_t numInputs, size_t numOutputs) : m_inputs(numInputs), m_outputs(numOutputs) {}
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const std::vector<FragmentInputInfo>& getInputs (void) const { return m_inputs; }
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const std::vector<FragmentOutputInfo>& getOutputs (void) const { return m_outputs; }
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virtual void shadeFragments (FragmentPacket* packets, const int numPackets, const FragmentShadingContext& context) const = 0; // \note numPackets must be greater than zero.
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protected:
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~FragmentShader (void) {}; // \note Renderer will not delete any objects passed in.
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std::vector<FragmentInputInfo> m_inputs;
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std::vector<FragmentOutputInfo> m_outputs;
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} DE_WARN_UNUSED_TYPE;
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/*--------------------------------------------------------------------*//*!
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* \brief Geometry shader input primitive type
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*//*--------------------------------------------------------------------*/
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enum GeometryShaderInputType
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{
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GEOMETRYSHADERINPUTTYPE_POINTS = 0,
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GEOMETRYSHADERINPUTTYPE_LINES,
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GEOMETRYSHADERINPUTTYPE_LINES_ADJACENCY,
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GEOMETRYSHADERINPUTTYPE_TRIANGLES,
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GEOMETRYSHADERINPUTTYPE_TRIANGLES_ADJACENCY,
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GEOMETRYSHADERINPUTTYPE_LAST
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};
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/*--------------------------------------------------------------------*//*!
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* \brief Geometry shader output primitive type
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*//*--------------------------------------------------------------------*/
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enum GeometryShaderOutputType
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{
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GEOMETRYSHADEROUTPUTTYPE_POINTS = 0,
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GEOMETRYSHADEROUTPUTTYPE_LINE_STRIP,
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GEOMETRYSHADEROUTPUTTYPE_TRIANGLE_STRIP,
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GEOMETRYSHADEROUTPUTTYPE_LAST
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};
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/*--------------------------------------------------------------------*//*!
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* \brief Geometry shader interface
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*
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* Geometry shader executes a list of primitive packets and outputs
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* a new set of vertex packets for new primitives.
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*//*--------------------------------------------------------------------*/
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class GeometryShader
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{
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public:
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GeometryShader (size_t numVaryingInputs,
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size_t numVaryingOutputs,
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GeometryShaderInputType inputType,
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GeometryShaderOutputType outputType,
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size_t numVerticesOut,
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size_t numInvocations);
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virtual void shadePrimitives (GeometryEmitter& output, int verticesIn, const PrimitivePacket* packets, const int numPackets, int invocationID) const = 0;
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const std::vector<GeometryInputInfo>& getInputs (void) const { return m_inputs; }
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const std::vector<GeometryOutputInfo>& getOutputs (void) const { return m_outputs; }
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inline GeometryShaderInputType getInputType (void) const { return m_inputType; }
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inline GeometryShaderOutputType getOutputType (void) const { return m_outputType; }
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inline size_t getNumVerticesOut (void) const { return m_numVerticesOut; }
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inline size_t getNumInvocations (void) const { return m_numInvocations; }
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protected:
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const GeometryShaderInputType m_inputType;
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const GeometryShaderOutputType m_outputType;
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const size_t m_numVerticesOut;
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const size_t m_numInvocations;
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std::vector<GeometryInputInfo> m_inputs;
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std::vector<GeometryOutputInfo> m_outputs;
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} DE_WARN_UNUSED_TYPE;
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// Helpers for shader implementations.
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template<class Shader>
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class VertexShaderLoop : public VertexShader
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{
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public:
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VertexShaderLoop (const Shader& shader) : m_shader(shader) {}
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void shadeVertices (const VertexAttrib* inputs, VertexPacket* packets, const int numPackets) const;
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private:
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const Shader& m_shader;
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};
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template<class Shader>
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void VertexShaderLoop<Shader>::shadeVertices (const VertexAttrib* inputs, VertexPacket* packets, const int numPackets) const
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{
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for (int ndx = 0; ndx < numPackets; ndx++)
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m_shader.shadeVertex(inputs, packets[ndx]);
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}
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template<class Shader>
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class FragmentShaderLoop : public FragmentShader
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{
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public:
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FragmentShaderLoop (const Shader& shader) : m_shader(shader) {}
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void shadeFragments (FragmentPacket* packets, const int numPackets) const;
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private:
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const Shader& m_shader;
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};
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template<class Shader>
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void FragmentShaderLoop<Shader>::shadeFragments (FragmentPacket* packets, const int numPackets) const
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{
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for (int ndx = 0; ndx < numPackets; ndx++)
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m_shader.shadeFragment(packets[ndx]);
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}
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} // rr
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#endif // _RRSHADERS_HPP
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