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