blob: 73846b8df380371d1c74999fed985ea5e14f407d [file] [log] [blame]
/*
* Copyright 2013 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "GrGLProgramDesc.h"
#include "GrBackendEffectFactory.h"
#include "GrDrawEffect.h"
#include "GrEffect.h"
#include "GrGLShaderBuilder.h"
#include "GrGpuGL.h"
void GrGLProgramDesc::Build(const GrDrawState& drawState,
bool isPoints,
GrDrawState::BlendOptFlags blendOpts,
GrBlendCoeff srcCoeff,
GrBlendCoeff dstCoeff,
const GrGpuGL* gpu,
const GrDeviceCoordTexture* dstCopy,
GrGLProgramDesc* desc) {
// This should already have been caught
GrAssert(!(GrDrawState::kSkipDraw_BlendOptFlag & blendOpts));
bool skipCoverage = SkToBool(blendOpts & GrDrawState::kEmitTransBlack_BlendOptFlag);
bool skipColor = SkToBool(blendOpts & (GrDrawState::kEmitTransBlack_BlendOptFlag |
GrDrawState::kEmitCoverage_BlendOptFlag));
// The descriptor is used as a cache key. Thus when a field of the
// descriptor will not affect program generation (because of the attribute
// bindings in use or other descriptor field settings) it should be set
// to a canonical value to avoid duplicate programs with different keys.
desc->fEmitsPointSize = isPoints;
bool requiresColorAttrib = !skipColor && drawState.hasColorVertexAttribute();
bool requiresCoverageAttrib = !skipCoverage && drawState.hasCoverageVertexAttribute();
// we only need the local coords if we're actually going to generate effect code
bool requiresLocalCoordAttrib = !(skipCoverage && skipColor) &&
drawState.hasLocalCoordAttribute();
// fColorInput/fCoverageInput records how colors are specified for the program so we strip the
// bits from the bindings to avoid false negatives when searching for an existing program in the
// cache.
desc->fColorFilterXfermode = skipColor ? SkXfermode::kDst_Mode : drawState.getColorFilterMode();
bool colorIsTransBlack = SkToBool(blendOpts & GrDrawState::kEmitTransBlack_BlendOptFlag);
bool colorIsSolidWhite = (blendOpts & GrDrawState::kEmitCoverage_BlendOptFlag) ||
(!requiresColorAttrib && 0xffffffff == drawState.getColor());
if (colorIsTransBlack) {
desc->fColorInput = kTransBlack_ColorInput;
} else if (colorIsSolidWhite) {
desc->fColorInput = kSolidWhite_ColorInput;
} else if (GR_GL_NO_CONSTANT_ATTRIBUTES && !requiresColorAttrib) {
desc->fColorInput = kUniform_ColorInput;
} else {
desc->fColorInput = kAttribute_ColorInput;
}
bool covIsSolidWhite = !requiresCoverageAttrib && 0xffffffff == drawState.getCoverage();
if (skipCoverage) {
desc->fCoverageInput = kTransBlack_ColorInput;
} else if (covIsSolidWhite) {
desc->fCoverageInput = kSolidWhite_ColorInput;
} else if (GR_GL_NO_CONSTANT_ATTRIBUTES && !requiresCoverageAttrib) {
desc->fCoverageInput = kUniform_ColorInput;
} else {
desc->fCoverageInput = kAttribute_ColorInput;
}
bool readsDst = false;
int lastEnabledStage = -1;
for (int s = 0; s < GrDrawState::kNumStages; ++s) {
bool skip = s < drawState.getFirstCoverageStage() ? skipColor : skipCoverage;
if (!skip && drawState.isStageEnabled(s)) {
lastEnabledStage = s;
const GrEffectRef& effect = *drawState.getStage(s).getEffect();
const GrBackendEffectFactory& factory = effect->getFactory();
GrDrawEffect drawEffect(drawState.getStage(s), requiresLocalCoordAttrib);
desc->fEffectKeys[s] = factory.glEffectKey(drawEffect, gpu->glCaps());
if (effect->willReadDst()) {
readsDst = true;
}
} else {
desc->fEffectKeys[s] = 0;
}
}
if (readsDst) {
GrAssert(NULL != dstCopy);
desc->fDstRead = GrGLShaderBuilder::KeyForDstRead(dstCopy->texture(), gpu->glCaps());
GrAssert(0 != desc->fDstRead);
} else {
desc->fDstRead = 0;
}
desc->fDualSrcOutput = kNone_DualSrcOutput;
// Currently the experimental GS will only work with triangle prims (and it doesn't do anything
// other than pass through values from the VS to the FS anyway).
#if GR_GL_EXPERIMENTAL_GS
#if 0
desc->fExperimentalGS = gpu->caps().geometryShaderSupport();
#else
desc->fExperimentalGS = false;
#endif
#endif
// We leave this set to kNumStages until we discover that the coverage/color distinction is
// material to the generated program. We do this to avoid distinct keys that generate equivalent
// programs.
desc->fFirstCoverageStage = GrDrawState::kNumStages;
// This tracks the actual first coverage stage.
int firstCoverageStage = GrDrawState::kNumStages;
desc->fDiscardIfZeroCoverage = false; // Enabled below if stenciling and there is coverage.
bool hasCoverage = false;
// If we're rendering coverage-as-color then it's as though there are no coverage stages.
if (!drawState.isCoverageDrawing()) {
// We can have coverage either through a stage or coverage vertex attributes.
if (drawState.getFirstCoverageStage() <= lastEnabledStage) {
firstCoverageStage = drawState.getFirstCoverageStage();
hasCoverage = true;
} else {
hasCoverage = requiresCoverageAttrib;
}
}
if (hasCoverage) {
// color filter is applied between color/coverage computation
if (SkXfermode::kDst_Mode != desc->fColorFilterXfermode) {
desc->fFirstCoverageStage = firstCoverageStage;
}
// If we're stenciling then we want to discard samples that have zero coverage
if (drawState.getStencil().doesWrite()) {
desc->fDiscardIfZeroCoverage = true;
desc->fFirstCoverageStage = firstCoverageStage;
}
if (gpu->caps()->dualSourceBlendingSupport() &&
!(blendOpts & (GrDrawState::kEmitCoverage_BlendOptFlag |
GrDrawState::kCoverageAsAlpha_BlendOptFlag))) {
if (kZero_GrBlendCoeff == dstCoeff) {
// write the coverage value to second color
desc->fDualSrcOutput = kCoverage_DualSrcOutput;
desc->fFirstCoverageStage = firstCoverageStage;
} else if (kSA_GrBlendCoeff == dstCoeff) {
// SA dst coeff becomes 1-(1-SA)*coverage when dst is partially covered.
desc->fDualSrcOutput = kCoverageISA_DualSrcOutput;
desc->fFirstCoverageStage = firstCoverageStage;
} else if (kSC_GrBlendCoeff == dstCoeff) {
// SA dst coeff becomes 1-(1-SA)*coverage when dst is partially covered.
desc->fDualSrcOutput = kCoverageISC_DualSrcOutput;
desc->fFirstCoverageStage = firstCoverageStage;
}
}
}
desc->fPositionAttributeIndex = drawState.positionAttributeIndex();
desc->fLocalCoordAttributeIndex = drawState.localCoordAttributeIndex();
// For constant color and coverage we need an attribute with an index beyond those already set
int availableAttributeIndex = drawState.getVertexAttribCount();
if (requiresColorAttrib) {
desc->fColorAttributeIndex = drawState.colorVertexAttributeIndex();
} else if (GrGLProgramDesc::kAttribute_ColorInput == desc->fColorInput) {
GrAssert(availableAttributeIndex < GrDrawState::kMaxVertexAttribCnt);
desc->fColorAttributeIndex = availableAttributeIndex;
availableAttributeIndex++;
} else {
desc->fColorAttributeIndex = -1;
}
if (requiresCoverageAttrib) {
desc->fCoverageAttributeIndex = drawState.coverageVertexAttributeIndex();
} else if (GrGLProgramDesc::kAttribute_ColorInput == desc->fCoverageInput) {
GrAssert(availableAttributeIndex < GrDrawState::kMaxVertexAttribCnt);
desc->fCoverageAttributeIndex = availableAttributeIndex;
} else {
desc->fCoverageAttributeIndex = -1;
}
}