blob: 3ca408618c92ae6802dfa9e9c2410d53227f2c33 [file] [log] [blame]
tomhudson@google.comf9ad8862012-05-11 20:38:48 +00001/*
2 * Copyright 2012 Google Inc.
3 *
4 * Use of this source code is governed by a BSD-style license that can be
5 * found in the LICENSE file.
6 */
7
8#include "gl/GrGLShaderBuilder.h"
tomhudson@google.com52598142012-05-24 17:44:30 +00009#include "gl/GrGLProgram.h"
bsalomon@google.comdbbc4e22012-07-25 17:48:39 +000010#include "gl/GrGLUniformHandle.h"
twiz@google.coma5e65ec2012-08-02 15:15:16 +000011#include "GrTexture.h"
tomhudson@google.comf9ad8862012-05-11 20:38:48 +000012
tomhudson@google.comf9ad8862012-05-11 20:38:48 +000013// number of each input/output type in a single allocation block
bsalomon@google.comeb715c82012-07-11 15:03:31 +000014static const int kVarsPerBlock = 8;
tomhudson@google.comf9ad8862012-05-11 20:38:48 +000015
16// except FS outputs where we expect 2 at most.
bsalomon@google.comeb715c82012-07-11 15:03:31 +000017static const int kMaxFSOutputs = 2;
tomhudson@google.comf9ad8862012-05-11 20:38:48 +000018
bsalomon@google.comd7727ce2012-07-12 16:40:03 +000019// ES2 FS only guarantees mediump and lowp support
20static const GrGLShaderVar::Precision kDefaultFragmentPrecision = GrGLShaderVar::kMedium_Precision;
21
bsalomon@google.comdbbc4e22012-07-25 17:48:39 +000022typedef GrGLUniformManager::UniformHandle UniformHandle;
23///////////////////////////////////////////////////////////////////////////////
24
twiz@google.coma5e65ec2012-08-02 15:15:16 +000025static SkString build_sampler_string(GrGLShaderBuilder::SamplerMode samplerMode) {
26 SkString sampler("texture2D");
27 switch (samplerMode) {
28 case GrGLShaderBuilder::kDefault_SamplerMode:
29 break;
30 case GrGLShaderBuilder::kProj_SamplerMode:
31 sampler.append("Proj");
32 break;
33 case GrGLShaderBuilder::kExplicitDivide_SamplerMode:
twiz@google.coma5e65ec2012-08-02 15:15:16 +000034 break;
35 }
36
37 return sampler;
38}
39
40static bool texture_requires_alpha_to_red_swizzle(const GrGLCaps& caps,
41 const GrTextureAccess& access) {
42 return GrPixelConfigIsAlphaOnly(access.getTexture()->config()) && caps.textureRedSupport() &&
43 access.referencesAlpha();
44}
45
46static SkString build_swizzle_string(const GrTextureAccess& textureAccess,
47 const GrGLCaps& caps) {
48 const GrTextureAccess::Swizzle& swizzle = textureAccess.getSwizzle();
49 if (0 == swizzle[0]) {
50 return SkString("");
51 }
52
53 SkString swizzleOut(".");
54 bool alphaIsRed = texture_requires_alpha_to_red_swizzle(caps, textureAccess);
55 for (int offset = 0; offset < 4 && swizzle[offset]; ++offset) {
56 if (alphaIsRed && 'a' == swizzle[offset]) {
57 swizzleOut.appendf("r");
58 } else {
59 swizzleOut.appendf("%c", swizzle[offset]);
60 }
61 }
62
63 return swizzleOut;
64}
65
66///////////////////////////////////////////////////////////////////////////////
67
tomhudson@google.com9c639a42012-05-14 19:58:06 +000068// Architectural assumption: always 2-d input coords.
69// Likely to become non-constant and non-static, perhaps even
70// varying by stage, if we use 1D textures for gradients!
71//const int GrGLShaderBuilder::fCoordDims = 2;
72
bsalomon@google.comdbbc4e22012-07-25 17:48:39 +000073GrGLShaderBuilder::GrGLShaderBuilder(const GrGLContextInfo& ctx, GrGLUniformManager& uniformManager)
bsalomon@google.com032b2212012-07-16 13:36:18 +000074 : fUniforms(kVarsPerBlock)
bsalomon@google.comeb715c82012-07-11 15:03:31 +000075 , fVSAttrs(kVarsPerBlock)
76 , fVSOutputs(kVarsPerBlock)
77 , fGSInputs(kVarsPerBlock)
78 , fGSOutputs(kVarsPerBlock)
79 , fFSInputs(kVarsPerBlock)
bsalomon@google.comeb715c82012-07-11 15:03:31 +000080 , fFSOutputs(kMaxFSOutputs)
tomhudson@google.com040c41a2012-05-18 14:57:40 +000081 , fUsesGS(false)
tomhudson@google.com9c639a42012-05-14 19:58:06 +000082 , fVaryingDims(0)
bsalomon@google.comad5e9372012-07-11 18:11:27 +000083 , fComplexCoord(false)
bsalomon@google.comdbbc4e22012-07-25 17:48:39 +000084 , fContext(ctx)
bsalomon@google.com777c3aa2012-07-25 20:58:20 +000085 , fUniformManager(uniformManager)
86 , fCurrentStage(kNonStageIdx) {
tomhudson@google.comf9ad8862012-05-11 20:38:48 +000087}
88
tomhudson@google.com52598142012-05-24 17:44:30 +000089void GrGLShaderBuilder::computeSwizzle(uint32_t configFlags) {
90 static const uint32_t kMulByAlphaMask =
91 (GrGLProgram::StageDesc::kMulRGBByAlpha_RoundUp_InConfigFlag |
92 GrGLProgram::StageDesc::kMulRGBByAlpha_RoundDown_InConfigFlag);
93
94 fSwizzle = "";
95 if (configFlags & GrGLProgram::StageDesc::kSwapRAndB_InConfigFlag) {
96 GrAssert(!(configFlags &
97 GrGLProgram::StageDesc::kSmearAlpha_InConfigFlag));
98 GrAssert(!(configFlags &
99 GrGLProgram::StageDesc::kSmearRed_InConfigFlag));
100 fSwizzle = ".bgra";
101 } else if (configFlags & GrGLProgram::StageDesc::kSmearAlpha_InConfigFlag) {
102 GrAssert(!(configFlags & kMulByAlphaMask));
103 GrAssert(!(configFlags &
104 GrGLProgram::StageDesc::kSmearRed_InConfigFlag));
105 fSwizzle = ".aaaa";
106 } else if (configFlags & GrGLProgram::StageDesc::kSmearRed_InConfigFlag) {
107 GrAssert(!(configFlags & kMulByAlphaMask));
108 GrAssert(!(configFlags &
109 GrGLProgram::StageDesc::kSmearAlpha_InConfigFlag));
110 fSwizzle = ".rrrr";
111 }
112}
113
114void GrGLShaderBuilder::computeModulate(const char* fsInColor) {
115 if (NULL != fsInColor) {
116 fModulate.printf(" * %s", fsInColor);
robertphillips@google.come9b3f7d2012-05-30 12:26:39 +0000117 } else {
118 fModulate.reset();
tomhudson@google.com52598142012-05-24 17:44:30 +0000119 }
120}
121
tomhudson@google.comde788232012-08-02 20:13:12 +0000122void GrGLShaderBuilder::setupTextureAccess(int stageNum) {
bsalomon@google.comf0a104e2012-07-10 17:51:07 +0000123 SkString retval;
tomhudson@google.com52598142012-05-24 17:44:30 +0000124
tomhudson@google.comde788232012-08-02 20:13:12 +0000125 SamplerMode mode = kDefault_SamplerMode;
126 // FIXME: we aren't currently using Proj.
127 if (fVaryingDims != fCoordDims) {
128 mode = kExplicitDivide_SamplerMode;
129 }
130
131 switch (mode) {
tomhudson@google.com52598142012-05-24 17:44:30 +0000132 case kDefault_SamplerMode:
tomhudson@google.com5440f062012-06-01 15:55:50 +0000133 GrAssert(fVaryingDims == fCoordDims);
tomhudson@google.com52598142012-05-24 17:44:30 +0000134 // Do nothing
135 break;
tomhudson@google.com5440f062012-06-01 15:55:50 +0000136 case kProj_SamplerMode:
tomhudson@google.comde788232012-08-02 20:13:12 +0000137 // Do nothing
tomhudson@google.com5440f062012-06-01 15:55:50 +0000138 break;
tomhudson@google.com52598142012-05-24 17:44:30 +0000139 case kExplicitDivide_SamplerMode:
140 retval = "inCoord";
tomhudson@google.com5440f062012-06-01 15:55:50 +0000141 retval.appendS32(stageNum);
142 fFSCode.appendf("\t%s %s = %s%s / %s%s;\n",
tomhudson@google.com52598142012-05-24 17:44:30 +0000143 GrGLShaderVar::TypeString
144 (GrSLFloatVectorType(fCoordDims)),
145 retval.c_str(),
146 fSampleCoords.c_str(),
147 GrGLSLVectorNonhomogCoords(fVaryingDims),
148 fSampleCoords.c_str(),
149 GrGLSLVectorHomogCoord(fVaryingDims));
150 fSampleCoords = retval;
151 break;
152 }
tomhudson@google.comde788232012-08-02 20:13:12 +0000153 fTexFunc = build_sampler_string(mode);
tomhudson@google.com5440f062012-06-01 15:55:50 +0000154 fComplexCoord = false;
tomhudson@google.com52598142012-05-24 17:44:30 +0000155}
156
157void GrGLShaderBuilder::emitTextureLookup(const char* samplerName,
158 const char* coordName) {
159 if (NULL == coordName) {
160 coordName = fSampleCoords.c_str();
161 }
tomhudson@google.com5440f062012-06-01 15:55:50 +0000162 fFSCode.appendf("%s(%s, %s)", fTexFunc.c_str(), samplerName, coordName);
tomhudson@google.com52598142012-05-24 17:44:30 +0000163}
164
165void GrGLShaderBuilder::emitDefaultFetch(const char* outColor,
166 const char* samplerName) {
167 fFSCode.appendf("\t%s = ", outColor);
168 this->emitTextureLookup(samplerName);
169 fFSCode.appendf("%s%s;\n", fSwizzle.c_str(), fModulate.c_str());
170}
171
twiz@google.coma5e65ec2012-08-02 15:15:16 +0000172void GrGLShaderBuilder::emitCustomTextureLookup(SamplerMode samplerMode,
173 const GrTextureAccess& textureAccess,
174 const char* samplerName,
175 const char* coordName) {
176 GrAssert(samplerName && coordName);
177 SkString sampler = build_sampler_string(samplerMode);
178 SkString swizzle = build_swizzle_string(textureAccess, fContext.caps());
179
180 fFSCode.appendf("%s( %s, %s)%s;\n", sampler.c_str(), samplerName,
181 coordName, swizzle.c_str());
182}
183
184GrCustomStage::StageKey GrGLShaderBuilder::KeyForTextureAccess(const GrTextureAccess& access,
185 const GrGLCaps& caps) {
186 GrCustomStage::StageKey key = 0;
bsalomon@google.comd4726202012-08-03 14:34:46 +0000187
twiz@google.coma5e65ec2012-08-02 15:15:16 +0000188 // Assume that swizzle support implies that we never have to modify a shader to adjust
189 // for texture format/swizzle settings.
190 if (caps.textureSwizzleSupport()) {
191 return key;
192 }
193
194 if (texture_requires_alpha_to_red_swizzle(caps, access)) {
195 key = 1;
196 }
197
198 return key;
199}
200
bsalomon@google.com777c3aa2012-07-25 20:58:20 +0000201GrGLUniformManager::UniformHandle GrGLShaderBuilder::addUniformArray(uint32_t visibility,
202 GrSLType type,
203 const char* name,
204 int count,
205 const char** outName) {
tomhudson@google.com242ed6f2012-05-30 17:38:57 +0000206 GrAssert(name && strlen(name));
bsalomon@google.comeb715c82012-07-11 15:03:31 +0000207 static const uint32_t kVisibilityMask = kVertex_ShaderType | kFragment_ShaderType;
208 GrAssert(0 == (~kVisibilityMask & visibility));
209 GrAssert(0 != visibility);
tomhudson@google.com242ed6f2012-05-30 17:38:57 +0000210
bsalomon@google.comdbbc4e22012-07-25 17:48:39 +0000211 BuilderUniform& uni = fUniforms.push_back();
bsalomon@google.com032b2212012-07-16 13:36:18 +0000212 UniformHandle h = index_to_handle(fUniforms.count() - 1);
bsalomon@google.comdbbc4e22012-07-25 17:48:39 +0000213 GR_DEBUGCODE(UniformHandle h2 =)
214 fUniformManager.appendUniform(type, count);
215 // We expect the uniform manager to initially have no uniforms and that all uniforms are added
216 // by this function. Therefore, the handles should match.
217 GrAssert(h2 == h);
bsalomon@google.com032b2212012-07-16 13:36:18 +0000218 uni.fVariable.setType(type);
219 uni.fVariable.setTypeModifier(GrGLShaderVar::kUniform_TypeModifier);
bsalomon@google.com777c3aa2012-07-25 20:58:20 +0000220 SkString* uniName = uni.fVariable.accessName();
221 if (kNonStageIdx == fCurrentStage) {
222 uniName->printf("u%s", name);
223 } else {
224 uniName->printf("u%s%d", name, fCurrentStage);
tomhudson@google.com242ed6f2012-05-30 17:38:57 +0000225 }
bsalomon@google.com032b2212012-07-16 13:36:18 +0000226 uni.fVariable.setArrayCount(count);
227 uni.fVisibility = visibility;
tomhudson@google.com242ed6f2012-05-30 17:38:57 +0000228
bsalomon@google.com032b2212012-07-16 13:36:18 +0000229 // If it is visible in both the VS and FS, the precision must match.
230 // We declare a default FS precision, but not a default VS. So set the var
231 // to use the default FS precision.
bsalomon@google.comeb715c82012-07-11 15:03:31 +0000232 if ((kVertex_ShaderType | kFragment_ShaderType) == visibility) {
bsalomon@google.comd7727ce2012-07-12 16:40:03 +0000233 // the fragment and vertex precisions must match
bsalomon@google.com032b2212012-07-16 13:36:18 +0000234 uni.fVariable.setPrecision(kDefaultFragmentPrecision);
tomhudson@google.com242ed6f2012-05-30 17:38:57 +0000235 }
236
bsalomon@google.com777c3aa2012-07-25 20:58:20 +0000237 if (NULL != outName) {
238 *outName = uni.fVariable.c_str();
239 }
240
bsalomon@google.com032b2212012-07-16 13:36:18 +0000241 return h;
242}
243
244const GrGLShaderVar& GrGLShaderBuilder::getUniformVariable(UniformHandle u) const {
245 return fUniforms[handle_to_index(u)].fVariable;
tomhudson@google.com242ed6f2012-05-30 17:38:57 +0000246}
tomhudson@google.com23cb2292012-05-30 18:26:03 +0000247
248void GrGLShaderBuilder::addVarying(GrSLType type,
249 const char* name,
250 const char** vsOutName,
251 const char** fsInName) {
252 fVSOutputs.push_back();
253 fVSOutputs.back().setType(type);
254 fVSOutputs.back().setTypeModifier(GrGLShaderVar::kOut_TypeModifier);
bsalomon@google.com777c3aa2012-07-25 20:58:20 +0000255 if (kNonStageIdx == fCurrentStage) {
256 fVSOutputs.back().accessName()->printf("v%s", name);
257 } else {
258 fVSOutputs.back().accessName()->printf("v%s%d", name, fCurrentStage);
259 }
tomhudson@google.com23cb2292012-05-30 18:26:03 +0000260 if (vsOutName) {
261 *vsOutName = fVSOutputs.back().getName().c_str();
262 }
263 // input to FS comes either from VS or GS
bsalomon@google.comf0a104e2012-07-10 17:51:07 +0000264 const SkString* fsName;
tomhudson@google.com23cb2292012-05-30 18:26:03 +0000265 if (fUsesGS) {
266 // if we have a GS take each varying in as an array
267 // and output as non-array.
268 fGSInputs.push_back();
269 fGSInputs.back().setType(type);
270 fGSInputs.back().setTypeModifier(GrGLShaderVar::kIn_TypeModifier);
271 fGSInputs.back().setUnsizedArray();
272 *fGSInputs.back().accessName() = fVSOutputs.back().getName();
273 fGSOutputs.push_back();
274 fGSOutputs.back().setType(type);
275 fGSOutputs.back().setTypeModifier(GrGLShaderVar::kOut_TypeModifier);
bsalomon@google.comd4726202012-08-03 14:34:46 +0000276 if (kNonStageIdx == fCurrentStage) {
277 fGSOutputs.back().accessName()->printf("g%s", name);
278 } else {
279 fGSOutputs.back().accessName()->printf("g%s%d", name, fCurrentStage);
280 }
tomhudson@google.com23cb2292012-05-30 18:26:03 +0000281 fsName = fGSOutputs.back().accessName();
282 } else {
283 fsName = fVSOutputs.back().accessName();
284 }
285 fFSInputs.push_back();
286 fFSInputs.back().setType(type);
287 fFSInputs.back().setTypeModifier(GrGLShaderVar::kIn_TypeModifier);
288 fFSInputs.back().setName(*fsName);
289 if (fsInName) {
290 *fsInName = fsName->c_str();
291 }
292}
293
tomhudson@google.com23cb2292012-05-30 18:26:03 +0000294
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000295namespace {
bsalomon@google.comd7727ce2012-07-12 16:40:03 +0000296
297inline void append_default_precision_qualifier(GrGLShaderVar::Precision p,
298 GrGLBinding binding,
299 SkString* str) {
300 // Desktop GLSL has added precision qualifiers but they don't do anything.
301 if (kES2_GrGLBinding == binding) {
302 switch (p) {
303 case GrGLShaderVar::kHigh_Precision:
304 str->append("precision highp float;\n");
305 break;
306 case GrGLShaderVar::kMedium_Precision:
307 str->append("precision mediump float;\n");
308 break;
309 case GrGLShaderVar::kLow_Precision:
310 str->append("precision lowp float;\n");
311 break;
312 case GrGLShaderVar::kDefault_Precision:
313 GrCrash("Default precision now allowed.");
314 default:
315 GrCrash("Unknown precision value.");
316 }
317 }
318}
bsalomon@google.com032b2212012-07-16 13:36:18 +0000319}
bsalomon@google.comd7727ce2012-07-12 16:40:03 +0000320
bsalomon@google.com032b2212012-07-16 13:36:18 +0000321void GrGLShaderBuilder::appendDecls(const VarArray& vars, SkString* out) const {
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000322 for (int i = 0; i < vars.count(); ++i) {
bsalomon@google.com032b2212012-07-16 13:36:18 +0000323 vars[i].appendDecl(fContext, out);
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000324 }
325}
bsalomon@google.com032b2212012-07-16 13:36:18 +0000326
327void GrGLShaderBuilder::appendUniformDecls(ShaderType stype, SkString* out) const {
328 for (int i = 0; i < fUniforms.count(); ++i) {
329 if (fUniforms[i].fVisibility & stype) {
330 fUniforms[i].fVariable.appendDecl(fContext, out);
331 }
332 }
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000333}
334
335void GrGLShaderBuilder::getShader(ShaderType type, SkString* shaderStr) const {
336 switch (type) {
337 case kVertex_ShaderType:
338 *shaderStr = fHeader;
bsalomon@google.com032b2212012-07-16 13:36:18 +0000339 this->appendUniformDecls(kVertex_ShaderType, shaderStr);
340 this->appendDecls(fVSAttrs, shaderStr);
341 this->appendDecls(fVSOutputs, shaderStr);
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000342 shaderStr->append(fVSCode);
343 break;
344 case kGeometry_ShaderType:
345 if (fUsesGS) {
346 *shaderStr = fHeader;
347 shaderStr->append(fGSHeader);
bsalomon@google.com032b2212012-07-16 13:36:18 +0000348 this->appendDecls(fGSInputs, shaderStr);
349 this->appendDecls(fGSOutputs, shaderStr);
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000350 shaderStr->append(fGSCode);
351 } else {
352 shaderStr->reset();
353 }
354 break;
355 case kFragment_ShaderType:
356 *shaderStr = fHeader;
bsalomon@google.comd7727ce2012-07-12 16:40:03 +0000357 append_default_precision_qualifier(kDefaultFragmentPrecision,
358 fContext.binding(),
359 shaderStr);
bsalomon@google.com032b2212012-07-16 13:36:18 +0000360 this->appendUniformDecls(kFragment_ShaderType, shaderStr);
361 this->appendDecls(fFSInputs, shaderStr);
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000362 // We shouldn't have declared outputs on 1.10
363 GrAssert(k110_GrGLSLGeneration != fContext.glslGeneration() || fFSOutputs.empty());
bsalomon@google.com032b2212012-07-16 13:36:18 +0000364 this->appendDecls(fFSOutputs, shaderStr);
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000365 shaderStr->append(fFSFunctions);
366 shaderStr->append(fFSCode);
367 break;
368 }
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000369 }
bsalomon@google.comd7727ce2012-07-12 16:40:03 +0000370
bsalomon@google.comdbbc4e22012-07-25 17:48:39 +0000371void GrGLShaderBuilder::finished(GrGLuint programID) {
372 fUniformManager.getUniformLocations(programID, fUniforms);
373}