blob: 17c00834fd95ad70b10f9610f33ec4e158d92e1f [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
bsalomon@google.com34bcb9f2012-08-28 18:20:18 +000025namespace {
twiz@google.coma5e65ec2012-08-02 15:15:16 +000026
bsalomon@google.com34bcb9f2012-08-28 18:20:18 +000027inline const char* sample_function_name(GrSLType type) {
28 if (kVec2f_GrSLType == type) {
29 return "texture2D";
30 } else {
31 GrAssert(kVec3f_GrSLType == type);
32 return "texture2DProj";
33 }
twiz@google.coma5e65ec2012-08-02 15:15:16 +000034}
35
bsalomon@google.com34bcb9f2012-08-28 18:20:18 +000036inline bool texture_requires_alpha_to_red_swizzle(const GrGLCaps& caps,
twiz@google.coma5e65ec2012-08-02 15:15:16 +000037 const GrTextureAccess& access) {
38 return GrPixelConfigIsAlphaOnly(access.getTexture()->config()) && caps.textureRedSupport() &&
39 access.referencesAlpha();
40}
41
bsalomon@google.com34bcb9f2012-08-28 18:20:18 +000042SkString build_swizzle_string(const GrTextureAccess& textureAccess,
43 const GrGLCaps& caps) {
twiz@google.coma5e65ec2012-08-02 15:15:16 +000044 const GrTextureAccess::Swizzle& swizzle = textureAccess.getSwizzle();
45 if (0 == swizzle[0]) {
46 return SkString("");
47 }
48
49 SkString swizzleOut(".");
50 bool alphaIsRed = texture_requires_alpha_to_red_swizzle(caps, textureAccess);
51 for (int offset = 0; offset < 4 && swizzle[offset]; ++offset) {
52 if (alphaIsRed && 'a' == swizzle[offset]) {
53 swizzleOut.appendf("r");
54 } else {
55 swizzleOut.appendf("%c", swizzle[offset]);
56 }
57 }
58
59 return swizzleOut;
60}
61
bsalomon@google.com34bcb9f2012-08-28 18:20:18 +000062}
63
twiz@google.coma5e65ec2012-08-02 15:15:16 +000064///////////////////////////////////////////////////////////////////////////////
65
tomhudson@google.com9c639a42012-05-14 19:58:06 +000066// Architectural assumption: always 2-d input coords.
67// Likely to become non-constant and non-static, perhaps even
68// varying by stage, if we use 1D textures for gradients!
69//const int GrGLShaderBuilder::fCoordDims = 2;
70
bsalomon@google.comdbbc4e22012-07-25 17:48:39 +000071GrGLShaderBuilder::GrGLShaderBuilder(const GrGLContextInfo& ctx, GrGLUniformManager& uniformManager)
bsalomon@google.com032b2212012-07-16 13:36:18 +000072 : fUniforms(kVarsPerBlock)
bsalomon@google.comeb715c82012-07-11 15:03:31 +000073 , fVSAttrs(kVarsPerBlock)
74 , fVSOutputs(kVarsPerBlock)
75 , fGSInputs(kVarsPerBlock)
76 , fGSOutputs(kVarsPerBlock)
77 , fFSInputs(kVarsPerBlock)
bsalomon@google.comeb715c82012-07-11 15:03:31 +000078 , fFSOutputs(kMaxFSOutputs)
tomhudson@google.com040c41a2012-05-18 14:57:40 +000079 , fUsesGS(false)
bsalomon@google.comdbbc4e22012-07-25 17:48:39 +000080 , fContext(ctx)
bsalomon@google.com777c3aa2012-07-25 20:58:20 +000081 , fUniformManager(uniformManager)
bsalomon@google.comd9e01812012-08-29 19:35:44 +000082 , fCurrentStage(kNonStageIdx)
83 , fTexCoordVaryingType(kVoid_GrSLType) {
tomhudson@google.comf9ad8862012-05-11 20:38:48 +000084}
85
bsalomon@google.com34bcb9f2012-08-28 18:20:18 +000086void GrGLShaderBuilder::setupTextureAccess(const char* varyingFSName, GrSLType varyingType) {
87 // FIXME: We don't know how the custom stage will manipulate the coords. So we give up on using
88 // projective texturing and always give the stage 2D coords. This will be fixed when custom
89 // stages are repsonsible for setting up their own tex coords / tex matrices.
90 switch (varyingType) {
91 case kVec2f_GrSLType:
92 fDefaultTexCoordsName = varyingFSName;
93 fTexCoordVaryingType = kVec2f_GrSLType;
94 break;
95 case kVec3f_GrSLType: {
96 fDefaultTexCoordsName = "inCoord";
97 GrAssert(kNonStageIdx != fCurrentStage);
98 fDefaultTexCoordsName.appendS32(fCurrentStage);
99 fTexCoordVaryingType = kVec3f_GrSLType;
100 fFSCode.appendf("\t%s %s = %s.xy / %s.z;\n",
101 GrGLShaderVar::TypeString(kVec2f_GrSLType),
102 fDefaultTexCoordsName.c_str(),
103 varyingFSName,
104 varyingFSName);
105 break;
106 }
107 default:
108 GrCrash("Tex coords must either be Vec2f or Vec3f");
tomhudson@google.comde788232012-08-02 20:13:12 +0000109 }
tomhudson@google.com52598142012-05-24 17:44:30 +0000110}
111
bsalomon@google.com868a8e72012-08-30 19:11:34 +0000112void GrGLShaderBuilder::appendTextureLookup(SkString* out,
bsalomon@google.comf06df1b2012-09-06 20:22:31 +0000113 const GrGLShaderBuilder::TextureSampler& sampler,
bsalomon@google.com868a8e72012-08-30 19:11:34 +0000114 const char* coordName,
115 GrSLType varyingType) const {
bsalomon@google.com2d8edaf2012-09-07 14:47:31 +0000116 GrAssert(NULL != sampler.textureAccess());
117 SkString swizzle = build_swizzle_string(*sampler.textureAccess(), fContext.caps());
118
tomhudson@google.com52598142012-05-24 17:44:30 +0000119 if (NULL == coordName) {
bsalomon@google.com34bcb9f2012-08-28 18:20:18 +0000120 coordName = fDefaultTexCoordsName.c_str();
121 varyingType = kVec2f_GrSLType;
tomhudson@google.com52598142012-05-24 17:44:30 +0000122 }
bsalomon@google.com2d8edaf2012-09-07 14:47:31 +0000123 out->appendf("%s(%s, %s)%s",
bsalomon@google.comf06df1b2012-09-06 20:22:31 +0000124 sample_function_name(varyingType),
125 this->getUniformCStr(sampler.fSamplerUniform),
bsalomon@google.com2d8edaf2012-09-07 14:47:31 +0000126 coordName, swizzle.c_str());
tomhudson@google.com52598142012-05-24 17:44:30 +0000127}
128
bsalomon@google.comf06df1b2012-09-06 20:22:31 +0000129void GrGLShaderBuilder::appendTextureLookupAndModulate(
130 SkString* out,
131 const char* modulation,
132 const GrGLShaderBuilder::TextureSampler& sampler,
133 const char* coordName,
134 GrSLType varyingType) const {
bsalomon@google.com868a8e72012-08-30 19:11:34 +0000135 GrAssert(NULL != out);
136 SkString lookup;
bsalomon@google.comf06df1b2012-09-06 20:22:31 +0000137 this->appendTextureLookup(&lookup, sampler, coordName, varyingType);
bsalomon@google.com868a8e72012-08-30 19:11:34 +0000138 GrGLSLModulate4f(out, modulation, lookup.c_str());
tomhudson@google.com52598142012-05-24 17:44:30 +0000139}
140
twiz@google.coma5e65ec2012-08-02 15:15:16 +0000141GrCustomStage::StageKey GrGLShaderBuilder::KeyForTextureAccess(const GrTextureAccess& access,
142 const GrGLCaps& caps) {
143 GrCustomStage::StageKey key = 0;
bsalomon@google.comd4726202012-08-03 14:34:46 +0000144
twiz@google.coma5e65ec2012-08-02 15:15:16 +0000145 // Assume that swizzle support implies that we never have to modify a shader to adjust
146 // for texture format/swizzle settings.
147 if (caps.textureSwizzleSupport()) {
148 return key;
149 }
150
151 if (texture_requires_alpha_to_red_swizzle(caps, access)) {
152 key = 1;
153 }
154
155 return key;
156}
157
bsalomon@google.com777c3aa2012-07-25 20:58:20 +0000158GrGLUniformManager::UniformHandle GrGLShaderBuilder::addUniformArray(uint32_t visibility,
159 GrSLType type,
160 const char* name,
161 int count,
162 const char** outName) {
tomhudson@google.com242ed6f2012-05-30 17:38:57 +0000163 GrAssert(name && strlen(name));
bsalomon@google.comeb715c82012-07-11 15:03:31 +0000164 static const uint32_t kVisibilityMask = kVertex_ShaderType | kFragment_ShaderType;
165 GrAssert(0 == (~kVisibilityMask & visibility));
166 GrAssert(0 != visibility);
tomhudson@google.com242ed6f2012-05-30 17:38:57 +0000167
bsalomon@google.comdbbc4e22012-07-25 17:48:39 +0000168 BuilderUniform& uni = fUniforms.push_back();
bsalomon@google.com032b2212012-07-16 13:36:18 +0000169 UniformHandle h = index_to_handle(fUniforms.count() - 1);
bsalomon@google.comdbbc4e22012-07-25 17:48:39 +0000170 GR_DEBUGCODE(UniformHandle h2 =)
171 fUniformManager.appendUniform(type, count);
172 // We expect the uniform manager to initially have no uniforms and that all uniforms are added
173 // by this function. Therefore, the handles should match.
174 GrAssert(h2 == h);
bsalomon@google.com032b2212012-07-16 13:36:18 +0000175 uni.fVariable.setType(type);
176 uni.fVariable.setTypeModifier(GrGLShaderVar::kUniform_TypeModifier);
bsalomon@google.com777c3aa2012-07-25 20:58:20 +0000177 SkString* uniName = uni.fVariable.accessName();
178 if (kNonStageIdx == fCurrentStage) {
179 uniName->printf("u%s", name);
180 } else {
181 uniName->printf("u%s%d", name, fCurrentStage);
tomhudson@google.com242ed6f2012-05-30 17:38:57 +0000182 }
bsalomon@google.com032b2212012-07-16 13:36:18 +0000183 uni.fVariable.setArrayCount(count);
184 uni.fVisibility = visibility;
tomhudson@google.com242ed6f2012-05-30 17:38:57 +0000185
bsalomon@google.com032b2212012-07-16 13:36:18 +0000186 // If it is visible in both the VS and FS, the precision must match.
187 // We declare a default FS precision, but not a default VS. So set the var
188 // to use the default FS precision.
bsalomon@google.comeb715c82012-07-11 15:03:31 +0000189 if ((kVertex_ShaderType | kFragment_ShaderType) == visibility) {
bsalomon@google.comd7727ce2012-07-12 16:40:03 +0000190 // the fragment and vertex precisions must match
bsalomon@google.com032b2212012-07-16 13:36:18 +0000191 uni.fVariable.setPrecision(kDefaultFragmentPrecision);
tomhudson@google.com242ed6f2012-05-30 17:38:57 +0000192 }
193
bsalomon@google.com777c3aa2012-07-25 20:58:20 +0000194 if (NULL != outName) {
195 *outName = uni.fVariable.c_str();
196 }
197
bsalomon@google.com032b2212012-07-16 13:36:18 +0000198 return h;
199}
200
201const GrGLShaderVar& GrGLShaderBuilder::getUniformVariable(UniformHandle u) const {
202 return fUniforms[handle_to_index(u)].fVariable;
tomhudson@google.com242ed6f2012-05-30 17:38:57 +0000203}
tomhudson@google.com23cb2292012-05-30 18:26:03 +0000204
205void GrGLShaderBuilder::addVarying(GrSLType type,
206 const char* name,
207 const char** vsOutName,
208 const char** fsInName) {
209 fVSOutputs.push_back();
210 fVSOutputs.back().setType(type);
211 fVSOutputs.back().setTypeModifier(GrGLShaderVar::kOut_TypeModifier);
bsalomon@google.com777c3aa2012-07-25 20:58:20 +0000212 if (kNonStageIdx == fCurrentStage) {
213 fVSOutputs.back().accessName()->printf("v%s", name);
214 } else {
215 fVSOutputs.back().accessName()->printf("v%s%d", name, fCurrentStage);
216 }
tomhudson@google.com23cb2292012-05-30 18:26:03 +0000217 if (vsOutName) {
218 *vsOutName = fVSOutputs.back().getName().c_str();
219 }
220 // input to FS comes either from VS or GS
bsalomon@google.comf0a104e2012-07-10 17:51:07 +0000221 const SkString* fsName;
tomhudson@google.com23cb2292012-05-30 18:26:03 +0000222 if (fUsesGS) {
223 // if we have a GS take each varying in as an array
224 // and output as non-array.
225 fGSInputs.push_back();
226 fGSInputs.back().setType(type);
227 fGSInputs.back().setTypeModifier(GrGLShaderVar::kIn_TypeModifier);
228 fGSInputs.back().setUnsizedArray();
229 *fGSInputs.back().accessName() = fVSOutputs.back().getName();
230 fGSOutputs.push_back();
231 fGSOutputs.back().setType(type);
232 fGSOutputs.back().setTypeModifier(GrGLShaderVar::kOut_TypeModifier);
bsalomon@google.comd4726202012-08-03 14:34:46 +0000233 if (kNonStageIdx == fCurrentStage) {
234 fGSOutputs.back().accessName()->printf("g%s", name);
235 } else {
236 fGSOutputs.back().accessName()->printf("g%s%d", name, fCurrentStage);
237 }
tomhudson@google.com23cb2292012-05-30 18:26:03 +0000238 fsName = fGSOutputs.back().accessName();
239 } else {
240 fsName = fVSOutputs.back().accessName();
241 }
242 fFSInputs.push_back();
243 fFSInputs.back().setType(type);
244 fFSInputs.back().setTypeModifier(GrGLShaderVar::kIn_TypeModifier);
245 fFSInputs.back().setName(*fsName);
246 if (fsInName) {
247 *fsInName = fsName->c_str();
248 }
249}
250
bsalomon@google.coma1bf0ff2012-08-07 17:36:29 +0000251void GrGLShaderBuilder::emitFunction(ShaderType shader,
252 GrSLType returnType,
253 const char* name,
254 int argCnt,
255 const GrGLShaderVar* args,
256 const char* body,
257 SkString* outName) {
258 GrAssert(kFragment_ShaderType == shader);
259 fFSFunctions.append(GrGLShaderVar::TypeString(returnType));
260 if (kNonStageIdx != fCurrentStage) {
261 outName->printf(" %s_%d", name, fCurrentStage);
262 } else {
263 *outName = name;
264 }
265 fFSFunctions.append(*outName);
266 fFSFunctions.append("(");
267 for (int i = 0; i < argCnt; ++i) {
268 args[i].appendDecl(fContext, &fFSFunctions);
269 if (i < argCnt - 1) {
270 fFSFunctions.append(", ");
271 }
272 }
273 fFSFunctions.append(") {\n");
274 fFSFunctions.append(body);
275 fFSFunctions.append("}\n\n");
276}
tomhudson@google.com23cb2292012-05-30 18:26:03 +0000277
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000278namespace {
bsalomon@google.comd7727ce2012-07-12 16:40:03 +0000279
280inline void append_default_precision_qualifier(GrGLShaderVar::Precision p,
281 GrGLBinding binding,
282 SkString* str) {
283 // Desktop GLSL has added precision qualifiers but they don't do anything.
284 if (kES2_GrGLBinding == binding) {
285 switch (p) {
286 case GrGLShaderVar::kHigh_Precision:
287 str->append("precision highp float;\n");
288 break;
289 case GrGLShaderVar::kMedium_Precision:
290 str->append("precision mediump float;\n");
291 break;
292 case GrGLShaderVar::kLow_Precision:
293 str->append("precision lowp float;\n");
294 break;
295 case GrGLShaderVar::kDefault_Precision:
296 GrCrash("Default precision now allowed.");
297 default:
298 GrCrash("Unknown precision value.");
299 }
300 }
301}
bsalomon@google.com032b2212012-07-16 13:36:18 +0000302}
bsalomon@google.comd7727ce2012-07-12 16:40:03 +0000303
bsalomon@google.com032b2212012-07-16 13:36:18 +0000304void GrGLShaderBuilder::appendDecls(const VarArray& vars, SkString* out) const {
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000305 for (int i = 0; i < vars.count(); ++i) {
bsalomon@google.com032b2212012-07-16 13:36:18 +0000306 vars[i].appendDecl(fContext, out);
bsalomon@google.coma1bf0ff2012-08-07 17:36:29 +0000307 out->append(";\n");
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000308 }
309}
bsalomon@google.com032b2212012-07-16 13:36:18 +0000310
311void GrGLShaderBuilder::appendUniformDecls(ShaderType stype, SkString* out) const {
312 for (int i = 0; i < fUniforms.count(); ++i) {
313 if (fUniforms[i].fVisibility & stype) {
314 fUniforms[i].fVariable.appendDecl(fContext, out);
bsalomon@google.coma1bf0ff2012-08-07 17:36:29 +0000315 out->append(";\n");
bsalomon@google.com032b2212012-07-16 13:36:18 +0000316 }
317 }
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000318}
319
320void GrGLShaderBuilder::getShader(ShaderType type, SkString* shaderStr) const {
321 switch (type) {
322 case kVertex_ShaderType:
323 *shaderStr = fHeader;
bsalomon@google.com032b2212012-07-16 13:36:18 +0000324 this->appendUniformDecls(kVertex_ShaderType, shaderStr);
325 this->appendDecls(fVSAttrs, shaderStr);
326 this->appendDecls(fVSOutputs, shaderStr);
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000327 shaderStr->append(fVSCode);
328 break;
329 case kGeometry_ShaderType:
330 if (fUsesGS) {
331 *shaderStr = fHeader;
332 shaderStr->append(fGSHeader);
bsalomon@google.com032b2212012-07-16 13:36:18 +0000333 this->appendDecls(fGSInputs, shaderStr);
334 this->appendDecls(fGSOutputs, shaderStr);
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000335 shaderStr->append(fGSCode);
336 } else {
337 shaderStr->reset();
338 }
339 break;
340 case kFragment_ShaderType:
341 *shaderStr = fHeader;
bsalomon@google.comd7727ce2012-07-12 16:40:03 +0000342 append_default_precision_qualifier(kDefaultFragmentPrecision,
343 fContext.binding(),
344 shaderStr);
bsalomon@google.com032b2212012-07-16 13:36:18 +0000345 this->appendUniformDecls(kFragment_ShaderType, shaderStr);
346 this->appendDecls(fFSInputs, shaderStr);
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000347 // We shouldn't have declared outputs on 1.10
348 GrAssert(k110_GrGLSLGeneration != fContext.glslGeneration() || fFSOutputs.empty());
bsalomon@google.com032b2212012-07-16 13:36:18 +0000349 this->appendDecls(fFSOutputs, shaderStr);
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000350 shaderStr->append(fFSFunctions);
351 shaderStr->append(fFSCode);
352 break;
353 }
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000354 }
bsalomon@google.comd7727ce2012-07-12 16:40:03 +0000355
bsalomon@google.comdbbc4e22012-07-25 17:48:39 +0000356void GrGLShaderBuilder::finished(GrGLuint programID) {
357 fUniformManager.getUniformLocations(programID, fUniforms);
358}