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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.com6d003d12012-09-11 15:45:20 +000036/**
37 * Do we need to either map r,g,b->a or a->r.
38 */
39inline bool swizzle_requires_alpha_remapping(const GrGLCaps& caps,
40 const GrTextureAccess& access) {
41 if (GrPixelConfigIsAlphaOnly(access.getTexture()->config())) {
42 if (caps.textureRedSupport() && (GrTextureAccess::kA_SwizzleFlag & access.swizzleMask())) {
43 return true;
44 }
45 if (GrTextureAccess::kRGB_SwizzleMask & access.swizzleMask()) {
46 return true;
twiz@google.coma5e65ec2012-08-02 15:15:16 +000047 }
48 }
bsalomon@google.com6d003d12012-09-11 15:45:20 +000049 return false;
50}
twiz@google.coma5e65ec2012-08-02 15:15:16 +000051
bsalomon@google.com6d003d12012-09-11 15:45:20 +000052void append_swizzle(SkString* outAppend,
53 const GrTextureAccess& access,
54 const GrGLCaps& caps) {
55 const char* swizzle = access.getSwizzle();
56 char mangledSwizzle[5];
57
58 // The swizzling occurs using texture params instead of shader-mangling if ARB_texture_swizzle
59 // is available.
60 if (!caps.textureSwizzleSupport() && GrPixelConfigIsAlphaOnly(access.getTexture()->config())) {
61 char alphaChar = caps.textureRedSupport() ? 'r' : 'a';
62 int i;
63 for (i = 0; '\0' != swizzle[i]; ++i) {
64 mangledSwizzle[i] = alphaChar;
65 }
66 mangledSwizzle[i] ='\0';
67 swizzle = mangledSwizzle;
68 }
bsalomon@google.com73d5b2f2012-10-04 13:26:32 +000069 // For shader prettiness we omit the swizzle rather than appending ".rgba".
70 if (memcmp(swizzle, "rgba", 4)) {
71 outAppend->appendf(".%s", swizzle);
72 }
twiz@google.coma5e65ec2012-08-02 15:15:16 +000073}
74
bsalomon@google.com34bcb9f2012-08-28 18:20:18 +000075}
76
twiz@google.coma5e65ec2012-08-02 15:15:16 +000077///////////////////////////////////////////////////////////////////////////////
78
tomhudson@google.com9c639a42012-05-14 19:58:06 +000079// Architectural assumption: always 2-d input coords.
80// Likely to become non-constant and non-static, perhaps even
81// varying by stage, if we use 1D textures for gradients!
82//const int GrGLShaderBuilder::fCoordDims = 2;
83
bsalomon@google.comdbbc4e22012-07-25 17:48:39 +000084GrGLShaderBuilder::GrGLShaderBuilder(const GrGLContextInfo& ctx, GrGLUniformManager& uniformManager)
bsalomon@google.com032b2212012-07-16 13:36:18 +000085 : fUniforms(kVarsPerBlock)
bsalomon@google.comeb715c82012-07-11 15:03:31 +000086 , fVSAttrs(kVarsPerBlock)
87 , fVSOutputs(kVarsPerBlock)
88 , fGSInputs(kVarsPerBlock)
89 , fGSOutputs(kVarsPerBlock)
90 , fFSInputs(kVarsPerBlock)
bsalomon@google.comeb715c82012-07-11 15:03:31 +000091 , fFSOutputs(kMaxFSOutputs)
tomhudson@google.com040c41a2012-05-18 14:57:40 +000092 , fUsesGS(false)
bsalomon@google.comdbbc4e22012-07-25 17:48:39 +000093 , fContext(ctx)
bsalomon@google.com777c3aa2012-07-25 20:58:20 +000094 , fUniformManager(uniformManager)
bsalomon@google.com08283af2012-10-26 13:01:20 +000095 , fCurrentStageIdx(kNonStageIdx)
bsalomon@google.com706f6682012-10-23 14:53:55 +000096 , fSetupFragPosition(false)
97 , fRTHeightUniform(GrGLUniformManager::kInvalidUniformHandle)
bsalomon@google.comd9e01812012-08-29 19:35:44 +000098 , fTexCoordVaryingType(kVoid_GrSLType) {
tomhudson@google.comf9ad8862012-05-11 20:38:48 +000099}
100
bsalomon@google.com34bcb9f2012-08-28 18:20:18 +0000101void GrGLShaderBuilder::setupTextureAccess(const char* varyingFSName, GrSLType varyingType) {
bsalomon@google.comf271cc72012-10-24 19:35:13 +0000102 // FIXME: We don't know how the effect will manipulate the coords. So we give up on using
bsalomon@google.com8ea78d82012-10-24 20:11:30 +0000103 // projective texturing and always give the stage 2D coords. This will be fixed when effects
104 // are responsible for setting up their own tex coords / tex matrices.
bsalomon@google.com34bcb9f2012-08-28 18:20:18 +0000105 switch (varyingType) {
106 case kVec2f_GrSLType:
107 fDefaultTexCoordsName = varyingFSName;
108 fTexCoordVaryingType = kVec2f_GrSLType;
109 break;
110 case kVec3f_GrSLType: {
111 fDefaultTexCoordsName = "inCoord";
bsalomon@google.com08283af2012-10-26 13:01:20 +0000112 GrAssert(kNonStageIdx != fCurrentStageIdx);
113 fDefaultTexCoordsName.appendS32(fCurrentStageIdx);
bsalomon@google.com34bcb9f2012-08-28 18:20:18 +0000114 fTexCoordVaryingType = kVec3f_GrSLType;
115 fFSCode.appendf("\t%s %s = %s.xy / %s.z;\n",
116 GrGLShaderVar::TypeString(kVec2f_GrSLType),
117 fDefaultTexCoordsName.c_str(),
118 varyingFSName,
119 varyingFSName);
120 break;
121 }
122 default:
123 GrCrash("Tex coords must either be Vec2f or Vec3f");
tomhudson@google.comde788232012-08-02 20:13:12 +0000124 }
tomhudson@google.com52598142012-05-24 17:44:30 +0000125}
126
bsalomon@google.com868a8e72012-08-30 19:11:34 +0000127void GrGLShaderBuilder::appendTextureLookup(SkString* out,
bsalomon@google.comf06df1b2012-09-06 20:22:31 +0000128 const GrGLShaderBuilder::TextureSampler& sampler,
bsalomon@google.com868a8e72012-08-30 19:11:34 +0000129 const char* coordName,
130 GrSLType varyingType) const {
bsalomon@google.com2d8edaf2012-09-07 14:47:31 +0000131 GrAssert(NULL != sampler.textureAccess());
bsalomon@google.com2d8edaf2012-09-07 14:47:31 +0000132
tomhudson@google.com52598142012-05-24 17:44:30 +0000133 if (NULL == coordName) {
bsalomon@google.com34bcb9f2012-08-28 18:20:18 +0000134 coordName = fDefaultTexCoordsName.c_str();
135 varyingType = kVec2f_GrSLType;
tomhudson@google.com52598142012-05-24 17:44:30 +0000136 }
bsalomon@google.com6d003d12012-09-11 15:45:20 +0000137 out->appendf("%s(%s, %s)",
bsalomon@google.comf06df1b2012-09-06 20:22:31 +0000138 sample_function_name(varyingType),
139 this->getUniformCStr(sampler.fSamplerUniform),
bsalomon@google.com6d003d12012-09-11 15:45:20 +0000140 coordName);
141 append_swizzle(out, *sampler.textureAccess(), fContext.caps());
tomhudson@google.com52598142012-05-24 17:44:30 +0000142}
143
bsalomon@google.comf06df1b2012-09-06 20:22:31 +0000144void GrGLShaderBuilder::appendTextureLookupAndModulate(
145 SkString* out,
146 const char* modulation,
147 const GrGLShaderBuilder::TextureSampler& sampler,
148 const char* coordName,
149 GrSLType varyingType) const {
bsalomon@google.com868a8e72012-08-30 19:11:34 +0000150 GrAssert(NULL != out);
151 SkString lookup;
bsalomon@google.comf06df1b2012-09-06 20:22:31 +0000152 this->appendTextureLookup(&lookup, sampler, coordName, varyingType);
bsalomon@google.com868a8e72012-08-30 19:11:34 +0000153 GrGLSLModulate4f(out, modulation, lookup.c_str());
tomhudson@google.com52598142012-05-24 17:44:30 +0000154}
155
bsalomon@google.com2eaaefd2012-10-29 19:51:22 +0000156GrBackendEffectFactory::EffectKey GrGLShaderBuilder::KeyForTextureAccess(
157 const GrTextureAccess& access,
158 const GrGLCaps& caps) {
159 GrBackendEffectFactory::EffectKey key = 0;
bsalomon@google.comd4726202012-08-03 14:34:46 +0000160
twiz@google.coma5e65ec2012-08-02 15:15:16 +0000161 // Assume that swizzle support implies that we never have to modify a shader to adjust
162 // for texture format/swizzle settings.
bsalomon@google.com6d003d12012-09-11 15:45:20 +0000163 if (!caps.textureSwizzleSupport() && swizzle_requires_alpha_remapping(caps, access)) {
twiz@google.coma5e65ec2012-08-02 15:15:16 +0000164 key = 1;
165 }
bsalomon@google.com73d5b2f2012-10-04 13:26:32 +0000166#if GR_DEBUG
167 // Assert that key is set iff the swizzle will be modified.
168 SkString origString(access.getSwizzle());
169 origString.prepend(".");
170 SkString modifiedString;
171 append_swizzle(&modifiedString, access, caps);
172 if (!modifiedString.size()) {
173 modifiedString = ".rgba";
174 }
175 GrAssert(SkToBool(key) == (modifiedString != origString));
176#endif
twiz@google.coma5e65ec2012-08-02 15:15:16 +0000177 return key;
178}
179
bsalomon@google.com6d003d12012-09-11 15:45:20 +0000180const GrGLenum* GrGLShaderBuilder::GetTexParamSwizzle(GrPixelConfig config, const GrGLCaps& caps) {
181 if (caps.textureSwizzleSupport() && GrPixelConfigIsAlphaOnly(config)) {
182 if (caps.textureRedSupport()) {
183 static const GrGLenum gRedSmear[] = { GR_GL_RED, GR_GL_RED, GR_GL_RED, GR_GL_RED };
184 return gRedSmear;
185 } else {
186 static const GrGLenum gAlphaSmear[] = { GR_GL_ALPHA, GR_GL_ALPHA,
187 GR_GL_ALPHA, GR_GL_ALPHA };
188 return gAlphaSmear;
189 }
190 } else {
191 static const GrGLenum gStraight[] = { GR_GL_RED, GR_GL_GREEN, GR_GL_BLUE, GR_GL_ALPHA };
192 return gStraight;
193 }
194}
195
bsalomon@google.com777c3aa2012-07-25 20:58:20 +0000196GrGLUniformManager::UniformHandle GrGLShaderBuilder::addUniformArray(uint32_t visibility,
197 GrSLType type,
198 const char* name,
199 int count,
200 const char** outName) {
tomhudson@google.com242ed6f2012-05-30 17:38:57 +0000201 GrAssert(name && strlen(name));
bsalomon@google.comeb715c82012-07-11 15:03:31 +0000202 static const uint32_t kVisibilityMask = kVertex_ShaderType | kFragment_ShaderType;
203 GrAssert(0 == (~kVisibilityMask & visibility));
204 GrAssert(0 != visibility);
tomhudson@google.com242ed6f2012-05-30 17:38:57 +0000205
bsalomon@google.comdbbc4e22012-07-25 17:48:39 +0000206 BuilderUniform& uni = fUniforms.push_back();
bsalomon@google.com032b2212012-07-16 13:36:18 +0000207 UniformHandle h = index_to_handle(fUniforms.count() - 1);
bsalomon@google.comdbbc4e22012-07-25 17:48:39 +0000208 GR_DEBUGCODE(UniformHandle h2 =)
209 fUniformManager.appendUniform(type, count);
210 // We expect the uniform manager to initially have no uniforms and that all uniforms are added
211 // by this function. Therefore, the handles should match.
212 GrAssert(h2 == h);
bsalomon@google.com032b2212012-07-16 13:36:18 +0000213 uni.fVariable.setType(type);
214 uni.fVariable.setTypeModifier(GrGLShaderVar::kUniform_TypeModifier);
bsalomon@google.com777c3aa2012-07-25 20:58:20 +0000215 SkString* uniName = uni.fVariable.accessName();
bsalomon@google.com08283af2012-10-26 13:01:20 +0000216 if (kNonStageIdx == fCurrentStageIdx) {
bsalomon@google.com777c3aa2012-07-25 20:58:20 +0000217 uniName->printf("u%s", name);
218 } else {
bsalomon@google.com08283af2012-10-26 13:01:20 +0000219 uniName->printf("u%s%d", name, fCurrentStageIdx);
tomhudson@google.com242ed6f2012-05-30 17:38:57 +0000220 }
bsalomon@google.com032b2212012-07-16 13:36:18 +0000221 uni.fVariable.setArrayCount(count);
222 uni.fVisibility = visibility;
tomhudson@google.com242ed6f2012-05-30 17:38:57 +0000223
bsalomon@google.com032b2212012-07-16 13:36:18 +0000224 // If it is visible in both the VS and FS, the precision must match.
225 // We declare a default FS precision, but not a default VS. So set the var
226 // to use the default FS precision.
bsalomon@google.comeb715c82012-07-11 15:03:31 +0000227 if ((kVertex_ShaderType | kFragment_ShaderType) == visibility) {
bsalomon@google.comd7727ce2012-07-12 16:40:03 +0000228 // the fragment and vertex precisions must match
bsalomon@google.com032b2212012-07-16 13:36:18 +0000229 uni.fVariable.setPrecision(kDefaultFragmentPrecision);
tomhudson@google.com242ed6f2012-05-30 17:38:57 +0000230 }
231
bsalomon@google.com777c3aa2012-07-25 20:58:20 +0000232 if (NULL != outName) {
233 *outName = uni.fVariable.c_str();
234 }
235
bsalomon@google.com032b2212012-07-16 13:36:18 +0000236 return h;
237}
238
239const GrGLShaderVar& GrGLShaderBuilder::getUniformVariable(UniformHandle u) const {
240 return fUniforms[handle_to_index(u)].fVariable;
tomhudson@google.com242ed6f2012-05-30 17:38:57 +0000241}
tomhudson@google.com23cb2292012-05-30 18:26:03 +0000242
243void GrGLShaderBuilder::addVarying(GrSLType type,
244 const char* name,
245 const char** vsOutName,
246 const char** fsInName) {
247 fVSOutputs.push_back();
248 fVSOutputs.back().setType(type);
249 fVSOutputs.back().setTypeModifier(GrGLShaderVar::kOut_TypeModifier);
bsalomon@google.com08283af2012-10-26 13:01:20 +0000250 if (kNonStageIdx == fCurrentStageIdx) {
bsalomon@google.com777c3aa2012-07-25 20:58:20 +0000251 fVSOutputs.back().accessName()->printf("v%s", name);
252 } else {
bsalomon@google.com08283af2012-10-26 13:01:20 +0000253 fVSOutputs.back().accessName()->printf("v%s%d", name, fCurrentStageIdx);
bsalomon@google.com777c3aa2012-07-25 20:58:20 +0000254 }
tomhudson@google.com23cb2292012-05-30 18:26:03 +0000255 if (vsOutName) {
256 *vsOutName = fVSOutputs.back().getName().c_str();
257 }
258 // input to FS comes either from VS or GS
bsalomon@google.comf0a104e2012-07-10 17:51:07 +0000259 const SkString* fsName;
tomhudson@google.com23cb2292012-05-30 18:26:03 +0000260 if (fUsesGS) {
261 // if we have a GS take each varying in as an array
262 // and output as non-array.
263 fGSInputs.push_back();
264 fGSInputs.back().setType(type);
265 fGSInputs.back().setTypeModifier(GrGLShaderVar::kIn_TypeModifier);
266 fGSInputs.back().setUnsizedArray();
267 *fGSInputs.back().accessName() = fVSOutputs.back().getName();
268 fGSOutputs.push_back();
269 fGSOutputs.back().setType(type);
270 fGSOutputs.back().setTypeModifier(GrGLShaderVar::kOut_TypeModifier);
bsalomon@google.com08283af2012-10-26 13:01:20 +0000271 if (kNonStageIdx == fCurrentStageIdx) {
bsalomon@google.comd4726202012-08-03 14:34:46 +0000272 fGSOutputs.back().accessName()->printf("g%s", name);
273 } else {
bsalomon@google.com08283af2012-10-26 13:01:20 +0000274 fGSOutputs.back().accessName()->printf("g%s%d", name, fCurrentStageIdx);
bsalomon@google.comd4726202012-08-03 14:34:46 +0000275 }
tomhudson@google.com23cb2292012-05-30 18:26:03 +0000276 fsName = fGSOutputs.back().accessName();
277 } else {
278 fsName = fVSOutputs.back().accessName();
279 }
280 fFSInputs.push_back();
281 fFSInputs.back().setType(type);
282 fFSInputs.back().setTypeModifier(GrGLShaderVar::kIn_TypeModifier);
283 fFSInputs.back().setName(*fsName);
284 if (fsInName) {
285 *fsInName = fsName->c_str();
286 }
287}
288
bsalomon@google.com706f6682012-10-23 14:53:55 +0000289const char* GrGLShaderBuilder::fragmentPosition() {
290 if (fContext.caps().fragCoordConventionsSupport()) {
291 if (!fSetupFragPosition) {
292 fFSHeader.append("#extension GL_ARB_fragment_coord_conventions: require\n");
bsalomon@google.com5fa21072012-10-25 14:57:46 +0000293 fFSInputs.push_back().set(kVec4f_GrSLType,
294 GrGLShaderVar::kIn_TypeModifier,
295 "gl_FragCoord",
296 GrGLShaderVar::kDefault_Precision,
297 GrGLShaderVar::kUpperLeft_Origin);
bsalomon@google.com706f6682012-10-23 14:53:55 +0000298 fSetupFragPosition = true;
299 }
skia.committer@gmail.com1e34ff72012-10-24 02:01:24 +0000300 return "gl_FragCoord";
bsalomon@google.com706f6682012-10-23 14:53:55 +0000301 } else {
302 static const char* kCoordName = "fragCoordYDown";
303 if (!fSetupFragPosition) {
304 GrAssert(GrGLUniformManager::kInvalidUniformHandle == fRTHeightUniform);
305 const char* rtHeightName;
skia.committer@gmail.com1e34ff72012-10-24 02:01:24 +0000306
bsalomon@google.com706f6682012-10-23 14:53:55 +0000307 // temporarily change the stage index because we're inserting a uniform whose name
308 // shouldn't be mangled to be stage-specific.
bsalomon@google.com08283af2012-10-26 13:01:20 +0000309 int oldStageIdx = fCurrentStageIdx;
310 fCurrentStageIdx = kNonStageIdx;
bsalomon@google.com706f6682012-10-23 14:53:55 +0000311 fRTHeightUniform = this->addUniform(kFragment_ShaderType,
312 kFloat_GrSLType,
313 "RTHeight",
314 &rtHeightName);
bsalomon@google.com08283af2012-10-26 13:01:20 +0000315 fCurrentStageIdx = oldStageIdx;
skia.committer@gmail.com1e34ff72012-10-24 02:01:24 +0000316
bsalomon@google.com706f6682012-10-23 14:53:55 +0000317 this->fFSCode.prependf("\tvec4 %s = vec4(gl_FragCoord.x, %s - gl_FragCoord.y, gl_FragCoord.zw);\n",
318 kCoordName, rtHeightName);
319 fSetupFragPosition = true;
320 }
321 GrAssert(GrGLUniformManager::kInvalidUniformHandle != fRTHeightUniform);
322 return kCoordName;
323 }
324}
325
326
bsalomon@google.coma1bf0ff2012-08-07 17:36:29 +0000327void GrGLShaderBuilder::emitFunction(ShaderType shader,
328 GrSLType returnType,
329 const char* name,
330 int argCnt,
331 const GrGLShaderVar* args,
332 const char* body,
333 SkString* outName) {
334 GrAssert(kFragment_ShaderType == shader);
335 fFSFunctions.append(GrGLShaderVar::TypeString(returnType));
bsalomon@google.com08283af2012-10-26 13:01:20 +0000336 if (kNonStageIdx != fCurrentStageIdx) {
337 outName->printf(" %s_%d", name, fCurrentStageIdx);
bsalomon@google.coma1bf0ff2012-08-07 17:36:29 +0000338 } else {
339 *outName = name;
340 }
341 fFSFunctions.append(*outName);
342 fFSFunctions.append("(");
343 for (int i = 0; i < argCnt; ++i) {
344 args[i].appendDecl(fContext, &fFSFunctions);
345 if (i < argCnt - 1) {
346 fFSFunctions.append(", ");
347 }
348 }
349 fFSFunctions.append(") {\n");
350 fFSFunctions.append(body);
351 fFSFunctions.append("}\n\n");
352}
tomhudson@google.com23cb2292012-05-30 18:26:03 +0000353
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000354namespace {
bsalomon@google.comd7727ce2012-07-12 16:40:03 +0000355
356inline void append_default_precision_qualifier(GrGLShaderVar::Precision p,
357 GrGLBinding binding,
358 SkString* str) {
359 // Desktop GLSL has added precision qualifiers but they don't do anything.
360 if (kES2_GrGLBinding == binding) {
361 switch (p) {
362 case GrGLShaderVar::kHigh_Precision:
363 str->append("precision highp float;\n");
364 break;
365 case GrGLShaderVar::kMedium_Precision:
366 str->append("precision mediump float;\n");
367 break;
368 case GrGLShaderVar::kLow_Precision:
369 str->append("precision lowp float;\n");
370 break;
371 case GrGLShaderVar::kDefault_Precision:
372 GrCrash("Default precision now allowed.");
373 default:
374 GrCrash("Unknown precision value.");
375 }
376 }
377}
bsalomon@google.com032b2212012-07-16 13:36:18 +0000378}
bsalomon@google.comd7727ce2012-07-12 16:40:03 +0000379
bsalomon@google.com032b2212012-07-16 13:36:18 +0000380void GrGLShaderBuilder::appendDecls(const VarArray& vars, SkString* out) const {
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000381 for (int i = 0; i < vars.count(); ++i) {
bsalomon@google.com032b2212012-07-16 13:36:18 +0000382 vars[i].appendDecl(fContext, out);
bsalomon@google.coma1bf0ff2012-08-07 17:36:29 +0000383 out->append(";\n");
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000384 }
385}
bsalomon@google.com032b2212012-07-16 13:36:18 +0000386
387void GrGLShaderBuilder::appendUniformDecls(ShaderType stype, SkString* out) const {
388 for (int i = 0; i < fUniforms.count(); ++i) {
389 if (fUniforms[i].fVisibility & stype) {
390 fUniforms[i].fVariable.appendDecl(fContext, out);
bsalomon@google.coma1bf0ff2012-08-07 17:36:29 +0000391 out->append(";\n");
bsalomon@google.com032b2212012-07-16 13:36:18 +0000392 }
393 }
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000394}
395
396void GrGLShaderBuilder::getShader(ShaderType type, SkString* shaderStr) const {
397 switch (type) {
398 case kVertex_ShaderType:
399 *shaderStr = fHeader;
bsalomon@google.com032b2212012-07-16 13:36:18 +0000400 this->appendUniformDecls(kVertex_ShaderType, shaderStr);
401 this->appendDecls(fVSAttrs, shaderStr);
402 this->appendDecls(fVSOutputs, shaderStr);
bsalomon@google.comd7bafb72012-10-22 14:30:50 +0000403 shaderStr->append("void main() {\n");
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000404 shaderStr->append(fVSCode);
bsalomon@google.comd7bafb72012-10-22 14:30:50 +0000405 shaderStr->append("}\n");
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000406 break;
407 case kGeometry_ShaderType:
408 if (fUsesGS) {
409 *shaderStr = fHeader;
410 shaderStr->append(fGSHeader);
bsalomon@google.com032b2212012-07-16 13:36:18 +0000411 this->appendDecls(fGSInputs, shaderStr);
412 this->appendDecls(fGSOutputs, shaderStr);
bsalomon@google.comd7bafb72012-10-22 14:30:50 +0000413 shaderStr->append("void main() {\n");
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000414 shaderStr->append(fGSCode);
bsalomon@google.comd7bafb72012-10-22 14:30:50 +0000415 shaderStr->append("}\n");
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000416 } else {
417 shaderStr->reset();
418 }
419 break;
420 case kFragment_ShaderType:
421 *shaderStr = fHeader;
bsalomon@google.comd7727ce2012-07-12 16:40:03 +0000422 append_default_precision_qualifier(kDefaultFragmentPrecision,
423 fContext.binding(),
424 shaderStr);
bsalomon@google.com706f6682012-10-23 14:53:55 +0000425 shaderStr->append(fFSHeader);
bsalomon@google.com032b2212012-07-16 13:36:18 +0000426 this->appendUniformDecls(kFragment_ShaderType, shaderStr);
427 this->appendDecls(fFSInputs, shaderStr);
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000428 // We shouldn't have declared outputs on 1.10
429 GrAssert(k110_GrGLSLGeneration != fContext.glslGeneration() || fFSOutputs.empty());
bsalomon@google.com032b2212012-07-16 13:36:18 +0000430 this->appendDecls(fFSOutputs, shaderStr);
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000431 shaderStr->append(fFSFunctions);
bsalomon@google.comd7bafb72012-10-22 14:30:50 +0000432 shaderStr->append("void main() {\n");
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000433 shaderStr->append(fFSCode);
bsalomon@google.comd7bafb72012-10-22 14:30:50 +0000434 shaderStr->append("}\n");
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000435 break;
436 }
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000437 }
bsalomon@google.comd7727ce2012-07-12 16:40:03 +0000438
bsalomon@google.comdbbc4e22012-07-25 17:48:39 +0000439void GrGLShaderBuilder::finished(GrGLuint programID) {
440 fUniformManager.getUniformLocations(programID, fUniforms);
441}