| /* |
| * 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 "GrGLFragmentProcessor.h" |
| #include "GrProcessor.h" |
| #include "GrGLGpu.h" |
| #include "GrPipeline.h" |
| #include "SkChecksum.h" |
| #include "gl/builders/GrGLFragmentShaderBuilder.h" |
| |
| /** |
| * Do we need to either map r,g,b->a or a->r. configComponentMask indicates which channels are |
| * present in the texture's config. swizzleComponentMask indicates the channels present in the |
| * shader swizzle. |
| */ |
| static bool swizzle_requires_alpha_remapping(const GrGLCaps& caps, |
| uint32_t configComponentMask, |
| uint32_t swizzleComponentMask) { |
| if (caps.textureSwizzleSupport()) { |
| // Any remapping is handled using texture swizzling not shader modifications. |
| return false; |
| } |
| // check if the texture is alpha-only |
| if (kA_GrColorComponentFlag == configComponentMask) { |
| if (caps.textureRedSupport() && (kA_GrColorComponentFlag & swizzleComponentMask)) { |
| // we must map the swizzle 'a's to 'r'. |
| return true; |
| } |
| if (kRGB_GrColorComponentFlags & swizzleComponentMask) { |
| // The 'r', 'g', and/or 'b's must be mapped to 'a' according to our semantics that |
| // alpha-only textures smear alpha across all four channels when read. |
| return true; |
| } |
| } |
| return false; |
| } |
| |
| static uint32_t gen_texture_key(const GrProcessor& proc, const GrGLCaps& caps) { |
| uint32_t key = 0; |
| int numTextures = proc.numTextures(); |
| for (int t = 0; t < numTextures; ++t) { |
| const GrTextureAccess& access = proc.textureAccess(t); |
| uint32_t configComponentMask = GrPixelConfigComponentMask(access.getTexture()->config()); |
| if (swizzle_requires_alpha_remapping(caps, configComponentMask, access.swizzleMask())) { |
| key |= 1 << t; |
| } |
| } |
| return key; |
| } |
| |
| /** |
| * A function which emits a meta key into the key builder. This is required because shader code may |
| * be dependent on properties of the effect that the effect itself doesn't use |
| * in its key (e.g. the pixel format of textures used). So we create a meta-key for |
| * every effect using this function. It is also responsible for inserting the effect's class ID |
| * which must be different for every GrProcessor subclass. It can fail if an effect uses too many |
| * textures, transforms, etc, for the space allotted in the meta-key. NOTE, both FPs and GPs share |
| * this function because it is hairy, though FPs do not have attribs, and GPs do not have transforms |
| * |
| * TODO: A better name for this function would be "compute" instead of "get". |
| */ |
| static bool get_meta_key(const GrProcessor& proc, |
| const GrGLCaps& caps, |
| uint32_t transformKey, |
| GrProcessorKeyBuilder* b) { |
| size_t processorKeySize = b->size(); |
| uint32_t textureKey = gen_texture_key(proc, caps); |
| uint32_t classID = proc.classID(); |
| |
| // Currently we allow 16 bits for each of the above portions of the meta-key. Fail if they |
| // don't fit. |
| static const uint32_t kMetaKeyInvalidMask = ~((uint32_t) SK_MaxU16); |
| if ((textureKey | transformKey | classID) & kMetaKeyInvalidMask) { |
| return false; |
| } |
| if (processorKeySize > SK_MaxU16) { |
| return false; |
| } |
| |
| uint32_t* key = b->add32n(2); |
| key[0] = (textureKey << 16 | transformKey); |
| key[1] = (classID << 16 | SkToU16(processorKeySize)); |
| return true; |
| } |
| |
| /* |
| * TODO: A better name for this function would be "compute" instead of "get". |
| */ |
| static bool get_frag_proc_and_meta_keys(const GrPrimitiveProcessor& primProc, |
| const GrFragmentProcessor& fp, |
| const GrGLCaps& caps, |
| GrProcessorKeyBuilder* b) { |
| for (int i = 0; i < fp.numChildProcessors(); ++i) { |
| if (!get_frag_proc_and_meta_keys(primProc, fp.childProcessor(i), caps, b)) { |
| return false; |
| } |
| } |
| |
| fp.getGLProcessorKey(*caps.glslCaps(), b); |
| |
| //**** use glslCaps here? |
| return get_meta_key(fp, caps, primProc.getTransformKey(fp.coordTransforms(), |
| fp.numTransformsExclChildren()), b); |
| } |
| |
| bool GrGLProgramDescBuilder::Build(GrProgramDesc* desc, |
| const GrPrimitiveProcessor& primProc, |
| const GrPipeline& pipeline, |
| const GrGLGpu* gpu, |
| const GrBatchTracker& batchTracker) { |
| // 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. |
| |
| GrGLProgramDesc* glDesc = (GrGLProgramDesc*) desc; |
| |
| GR_STATIC_ASSERT(0 == kProcessorKeysOffset % sizeof(uint32_t)); |
| // Make room for everything up to the effect keys. |
| glDesc->key().reset(); |
| glDesc->key().push_back_n(kProcessorKeysOffset); |
| |
| GrProcessorKeyBuilder b(&glDesc->key()); |
| |
| primProc.getGLProcessorKey(batchTracker, *gpu->glCaps().glslCaps(), &b); |
| //**** use glslCaps here? |
| if (!get_meta_key(primProc, gpu->glCaps(), 0, &b)) { |
| glDesc->key().reset(); |
| return false; |
| } |
| |
| for (int i = 0; i < pipeline.numFragmentProcessors(); ++i) { |
| const GrFragmentProcessor& fp = pipeline.getFragmentProcessor(i); |
| if (!get_frag_proc_and_meta_keys(primProc, fp, gpu->glCaps(), &b)) { |
| glDesc->key().reset(); |
| return false; |
| } |
| } |
| |
| const GrXferProcessor& xp = *pipeline.getXferProcessor(); |
| xp.getGLProcessorKey(*gpu->glCaps().glslCaps(), &b); |
| //**** use glslCaps here? |
| if (!get_meta_key(xp, gpu->glCaps(), 0, &b)) { |
| glDesc->key().reset(); |
| return false; |
| } |
| |
| // --------DO NOT MOVE HEADER ABOVE THIS LINE-------------------------------------------------- |
| // Because header is a pointer into the dynamic array, we can't push any new data into the key |
| // below here. |
| KeyHeader* header = glDesc->atOffset<KeyHeader, kHeaderOffset>(); |
| |
| // make sure any padding in the header is zeroed. |
| memset(header, 0, kHeaderSize); |
| |
| if (pipeline.readsFragPosition()) { |
| header->fFragPosKey = |
| GrGLFragmentShaderBuilder::KeyForFragmentPosition(pipeline.getRenderTarget(), |
| gpu->glCaps()); |
| } else { |
| header->fFragPosKey = 0; |
| } |
| header->fSnapVerticesToPixelCenters = pipeline.snapVerticesToPixelCenters(); |
| header->fColorEffectCnt = pipeline.numColorFragmentProcessors(); |
| header->fCoverageEffectCnt = pipeline.numCoverageFragmentProcessors(); |
| glDesc->finalize(); |
| return true; |
| } |