| /* |
| * Copyright 2014 Google Inc. |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| #include "GrGLProgramBuilder.h" |
| |
| #include "GrAutoLocaleSetter.h" |
| #include "GrCoordTransform.h" |
| #include "GrGLProgramBuilder.h" |
| #include "GrTexture.h" |
| #include "SkRTConf.h" |
| #include "SkTraceEvent.h" |
| #include "gl/GrGLFragmentProcessor.h" |
| #include "gl/GrGLGeometryProcessor.h" |
| #include "gl/GrGLGpu.h" |
| #include "gl/GrGLProgram.h" |
| #include "gl/GrGLSLPrettyPrint.h" |
| #include "gl/GrGLXferProcessor.h" |
| #include "gl/builders/GrGLShaderStringBuilder.h" |
| #include "glsl/GrGLSLCaps.h" |
| #include "glsl/GrGLSLProgramDataManager.h" |
| #include "glsl/GrGLSLTextureSampler.h" |
| |
| #define GL_CALL(X) GR_GL_CALL(this->gpu()->glInterface(), X) |
| #define GL_CALL_RET(R, X) GR_GL_CALL_RET(this->gpu()->glInterface(), R, X) |
| |
| GrGLProgram* GrGLProgramBuilder::CreateProgram(const DrawArgs& args, GrGLGpu* gpu) { |
| GrAutoLocaleSetter als("C"); |
| |
| // create a builder. This will be handed off to effects so they can use it to add |
| // uniforms, varyings, textures, etc |
| SkAutoTDelete<GrGLProgramBuilder> builder(new GrGLProgramBuilder(gpu, args)); |
| |
| GrGLProgramBuilder* pb = builder.get(); |
| |
| // TODO: Once all stages can handle taking a float or vec4 and correctly handling them we can |
| // seed correctly here |
| GrGLSLExpr4 inputColor; |
| GrGLSLExpr4 inputCoverage; |
| |
| if (!pb->emitAndInstallProcs(&inputColor, &inputCoverage)) { |
| return nullptr; |
| } |
| |
| return pb->finalize(); |
| } |
| |
| ///////////////////////////////////////////////////////////////////////////// |
| |
| GrGLProgramBuilder::GrGLProgramBuilder(GrGLGpu* gpu, const DrawArgs& args) |
| : INHERITED(args) |
| , fGeometryProcessor(nullptr) |
| , fXferProcessor(nullptr) |
| , fGpu(gpu) |
| , fUniforms(kVarsPerBlock) |
| , fSamplerUniforms(4) |
| , fSeparableVaryingInfos(kVarsPerBlock) { |
| } |
| |
| void GrGLProgramBuilder::addVarying(const char* name, |
| GrGLSLVarying* varying, |
| GrSLPrecision precision) { |
| SkASSERT(varying); |
| if (varying->vsVarying()) { |
| fVS.addVarying(name, precision, varying); |
| } |
| if (this->primitiveProcessor().willUseGeoShader()) { |
| fGS.addVarying(name, precision, varying); |
| } |
| if (varying->fsVarying()) { |
| fFS.addVarying(varying, precision); |
| } |
| } |
| |
| void GrGLProgramBuilder::addPassThroughAttribute(const GrPrimitiveProcessor::Attribute* input, |
| const char* output) { |
| GrSLType type = GrVertexAttribTypeToSLType(input->fType); |
| GrGLSLVertToFrag v(type); |
| this->addVarying(input->fName, &v); |
| fVS.codeAppendf("%s = %s;", v.vsOut(), input->fName); |
| fFS.codeAppendf("%s = %s;", output, v.fsIn()); |
| } |
| |
| GrGLProgramBuilder::SeparableVaryingHandle GrGLProgramBuilder::addSeparableVarying( |
| const char* name, |
| GrGLSLVertToFrag* v, |
| GrSLPrecision fsPrecision) { |
| // This call is not used for non-NVPR backends. |
| SkASSERT(fGpu->glCaps().shaderCaps()->pathRenderingSupport() && |
| fArgs.fPrimitiveProcessor->isPathRendering() && |
| !fArgs.fPrimitiveProcessor->willUseGeoShader() && |
| fArgs.fPrimitiveProcessor->numAttribs() == 0); |
| this->addVarying(name, v, fsPrecision); |
| SeparableVaryingInfo& varyingInfo = fSeparableVaryingInfos.push_back(); |
| varyingInfo.fVariable = this->getFragmentShaderBuilder()->fInputs.back(); |
| varyingInfo.fLocation = fSeparableVaryingInfos.count() - 1; |
| return SeparableVaryingHandle(varyingInfo.fLocation); |
| } |
| |
| GrGLSLProgramDataManager::UniformHandle GrGLProgramBuilder::internalAddUniformArray( |
| uint32_t visibility, |
| GrSLType type, |
| GrSLPrecision precision, |
| const char* name, |
| bool mangleName, |
| int count, |
| const char** outName) { |
| SkASSERT(name && strlen(name)); |
| SkDEBUGCODE(static const uint32_t kVisibilityMask = kVertex_Visibility | kFragment_Visibility); |
| SkASSERT(0 == (~kVisibilityMask & visibility)); |
| SkASSERT(0 != visibility); |
| SkASSERT(kDefault_GrSLPrecision == precision || GrSLTypeIsFloatType(type)); |
| |
| UniformInfo& uni = fUniforms.push_back(); |
| uni.fVariable.setType(type); |
| uni.fVariable.setTypeModifier(GrGLSLShaderVar::kUniform_TypeModifier); |
| // TODO this is a bit hacky, lets think of a better way. Basically we need to be able to use |
| // the uniform view matrix name in the GP, and the GP is immutable so it has to tell the PB |
| // exactly what name it wants to use for the uniform view matrix. If we prefix anythings, then |
| // the names will mismatch. I think the correct solution is to have all GPs which need the |
| // uniform view matrix, they should upload the view matrix in their setData along with regular |
| // uniforms. |
| char prefix = 'u'; |
| if ('u' == name[0]) { |
| prefix = '\0'; |
| } |
| this->nameVariable(uni.fVariable.accessName(), prefix, name, mangleName); |
| uni.fVariable.setArrayCount(count); |
| uni.fVisibility = visibility; |
| uni.fVariable.setPrecision(precision); |
| |
| if (outName) { |
| *outName = uni.fVariable.c_str(); |
| } |
| return GrGLSLProgramDataManager::UniformHandle(fUniforms.count() - 1); |
| } |
| |
| void GrGLProgramBuilder::onAppendUniformDecls(ShaderVisibility visibility, SkString* out) const { |
| for (int i = 0; i < fUniforms.count(); ++i) { |
| if (fUniforms[i].fVisibility & visibility) { |
| fUniforms[i].fVariable.appendDecl(this->glslCaps(), out); |
| out->append(";\n"); |
| } |
| } |
| } |
| |
| const GrGLSLCaps* GrGLProgramBuilder::glslCaps() const { |
| return this->fGpu->ctxInfo().caps()->glslCaps(); |
| } |
| |
| bool GrGLProgramBuilder::emitAndInstallProcs(GrGLSLExpr4* inputColor, GrGLSLExpr4* inputCoverage) { |
| // First we loop over all of the installed processors and collect coord transforms. These will |
| // be sent to the GrGLPrimitiveProcessor in its emitCode function |
| const GrPrimitiveProcessor& primProc = this->primitiveProcessor(); |
| int totalTextures = primProc.numTextures(); |
| const int maxTextureUnits = fGpu->glCaps().maxFragmentTextureUnits(); |
| |
| for (int i = 0; i < this->pipeline().numFragmentProcessors(); i++) { |
| const GrFragmentProcessor& processor = this->pipeline().getFragmentProcessor(i); |
| |
| if (!primProc.hasTransformedLocalCoords()) { |
| SkTArray<const GrCoordTransform*, true>& procCoords = fCoordTransforms.push_back(); |
| processor.gatherCoordTransforms(&procCoords); |
| } |
| |
| totalTextures += processor.numTextures(); |
| if (totalTextures >= maxTextureUnits) { |
| GrCapsDebugf(fGpu->caps(), "Program would use too many texture units\n"); |
| return false; |
| } |
| } |
| |
| this->emitAndInstallProc(primProc, inputColor, inputCoverage); |
| |
| fFragmentProcessors.reset(new GrGLInstalledFragProcs); |
| int numProcs = this->pipeline().numFragmentProcessors(); |
| this->emitAndInstallFragProcs(0, this->pipeline().numColorFragmentProcessors(), inputColor); |
| this->emitAndInstallFragProcs(this->pipeline().numColorFragmentProcessors(), numProcs, |
| inputCoverage); |
| this->emitAndInstallXferProc(*this->pipeline().getXferProcessor(), *inputColor, *inputCoverage); |
| return true; |
| } |
| |
| void GrGLProgramBuilder::emitAndInstallFragProcs(int procOffset, |
| int numProcs, |
| GrGLSLExpr4* inOut) { |
| for (int i = procOffset; i < numProcs; ++i) { |
| GrGLSLExpr4 output; |
| const GrFragmentProcessor& fp = this->pipeline().getFragmentProcessor(i); |
| this->emitAndInstallProc(fp, i, *inOut, &output); |
| *inOut = output; |
| } |
| } |
| |
| void GrGLProgramBuilder::nameExpression(GrGLSLExpr4* output, const char* baseName) { |
| // create var to hold stage result. If we already have a valid output name, just use that |
| // otherwise create a new mangled one. This name is only valid if we are reordering stages |
| // and have to tell stage exactly where to put its output. |
| SkString outName; |
| if (output->isValid()) { |
| outName = output->c_str(); |
| } else { |
| this->nameVariable(&outName, '\0', baseName); |
| } |
| fFS.codeAppendf("vec4 %s;", outName.c_str()); |
| *output = outName; |
| } |
| |
| // TODO Processors cannot output zeros because an empty string is all 1s |
| // the fix is to allow effects to take the GrGLSLExpr4 directly |
| void GrGLProgramBuilder::emitAndInstallProc(const GrFragmentProcessor& fp, |
| int index, |
| const GrGLSLExpr4& input, |
| GrGLSLExpr4* output) { |
| // Program builders have a bit of state we need to clear with each effect |
| AutoStageAdvance adv(this); |
| this->nameExpression(output, "output"); |
| |
| // Enclose custom code in a block to avoid namespace conflicts |
| SkString openBrace; |
| openBrace.printf("{ // Stage %d, %s\n", fStageIndex, fp.name()); |
| fFS.codeAppend(openBrace.c_str()); |
| |
| this->emitAndInstallProc(fp, index, output->c_str(), input.isOnes() ? nullptr : input.c_str()); |
| |
| fFS.codeAppend("}"); |
| } |
| |
| void GrGLProgramBuilder::emitAndInstallProc(const GrPrimitiveProcessor& proc, |
| GrGLSLExpr4* outputColor, |
| GrGLSLExpr4* outputCoverage) { |
| // Program builders have a bit of state we need to clear with each effect |
| AutoStageAdvance adv(this); |
| this->nameExpression(outputColor, "outputColor"); |
| this->nameExpression(outputCoverage, "outputCoverage"); |
| |
| // Enclose custom code in a block to avoid namespace conflicts |
| SkString openBrace; |
| openBrace.printf("{ // Stage %d, %s\n", fStageIndex, proc.name()); |
| fFS.codeAppend(openBrace.c_str()); |
| fVS.codeAppendf("// Primitive Processor %s\n", proc.name()); |
| |
| this->emitAndInstallProc(proc, outputColor->c_str(), outputCoverage->c_str()); |
| |
| fFS.codeAppend("}"); |
| } |
| |
| void GrGLProgramBuilder::emitAndInstallProc(const GrFragmentProcessor& fp, |
| int index, |
| const char* outColor, |
| const char* inColor) { |
| GrGLInstalledFragProc* ifp = new GrGLInstalledFragProc; |
| |
| ifp->fGLProc.reset(fp.createGLInstance()); |
| |
| SkSTArray<4, GrGLSLTextureSampler> samplers(fp.numTextures()); |
| this->emitSamplers(fp, &samplers, ifp); |
| |
| GrGLFragmentProcessor::EmitArgs args(this, fp, outColor, inColor, fOutCoords[index], samplers); |
| ifp->fGLProc->emitCode(args); |
| |
| // We have to check that effects and the code they emit are consistent, ie if an effect |
| // asks for dst color, then the emit code needs to follow suit |
| verify(fp); |
| fFragmentProcessors->fProcs.push_back(ifp); |
| } |
| |
| void GrGLProgramBuilder::emitAndInstallProc(const GrPrimitiveProcessor& gp, |
| const char* outColor, |
| const char* outCoverage) { |
| SkASSERT(!fGeometryProcessor); |
| fGeometryProcessor = new GrGLInstalledGeoProc; |
| |
| fGeometryProcessor->fGLProc.reset(gp.createGLInstance(*fGpu->glCaps().glslCaps())); |
| |
| SkSTArray<4, GrGLSLTextureSampler> samplers(gp.numTextures()); |
| this->emitSamplers(gp, &samplers, fGeometryProcessor); |
| |
| GrGLGeometryProcessor::EmitArgs args(this, gp, outColor, outCoverage, samplers, |
| fCoordTransforms, &fOutCoords); |
| fGeometryProcessor->fGLProc->emitCode(args); |
| |
| // We have to check that effects and the code they emit are consistent, ie if an effect |
| // asks for dst color, then the emit code needs to follow suit |
| verify(gp); |
| } |
| |
| void GrGLProgramBuilder::emitAndInstallXferProc(const GrXferProcessor& xp, |
| const GrGLSLExpr4& colorIn, |
| const GrGLSLExpr4& coverageIn) { |
| // Program builders have a bit of state we need to clear with each effect |
| AutoStageAdvance adv(this); |
| |
| SkASSERT(!fXferProcessor); |
| fXferProcessor = new GrGLInstalledXferProc; |
| |
| fXferProcessor->fGLProc.reset(xp.createGLInstance()); |
| |
| // Enable dual source secondary output if we have one |
| if (xp.hasSecondaryOutput()) { |
| fFS.enableSecondaryOutput(); |
| } |
| |
| if (this->glslCaps()->mustDeclareFragmentShaderOutput()) { |
| fFS.enableCustomOutput(); |
| } |
| |
| SkString openBrace; |
| openBrace.printf("{ // Xfer Processor: %s\n", xp.name()); |
| fFS.codeAppend(openBrace.c_str()); |
| |
| SkSTArray<4, GrGLSLTextureSampler> samplers(xp.numTextures()); |
| this->emitSamplers(xp, &samplers, fXferProcessor); |
| |
| GrGLXferProcessor::EmitArgs args(this, xp, colorIn.c_str(), coverageIn.c_str(), |
| fFS.getPrimaryColorOutputName(), |
| fFS.getSecondaryColorOutputName(), samplers); |
| fXferProcessor->fGLProc->emitCode(args); |
| |
| // We have to check that effects and the code they emit are consistent, ie if an effect |
| // asks for dst color, then the emit code needs to follow suit |
| verify(xp); |
| fFS.codeAppend("}"); |
| } |
| |
| void GrGLProgramBuilder::verify(const GrPrimitiveProcessor& gp) { |
| SkASSERT(fFS.hasReadFragmentPosition() == gp.willReadFragmentPosition()); |
| } |
| |
| void GrGLProgramBuilder::verify(const GrXferProcessor& xp) { |
| SkASSERT(fFS.hasReadDstColor() == xp.willReadDstColor()); |
| } |
| |
| void GrGLProgramBuilder::verify(const GrFragmentProcessor& fp) { |
| SkASSERT(fFS.hasReadFragmentPosition() == fp.willReadFragmentPosition()); |
| } |
| |
| template <class Proc> |
| void GrGLProgramBuilder::emitSamplers(const GrProcessor& processor, |
| GrGLSLTextureSampler::TextureSamplerArray* outSamplers, |
| GrGLInstalledProc<Proc>* ip) { |
| SkDEBUGCODE(ip->fSamplersIdx = fSamplerUniforms.count();) |
| int numTextures = processor.numTextures(); |
| UniformHandle* localSamplerUniforms = fSamplerUniforms.push_back_n(numTextures); |
| SkString name; |
| for (int t = 0; t < numTextures; ++t) { |
| name.printf("Sampler%d", t); |
| localSamplerUniforms[t] = this->addUniform(GrGLProgramBuilder::kFragment_Visibility, |
| kSampler2D_GrSLType, kDefault_GrSLPrecision, |
| name.c_str()); |
| SkNEW_APPEND_TO_TARRAY(outSamplers, GrGLSLTextureSampler, |
| (localSamplerUniforms[t], processor.textureAccess(t))); |
| } |
| } |
| |
| bool GrGLProgramBuilder::compileAndAttachShaders(GrGLSLShaderBuilder& shader, |
| GrGLuint programId, |
| GrGLenum type, |
| SkTDArray<GrGLuint>* shaderIds) { |
| GrGLGpu* gpu = this->gpu(); |
| GrGLuint shaderId = GrGLCompileAndAttachShader(gpu->glContext(), |
| programId, |
| type, |
| shader.fCompilerStrings.begin(), |
| shader.fCompilerStringLengths.begin(), |
| shader.fCompilerStrings.count(), |
| gpu->stats()); |
| |
| if (!shaderId) { |
| return false; |
| } |
| |
| *shaderIds->append() = shaderId; |
| |
| return true; |
| } |
| |
| GrGLProgram* GrGLProgramBuilder::finalize() { |
| // verify we can get a program id |
| GrGLuint programID; |
| GL_CALL_RET(programID, CreateProgram()); |
| if (0 == programID) { |
| return nullptr; |
| } |
| |
| // compile shaders and bind attributes / uniforms |
| SkTDArray<GrGLuint> shadersToDelete; |
| fVS.finalize(kVertex_Visibility); |
| if (!this->compileAndAttachShaders(fVS, programID, GR_GL_VERTEX_SHADER, &shadersToDelete)) { |
| this->cleanupProgram(programID, shadersToDelete); |
| return nullptr; |
| } |
| |
| // NVPR actually requires a vertex shader to compile |
| bool useNvpr = primitiveProcessor().isPathRendering(); |
| if (!useNvpr) { |
| const GrPrimitiveProcessor& primProc = this->primitiveProcessor(); |
| |
| int vaCount = primProc.numAttribs(); |
| for (int i = 0; i < vaCount; i++) { |
| GL_CALL(BindAttribLocation(programID, i, primProc.getAttrib(i).fName)); |
| } |
| } |
| |
| fFS.finalize(kFragment_Visibility); |
| if (!this->compileAndAttachShaders(fFS, programID, GR_GL_FRAGMENT_SHADER, &shadersToDelete)) { |
| this->cleanupProgram(programID, shadersToDelete); |
| return nullptr; |
| } |
| |
| this->bindProgramResourceLocations(programID); |
| |
| GL_CALL(LinkProgram(programID)); |
| |
| // Calling GetProgramiv is expensive in Chromium. Assume success in release builds. |
| bool checkLinked = kChromium_GrGLDriver != fGpu->ctxInfo().driver(); |
| #ifdef SK_DEBUG |
| checkLinked = true; |
| #endif |
| if (checkLinked) { |
| checkLinkStatus(programID); |
| } |
| this->resolveProgramResourceLocations(programID); |
| |
| this->cleanupShaders(shadersToDelete); |
| |
| return this->createProgram(programID); |
| } |
| |
| void GrGLProgramBuilder::bindProgramResourceLocations(GrGLuint programID) { |
| if (fGpu->glCaps().bindUniformLocationSupport()) { |
| int count = fUniforms.count(); |
| for (int i = 0; i < count; ++i) { |
| GL_CALL(BindUniformLocation(programID, i, fUniforms[i].fVariable.c_str())); |
| fUniforms[i].fLocation = i; |
| } |
| } |
| |
| const GrGLCaps& caps = this->gpu()->glCaps(); |
| if (fFS.hasCustomColorOutput() && caps.bindFragDataLocationSupport()) { |
| GL_CALL(BindFragDataLocation(programID, 0, |
| GrGLSLFragmentShaderBuilder::DeclaredColorOutputName())); |
| } |
| if (fFS.hasSecondaryOutput() && caps.glslCaps()->mustDeclareFragmentShaderOutput()) { |
| GL_CALL(BindFragDataLocationIndexed(programID, 0, 1, |
| GrGLSLFragmentShaderBuilder::DeclaredSecondaryColorOutputName())); |
| } |
| |
| // handle NVPR separable varyings |
| if (!fGpu->glCaps().shaderCaps()->pathRenderingSupport() || |
| !fGpu->glPathRendering()->shouldBindFragmentInputs()) { |
| return; |
| } |
| int count = fSeparableVaryingInfos.count(); |
| for (int i = 0; i < count; ++i) { |
| GL_CALL(BindFragmentInputLocation(programID, |
| i, |
| fSeparableVaryingInfos[i].fVariable.c_str())); |
| fSeparableVaryingInfos[i].fLocation = i; |
| } |
| } |
| |
| bool GrGLProgramBuilder::checkLinkStatus(GrGLuint programID) { |
| GrGLint linked = GR_GL_INIT_ZERO; |
| GL_CALL(GetProgramiv(programID, GR_GL_LINK_STATUS, &linked)); |
| if (!linked) { |
| GrGLint infoLen = GR_GL_INIT_ZERO; |
| GL_CALL(GetProgramiv(programID, GR_GL_INFO_LOG_LENGTH, &infoLen)); |
| SkAutoMalloc log(sizeof(char)*(infoLen+1)); // outside if for debugger |
| if (infoLen > 0) { |
| // retrieve length even though we don't need it to workaround |
| // bug in chrome cmd buffer param validation. |
| GrGLsizei length = GR_GL_INIT_ZERO; |
| GL_CALL(GetProgramInfoLog(programID, |
| infoLen+1, |
| &length, |
| (char*)log.get())); |
| SkDebugf("%s", (char*)log.get()); |
| } |
| SkDEBUGFAIL("Error linking program"); |
| GL_CALL(DeleteProgram(programID)); |
| programID = 0; |
| } |
| return SkToBool(linked); |
| } |
| |
| void GrGLProgramBuilder::resolveProgramResourceLocations(GrGLuint programID) { |
| if (!fGpu->glCaps().bindUniformLocationSupport()) { |
| int count = fUniforms.count(); |
| for (int i = 0; i < count; ++i) { |
| GrGLint location; |
| GL_CALL_RET(location, GetUniformLocation(programID, fUniforms[i].fVariable.c_str())); |
| fUniforms[i].fLocation = location; |
| } |
| } |
| |
| // handle NVPR separable varyings |
| if (!fGpu->glCaps().shaderCaps()->pathRenderingSupport() || |
| !fGpu->glPathRendering()->shouldBindFragmentInputs()) { |
| return; |
| } |
| int count = fSeparableVaryingInfos.count(); |
| for (int i = 0; i < count; ++i) { |
| GrGLint location; |
| GL_CALL_RET(location, |
| GetProgramResourceLocation(programID, |
| GR_GL_FRAGMENT_INPUT, |
| fSeparableVaryingInfos[i].fVariable.c_str())); |
| fSeparableVaryingInfos[i].fLocation = location; |
| } |
| } |
| |
| void GrGLProgramBuilder::cleanupProgram(GrGLuint programID, const SkTDArray<GrGLuint>& shaderIDs) { |
| GL_CALL(DeleteProgram(programID)); |
| cleanupShaders(shaderIDs); |
| } |
| void GrGLProgramBuilder::cleanupShaders(const SkTDArray<GrGLuint>& shaderIDs) { |
| for (int i = 0; i < shaderIDs.count(); ++i) { |
| GL_CALL(DeleteShader(shaderIDs[i])); |
| } |
| } |
| |
| GrGLProgram* GrGLProgramBuilder::createProgram(GrGLuint programID) { |
| return new GrGLProgram(fGpu, this->desc(), fUniformHandles, programID, fUniforms, |
| fSeparableVaryingInfos, |
| fGeometryProcessor, fXferProcessor, fFragmentProcessors.get(), |
| &fSamplerUniforms); |
| } |
| |
| /////////////////////////////////////////////////////////////////////////////////////////////////// |
| |
| GrGLInstalledFragProcs::~GrGLInstalledFragProcs() { |
| int numProcs = fProcs.count(); |
| for (int i = 0; i < numProcs; ++i) { |
| delete fProcs[i]; |
| } |
| } |