| /* |
| * 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 "src/gpu/glsl/GrGLSLGeometryProcessor.h" |
| |
| #include "src/core/SkMatrixPriv.h" |
| #include "src/gpu/GrPipeline.h" |
| #include "src/gpu/glsl/GrGLSLFragmentShaderBuilder.h" |
| #include "src/gpu/glsl/GrGLSLProgramBuilder.h" |
| #include "src/gpu/glsl/GrGLSLUniformHandler.h" |
| #include "src/gpu/glsl/GrGLSLVarying.h" |
| #include "src/gpu/glsl/GrGLSLVertexGeoBuilder.h" |
| |
| #include <queue> |
| |
| GrGLSLGeometryProcessor::FPCoordsMap GrGLSLGeometryProcessor::emitCode(EmitArgs& args, |
| const GrPipeline& pipeline) { |
| GrGPArgs gpArgs; |
| this->onEmitCode(args, &gpArgs); |
| |
| FPCoordsMap transformMap = this->collectTransforms(args.fVertBuilder, |
| args.fVaryingHandler, |
| args.fUniformHandler, |
| gpArgs.fLocalCoordVar, |
| pipeline); |
| |
| if (args.fGeomProc.willUseTessellationShaders()) { |
| // Tessellation shaders are temporarily responsible for integrating their own code strings |
| // while we work out full support. |
| return transformMap; |
| } |
| |
| GrGLSLVertexBuilder* vBuilder = args.fVertBuilder; |
| if (!args.fGeomProc.willUseGeoShader()) { |
| // Emit the vertex position to the hardware in the normalized window coordinates it expects. |
| SkASSERT(kFloat2_GrSLType == gpArgs.fPositionVar.getType() || |
| kFloat3_GrSLType == gpArgs.fPositionVar.getType()); |
| vBuilder->emitNormalizedSkPosition(gpArgs.fPositionVar.c_str(), |
| gpArgs.fPositionVar.getType()); |
| if (kFloat2_GrSLType == gpArgs.fPositionVar.getType()) { |
| args.fVaryingHandler->setNoPerspective(); |
| } |
| } else { |
| // Since we have a geometry shader, leave the vertex position in Skia device space for now. |
| // The geometry Shader will operate in device space, and then convert the final positions to |
| // normalized hardware window coordinates under the hood, once everything else has finished. |
| // The subclass must call setNoPerspective on the varying handler, if applicable. |
| vBuilder->codeAppendf("sk_Position = float4(%s", gpArgs.fPositionVar.c_str()); |
| switch (gpArgs.fPositionVar.getType()) { |
| case kFloat_GrSLType: |
| vBuilder->codeAppend(", 0"); |
| [[fallthrough]]; |
| case kFloat2_GrSLType: |
| vBuilder->codeAppend(", 0"); |
| [[fallthrough]]; |
| case kFloat3_GrSLType: |
| vBuilder->codeAppend(", 1"); |
| [[fallthrough]]; |
| case kFloat4_GrSLType: |
| vBuilder->codeAppend(");"); |
| break; |
| default: |
| SK_ABORT("Invalid position var type"); |
| break; |
| } |
| } |
| return transformMap; |
| } |
| |
| GrGLSLGeometryProcessor::FPCoordsMap GrGLSLGeometryProcessor::collectTransforms( |
| GrGLSLVertexBuilder* vb, |
| GrGLSLVaryingHandler* varyingHandler, |
| GrGLSLUniformHandler* uniformHandler, |
| const GrShaderVar& localCoordsVar, |
| const GrPipeline& pipeline) { |
| SkASSERT(localCoordsVar.getType() == kFloat2_GrSLType || |
| localCoordsVar.getType() == kFloat3_GrSLType || |
| localCoordsVar.getType() == kVoid_GrSLType); |
| |
| auto baseLocalCoordFSVar = [&, baseLocalCoord = GrGLSLVarying()]() mutable { |
| SkASSERT(GrSLTypeIsFloatType(localCoordsVar.getType())); |
| if (baseLocalCoord.type() == kVoid_GrSLType) { |
| // Initialize to the GP provided coordinate |
| SkString baseLocalCoordName = SkStringPrintf("LocalCoord"); |
| baseLocalCoord = GrGLSLVarying(localCoordsVar.getType()); |
| varyingHandler->addVarying(baseLocalCoordName.c_str(), &baseLocalCoord); |
| vb->codeAppendf("%s = %s;\n", baseLocalCoord.vsOut(), localCoordsVar.getName().c_str()); |
| } |
| return baseLocalCoord.fsInVar(); |
| }; |
| |
| FPCoordsMap result; |
| // Performs a pre-order traversal of FP hierarchy rooted at fp and identifies FPs that are |
| // sampled with a series of matrices applied to local coords. For each such FP a varying is |
| // added to the varying handler and added to 'result'. |
| auto liftTransforms = [&, traversalIndex = 0](auto& self, |
| const GrFragmentProcessor& fp, |
| bool hasPerspective, |
| const GrFragmentProcessor* lastMatrixFP = nullptr, |
| int lastMatrixTraversalIndex = -1, |
| bool inExplicitSubtree = false) mutable -> void { |
| ++traversalIndex; |
| switch (fp.sampleUsage().kind()) { |
| case SkSL::SampleUsage::Kind::kNone: |
| // This should only happen at the root. Otherwise how did this FP get added? |
| SkASSERT(!fp.parent()); |
| break; |
| case SkSL::SampleUsage::Kind::kPassThrough: |
| break; |
| case SkSL::SampleUsage::Kind::kUniformMatrix: |
| // Update tracking of last matrix and matrix props. |
| hasPerspective |= fp.sampleUsage().hasPerspective(); |
| lastMatrixFP = &fp; |
| lastMatrixTraversalIndex = traversalIndex; |
| break; |
| case SkSL::SampleUsage::Kind::kExplicit: |
| inExplicitSubtree = true; |
| break; |
| } |
| |
| auto& [varyingFSVar, hasCoordsParam] = result[&fp]; |
| hasCoordsParam = fp.usesSampleCoordsDirectly(); |
| |
| if (fp.usesSampleCoordsDirectly() && !inExplicitSubtree) { |
| // Associate the varying with the highest possible node in the FP tree that shares the |
| // same coordinates so that multiple FPs in a subtree can share. If there are no matrix |
| // sample nodes on the way up the tree then directly use the local coord. |
| if (!lastMatrixFP) { |
| varyingFSVar = baseLocalCoordFSVar(); |
| } else { |
| // If there is an already a varying that incorporates all matrices from the root to |
| // lastMatrixFP just use it. Otherwise, we add it. |
| auto& [varying, localCoord, varyingIdx] = fTransformVaryingsMap[lastMatrixFP]; |
| if (varying.type() == kVoid_GrSLType) { |
| varying = GrGLSLVarying(hasPerspective ? kFloat3_GrSLType : kFloat2_GrSLType); |
| SkString strVaryingName = SkStringPrintf("TransformedCoords_%d", |
| lastMatrixTraversalIndex); |
| varyingHandler->addVarying(strVaryingName.c_str(), &varying); |
| localCoord = localCoordsVar; |
| varyingIdx = lastMatrixTraversalIndex; |
| } |
| SkASSERT(varyingIdx == lastMatrixTraversalIndex); |
| // The FP will use the varying in the fragment shader as its coords. |
| varyingFSVar = varying.fsInVar(); |
| } |
| hasCoordsParam = false; |
| } |
| |
| for (int c = 0; c < fp.numChildProcessors(); ++c) { |
| if (auto* child = fp.childProcessor(c)) { |
| self(self, |
| *child, |
| hasPerspective, |
| lastMatrixFP, |
| lastMatrixTraversalIndex, |
| inExplicitSubtree); |
| // If we have a varying then we never need a param. Otherwise, if one of our |
| // children takes a non-explicit coord then we'll need our coord. |
| hasCoordsParam |= varyingFSVar.getType() == kVoid_GrSLType && |
| !child->sampleUsage().isExplicit() && |
| result[child].hasCoordsParam; |
| } |
| } |
| }; |
| |
| bool hasPerspective = GrSLTypeVecLength(localCoordsVar.getType()) == 3; |
| for (int i = 0; i < pipeline.numFragmentProcessors(); ++i) { |
| liftTransforms(liftTransforms, pipeline.getFragmentProcessor(i), hasPerspective); |
| } |
| return result; |
| } |
| |
| void GrGLSLGeometryProcessor::emitTransformCode(GrGLSLVertexBuilder* vb, |
| GrGLSLUniformHandler* uniformHandler) { |
| // Because descendant varyings may be computed using the varyings of ancestor FPs we make |
| // sure to visit the varyings according to FP pre-order traversal by dumping them into a |
| // priority queue. |
| using FPAndInfo = std::tuple<const GrFragmentProcessor*, TransformInfo>; |
| auto compare = [](const FPAndInfo& a, const FPAndInfo& b) { |
| return std::get<1>(a).traversalOrder > std::get<1>(b).traversalOrder; |
| }; |
| std::priority_queue<FPAndInfo, std::vector<FPAndInfo>, decltype(compare)> pq(compare); |
| std::for_each(fTransformVaryingsMap.begin(), fTransformVaryingsMap.end(), [&pq](auto entry) { |
| pq.push(entry); |
| }); |
| for (; !pq.empty(); pq.pop()) { |
| const auto& [fp, info] = pq.top(); |
| // If we recorded a transform info, its sample matrix must be uniform |
| SkASSERT(fp->sampleUsage().isUniformMatrix()); |
| GrShaderVar uniform = uniformHandler->liftUniformToVertexShader( |
| *fp->parent(), SkString(SkSL::SampleUsage::MatrixUniformName())); |
| // Start with this matrix and accumulate additional matrices as we walk up the FP tree |
| // to either the base coords or an ancestor FP that has an associated varying. |
| SkString transformExpression = uniform.getName(); |
| |
| // If we hit an ancestor with a varying on our walk up then save off the varying as the |
| // input to our accumulated transformExpression. Start off assuming we'll reach the root. |
| GrShaderVar inputCoords = info.localCoords; |
| |
| for (const auto* base = fp->parent(); base; base = base->parent()) { |
| if (auto iter = fTransformVaryingsMap.find(base); iter != fTransformVaryingsMap.end()) { |
| // Can stop here, as this varying already holds all transforms from higher FPs |
| // We'll apply the residual transformExpression we've accumulated up from our |
| // starting FP to this varying. |
| inputCoords = iter->second.varying.vsOutVar(); |
| break; |
| } else if (base->sampleUsage().isUniformMatrix()) { |
| // Accumulate any matrices along the path to either the original local coords or |
| // a parent varying. Getting here means this FP was sampled with a uniform matrix |
| // but all uses of coords below here in the FP hierarchy are beneath additional |
| // matrix samples and thus this node wasn't assigned a varying. |
| GrShaderVar uniform = uniformHandler->liftUniformToVertexShader( |
| *base->parent(), SkString(SkSL::SampleUsage::MatrixUniformName())); |
| transformExpression.appendf(" * %s", uniform.getName().c_str()); |
| } else { |
| // This intermediate FP is just a pass through and doesn't need to be built |
| // in to the expression, but we must visit its parents in case they add transforms. |
| SkASSERT(base->sampleUsage().isPassThrough() || !base->sampleUsage().isSampled()); |
| } |
| } |
| |
| SkString inputStr; |
| if (inputCoords.getType() == kFloat2_GrSLType) { |
| inputStr = SkStringPrintf("%s.xy1", inputCoords.getName().c_str()); |
| } else { |
| SkASSERT(inputCoords.getType() == kFloat3_GrSLType); |
| inputStr = inputCoords.getName(); |
| } |
| |
| vb->codeAppend("{\n"); |
| if (info.varying.type() == kFloat2_GrSLType) { |
| if (vb->getProgramBuilder()->shaderCaps()->nonsquareMatrixSupport()) { |
| vb->codeAppendf("%s = float3x2(%s) * %s", info.varying.vsOut(), |
| transformExpression.c_str(), |
| inputStr.c_str()); |
| } else { |
| vb->codeAppendf("%s = (%s * %s).xy", info.varying.vsOut(), |
| transformExpression.c_str(), |
| inputStr.c_str()); |
| } |
| } else { |
| SkASSERT(info.varying.type() == kFloat3_GrSLType); |
| vb->codeAppendf("%s = %s * %s", info.varying.vsOut(), |
| transformExpression.c_str(), |
| inputStr.c_str()); |
| } |
| vb->codeAppend(";\n"); |
| vb->codeAppend("}\n"); |
| } |
| // We don't need this map anymore. |
| fTransformVaryingsMap.clear(); |
| } |
| |
| void GrGLSLGeometryProcessor::setupUniformColor(GrGLSLFPFragmentBuilder* fragBuilder, |
| GrGLSLUniformHandler* uniformHandler, |
| const char* outputName, |
| UniformHandle* colorUniform) { |
| SkASSERT(colorUniform); |
| const char* stagedLocalVarName; |
| *colorUniform = uniformHandler->addUniform(nullptr, |
| kFragment_GrShaderFlag, |
| kHalf4_GrSLType, |
| "Color", |
| &stagedLocalVarName); |
| fragBuilder->codeAppendf("%s = %s;", outputName, stagedLocalVarName); |
| if (fragBuilder->getProgramBuilder()->shaderCaps()->mustObfuscateUniformColor()) { |
| fragBuilder->codeAppendf("%s = max(%s, half4(0));", outputName, outputName); |
| } |
| } |
| |
| void GrGLSLGeometryProcessor::SetTransform(const GrGLSLProgramDataManager& pdman, |
| const GrShaderCaps& shaderCaps, |
| const UniformHandle& uniform, |
| const SkMatrix& matrix, |
| SkMatrix* state) { |
| if (!uniform.isValid() || (state && SkMatrixPriv::CheapEqual(*state, matrix))) { |
| // No update needed |
| return; |
| } |
| if (state) { |
| *state = matrix; |
| } |
| if (matrix.isScaleTranslate() && !shaderCaps.reducedShaderMode()) { |
| // ComputeMatrixKey and writeX() assume the uniform is a float4 (can't assert since nothing |
| // is exposed on a handle, but should be caught lower down). |
| float values[4] = {matrix.getScaleX(), matrix.getTranslateX(), |
| matrix.getScaleY(), matrix.getTranslateY()}; |
| pdman.set4fv(uniform, 1, values); |
| } else { |
| pdman.setSkMatrix(uniform, matrix); |
| } |
| } |
| |
| static void write_passthrough_vertex_position(GrGLSLVertexBuilder* vertBuilder, |
| const GrShaderVar& inPos, |
| GrShaderVar* outPos) { |
| SkASSERT(inPos.getType() == kFloat3_GrSLType || inPos.getType() == kFloat2_GrSLType); |
| SkString outName = vertBuilder->newTmpVarName(inPos.getName().c_str()); |
| outPos->set(inPos.getType(), outName.c_str()); |
| vertBuilder->codeAppendf("float%d %s = %s;", |
| GrSLTypeVecLength(inPos.getType()), |
| outName.c_str(), |
| inPos.getName().c_str()); |
| } |
| |
| static void write_vertex_position(GrGLSLVertexBuilder* vertBuilder, |
| GrGLSLUniformHandler* uniformHandler, |
| const GrShaderCaps& shaderCaps, |
| const GrShaderVar& inPos, |
| const SkMatrix& matrix, |
| const char* matrixName, |
| GrShaderVar* outPos, |
| GrGLSLGeometryProcessor::UniformHandle* matrixUniform) { |
| SkASSERT(inPos.getType() == kFloat3_GrSLType || inPos.getType() == kFloat2_GrSLType); |
| SkString outName = vertBuilder->newTmpVarName(inPos.getName().c_str()); |
| |
| if (matrix.isIdentity() && !shaderCaps.reducedShaderMode()) { |
| write_passthrough_vertex_position(vertBuilder, inPos, outPos); |
| return; |
| } |
| SkASSERT(matrixUniform); |
| |
| bool useCompactTransform = matrix.isScaleTranslate() && !shaderCaps.reducedShaderMode(); |
| const char* mangledMatrixName; |
| *matrixUniform = uniformHandler->addUniform(nullptr, |
| kVertex_GrShaderFlag, |
| useCompactTransform ? kFloat4_GrSLType |
| : kFloat3x3_GrSLType, |
| matrixName, |
| &mangledMatrixName); |
| |
| if (inPos.getType() == kFloat3_GrSLType) { |
| // A float3 stays a float3 whether or not the matrix adds perspective |
| if (useCompactTransform) { |
| vertBuilder->codeAppendf("float3 %s = %s.xz1 * %s + %s.yw0;\n", |
| outName.c_str(), |
| mangledMatrixName, |
| inPos.getName().c_str(), |
| mangledMatrixName); |
| } else { |
| vertBuilder->codeAppendf("float3 %s = %s * %s;\n", |
| outName.c_str(), |
| mangledMatrixName, |
| inPos.getName().c_str()); |
| } |
| outPos->set(kFloat3_GrSLType, outName.c_str()); |
| return; |
| } |
| if (matrix.hasPerspective()) { |
| // A float2 is promoted to a float3 if we add perspective via the matrix |
| SkASSERT(!useCompactTransform); |
| vertBuilder->codeAppendf("float3 %s = (%s * %s.xy1);", |
| outName.c_str(), |
| mangledMatrixName, |
| inPos.getName().c_str()); |
| outPos->set(kFloat3_GrSLType, outName.c_str()); |
| return; |
| } |
| if (useCompactTransform) { |
| vertBuilder->codeAppendf("float2 %s = %s.xz * %s + %s.yw;\n", |
| outName.c_str(), |
| mangledMatrixName, |
| inPos.getName().c_str(), |
| mangledMatrixName); |
| } else if (shaderCaps.nonsquareMatrixSupport()) { |
| vertBuilder->codeAppendf("float2 %s = float3x2(%s) * %s.xy1;\n", |
| outName.c_str(), |
| mangledMatrixName, |
| inPos.getName().c_str()); |
| } else { |
| vertBuilder->codeAppendf("float2 %s = (%s * %s.xy1).xy;\n", |
| outName.c_str(), |
| mangledMatrixName, |
| inPos.getName().c_str()); |
| } |
| outPos->set(kFloat2_GrSLType, outName.c_str()); |
| } |
| |
| void GrGLSLGeometryProcessor::WriteOutputPosition(GrGLSLVertexBuilder* vertBuilder, |
| GrGPArgs* gpArgs, |
| const char* posName) { |
| // writeOutputPosition assumes the incoming pos name points to a float2 variable |
| GrShaderVar inPos(posName, kFloat2_GrSLType); |
| write_passthrough_vertex_position(vertBuilder, inPos, &gpArgs->fPositionVar); |
| } |
| |
| void GrGLSLGeometryProcessor::WriteOutputPosition(GrGLSLVertexBuilder* vertBuilder, |
| GrGLSLUniformHandler* uniformHandler, |
| const GrShaderCaps& shaderCaps, |
| GrGPArgs* gpArgs, |
| const char* posName, |
| const SkMatrix& mat, |
| UniformHandle* viewMatrixUniform) { |
| GrShaderVar inPos(posName, kFloat2_GrSLType); |
| write_vertex_position(vertBuilder, |
| uniformHandler, |
| shaderCaps, |
| inPos, |
| mat, |
| "viewMatrix", |
| &gpArgs->fPositionVar, |
| viewMatrixUniform); |
| } |
| |
| void GrGLSLGeometryProcessor::WriteLocalCoord(GrGLSLVertexBuilder* vertBuilder, |
| GrGLSLUniformHandler* uniformHandler, |
| const GrShaderCaps& shaderCaps, |
| GrGPArgs* gpArgs, |
| GrShaderVar localVar, |
| const SkMatrix& localMatrix, |
| UniformHandle* localMatrixUniform) { |
| write_vertex_position(vertBuilder, |
| uniformHandler, |
| shaderCaps, |
| localVar, |
| localMatrix, |
| "localMatrix", |
| &gpArgs->fLocalCoordVar, |
| localMatrixUniform); |
| } |