| /* |
| * Copyright 2012 Google Inc. |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| #ifndef GrGLShaderBuilder_DEFINED |
| #define GrGLShaderBuilder_DEFINED |
| |
| #include "GrAllocator.h" |
| #include "GrBackendEffectFactory.h" |
| #include "GrColor.h" |
| #include "GrEffect.h" |
| #include "gl/GrGLSL.h" |
| #include "gl/GrGLUniformManager.h" |
| |
| #include <stdarg.h> |
| |
| class GrGLContextInfo; |
| class GrEffectStage; |
| class GrGLProgramDesc; |
| |
| /** |
| Contains all the incremental state of a shader as it is being built,as well as helpers to |
| manipulate that state. |
| */ |
| class GrGLShaderBuilder { |
| public: |
| /** |
| * Passed to GrGLEffects to add texture reads to their shader code. |
| */ |
| class TextureSampler { |
| public: |
| TextureSampler() |
| : fConfigComponentMask(0) { |
| // we will memcpy the first 4 bytes from passed in swizzle. This ensures the string is |
| // terminated. |
| fSwizzle[4] = '\0'; |
| } |
| |
| TextureSampler(const TextureSampler& other) { *this = other; } |
| |
| TextureSampler& operator= (const TextureSampler& other) { |
| GrAssert(0 == fConfigComponentMask); |
| GrAssert(!fSamplerUniform.isValid()); |
| |
| fConfigComponentMask = other.fConfigComponentMask; |
| fSamplerUniform = other.fSamplerUniform; |
| return *this; |
| } |
| |
| // bitfield of GrColorComponentFlags present in the texture's config. |
| uint32_t configComponentMask() const { return fConfigComponentMask; } |
| |
| const char* swizzle() const { return fSwizzle; } |
| |
| bool isInitialized() const { return 0 != fConfigComponentMask; } |
| |
| private: |
| // The idx param is used to ensure multiple samplers within a single effect have unique |
| // uniform names. swizzle is a four char max string made up of chars 'r', 'g', 'b', and 'a'. |
| void init(GrGLShaderBuilder* builder, |
| uint32_t configComponentMask, |
| const char* swizzle, |
| int idx) { |
| GrAssert(!this->isInitialized()); |
| GrAssert(0 != configComponentMask); |
| GrAssert(!fSamplerUniform.isValid()); |
| |
| GrAssert(NULL != builder); |
| SkString name; |
| name.printf("Sampler%d", idx); |
| fSamplerUniform = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType, |
| kSampler2D_GrSLType, |
| name.c_str()); |
| GrAssert(fSamplerUniform.isValid()); |
| |
| fConfigComponentMask = configComponentMask; |
| memcpy(fSwizzle, swizzle, 4); |
| } |
| |
| void init(GrGLShaderBuilder* builder, const GrTextureAccess* access, int idx) { |
| GrAssert(NULL != access); |
| this->init(builder, |
| GrPixelConfigComponentMask(access->getTexture()->config()), |
| access->getSwizzle(), |
| idx); |
| } |
| |
| uint32_t fConfigComponentMask; |
| char fSwizzle[5]; |
| GrGLUniformManager::UniformHandle fSamplerUniform; |
| |
| friend class GrGLShaderBuilder; // to call init(). |
| }; |
| |
| typedef SkTArray<TextureSampler> TextureSamplerArray; |
| |
| enum ShaderType { |
| kVertex_ShaderType = 0x1, |
| kGeometry_ShaderType = 0x2, |
| kFragment_ShaderType = 0x4, |
| }; |
| |
| GrGLShaderBuilder(const GrGLContextInfo&, GrGLUniformManager&, const GrGLProgramDesc&); |
| |
| /** |
| * Use of these features may require a GLSL extension to be enabled. Shaders may not compile |
| * if code is added that uses one of these features without calling enableFeature() |
| */ |
| enum GLSLFeature { |
| kStandardDerivatives_GLSLFeature = 0, |
| |
| kLastGLSLFeature = kStandardDerivatives_GLSLFeature |
| }; |
| |
| /** |
| * If the feature is supported then true is returned and any necessary #extension declarations |
| * are added to the shaders. If the feature is not supported then false will be returned. |
| */ |
| bool enableFeature(GLSLFeature); |
| |
| /** |
| * Called by GrGLEffects to add code to one of the shaders. |
| */ |
| void vsCodeAppendf(const char format[], ...) SK_PRINTF_LIKE(2, 3) { |
| va_list args; |
| va_start(args, format); |
| this->codeAppendf(kVertex_ShaderType, format, args); |
| va_end(args); |
| } |
| |
| void gsCodeAppendf(const char format[], ...) SK_PRINTF_LIKE(2, 3) { |
| va_list args; |
| va_start(args, format); |
| this->codeAppendf(kGeometry_ShaderType, format, args); |
| va_end(args); |
| } |
| |
| void fsCodeAppendf(const char format[], ...) SK_PRINTF_LIKE(2, 3) { |
| va_list args; |
| va_start(args, format); |
| this->codeAppendf(kFragment_ShaderType, format, args); |
| va_end(args); |
| } |
| |
| void vsCodeAppend(const char* str) { this->codeAppend(kVertex_ShaderType, str); } |
| void gsCodeAppend(const char* str) { this->codeAppend(kGeometry_ShaderType, str); } |
| void fsCodeAppend(const char* str) { this->codeAppend(kFragment_ShaderType, str); } |
| |
| /** Appends a 2D texture sample with projection if necessary. coordType must either be Vec2f or |
| Vec3f. The latter is interpreted as projective texture coords. The vec length and swizzle |
| order of the result depends on the GrTextureAccess associated with the TextureSampler. */ |
| void appendTextureLookup(SkString* out, |
| const TextureSampler&, |
| const char* coordName, |
| GrSLType coordType = kVec2f_GrSLType) const; |
| |
| /** Version of above that appends the result to the shader code rather than an SkString. |
| Currently the shader type must be kFragment */ |
| void appendTextureLookup(ShaderType, |
| const TextureSampler&, |
| const char* coordName, |
| GrSLType coordType = kVec2f_GrSLType); |
| |
| |
| /** Does the work of appendTextureLookup and modulates the result by modulation. The result is |
| always a vec4. modulation and the swizzle specified by TextureSampler must both be vec4 or |
| float. If modulation is "" or NULL it this function acts as though appendTextureLookup were |
| called. */ |
| void appendTextureLookupAndModulate(ShaderType, |
| const char* modulation, |
| const TextureSampler&, |
| const char* coordName, |
| GrSLType coordType = kVec2f_GrSLType); |
| |
| /** Emits a helper function outside of main(). Currently ShaderType must be |
| kFragment_ShaderType. */ |
| void emitFunction(ShaderType shader, |
| GrSLType returnType, |
| const char* name, |
| int argCnt, |
| const GrGLShaderVar* args, |
| const char* body, |
| SkString* outName); |
| |
| /** Generates a EffectKey for the shader code based on the texture access parameters and the |
| capabilities of the GL context. This is useful for keying the shader programs that may |
| have multiple representations, based on the type/format of textures used. */ |
| static GrBackendEffectFactory::EffectKey KeyForTextureAccess(const GrTextureAccess&, |
| const GrGLCaps&); |
| |
| typedef uint8_t DstReadKey; |
| typedef uint8_t FragPosKey; |
| |
| /** Returns a key for adding code to read the copy-of-dst color in service of effects that |
| require reading the dst. It must not return 0 because 0 indicates that there is no dst |
| copy read at all (in which case this function should not be called). */ |
| static DstReadKey KeyForDstRead(const GrTexture* dstCopy, const GrGLCaps&); |
| |
| /** Returns a key for reading the fragment location. This should only be called if there is an |
| effect that will requires the fragment position. If the fragment position is not required, |
| the key is 0. */ |
| static FragPosKey KeyForFragmentPosition(const GrRenderTarget* dst, const GrGLCaps&); |
| |
| /** If texture swizzling is available using tex parameters then it is preferred over mangling |
| the generated shader code. This potentially allows greater reuse of cached shaders. */ |
| static const GrGLenum* GetTexParamSwizzle(GrPixelConfig config, const GrGLCaps& caps); |
| |
| /** Add a uniform variable to the current program, that has visibility in one or more shaders. |
| visibility is a bitfield of ShaderType values indicating from which shaders the uniform |
| should be accessible. At least one bit must be set. Geometry shader uniforms are not |
| supported at this time. The actual uniform name will be mangled. If outName is not NULL then |
| it will refer to the final uniform name after return. Use the addUniformArray variant to add |
| an array of uniforms. |
| */ |
| GrGLUniformManager::UniformHandle addUniform(uint32_t visibility, |
| GrSLType type, |
| const char* name, |
| const char** outName = NULL) { |
| return this->addUniformArray(visibility, type, name, GrGLShaderVar::kNonArray, outName); |
| } |
| GrGLUniformManager::UniformHandle addUniformArray(uint32_t visibility, |
| GrSLType type, |
| const char* name, |
| int arrayCount, |
| const char** outName = NULL); |
| |
| const GrGLShaderVar& getUniformVariable(GrGLUniformManager::UniformHandle u) const { |
| return fUniformManager.getBuilderUniform(fUniforms, u).fVariable; |
| } |
| |
| /** |
| * Shortcut for getUniformVariable(u).c_str() |
| */ |
| const char* getUniformCStr(GrGLUniformManager::UniformHandle u) const { |
| return this->getUniformVariable(u).c_str(); |
| } |
| |
| /** Add a vertex attribute to the current program that is passed in from the vertex data. |
| Returns false if the attribute was already there, true otherwise. */ |
| bool addAttribute(GrSLType type, const char* name); |
| |
| /** Add a varying variable to the current program to pass values between vertex and fragment |
| shaders. If the last two parameters are non-NULL, they are filled in with the name |
| generated. */ |
| void addVarying(GrSLType type, |
| const char* name, |
| const char** vsOutName = NULL, |
| const char** fsInName = NULL); |
| |
| /** Returns a variable name that represents the position of the fragment in the FS. The position |
| is in device space (e.g. 0,0 is the top left and pixel centers are at half-integers). */ |
| const char* fragmentPosition(); |
| |
| /** Returns a vertex attribute that represents the vertex position in the VS. This is the |
| pre-matrix position and is commonly used by effects to compute texture coords via a matrix. |
| */ |
| const GrGLShaderVar& positionAttribute() const { return *fPositionVar; } |
| |
| /** Returns a vertex attribute that represents the local coords in the VS. This may be the same |
| as positionAttribute() or it may not be. It depends upon whether the rendering code |
| specified explicit local coords or not in the GrDrawState. */ |
| const GrGLShaderVar& localCoordsAttribute() const { return *fLocalCoordsVar; } |
| |
| /** Returns the color of the destination pixel. This may be NULL if no effect advertised |
| that it will read the destination. */ |
| const char* dstColor(); |
| |
| /** |
| * Are explicit local coordinates provided as input to the vertex shader. |
| */ |
| bool hasExplicitLocalCoords() const { return (fLocalCoordsVar != fPositionVar); } |
| |
| /** |
| * Interfaces used by GrGLProgram. |
| * TODO: Hide these from the GrEffects using friend or splitting this into two related classes. |
| * Also, GrGLProgram's shader string construction should be moved to this class. |
| */ |
| |
| /** Called after building is complete to get the final shader string. */ |
| void getShader(ShaderType, SkString*) const; |
| |
| /** |
| * Adds code for effects. effectStages contains the effects to add. effectKeys[i] is the key |
| * generated from effectStages[i]. An entry in effectStages can be NULL, in which case it is |
| * skipped. Moreover, if the corresponding key is GrGLEffect::NoEffectKey then it is skipped. |
| * inOutFSColor specifies the input color to the first stage and is updated to be the |
| * output color of the last stage. fsInOutColorKnownValue specifies whether the input color |
| * has a known constant value and is updated to refer to the status of the output color. |
| * The handles to texture samplers for effectStage[i] are added to effectSamplerHandles[i]. The |
| * glEffects array is updated to contain the GrGLEffect generated for each entry in |
| * effectStages. |
| */ |
| void emitEffects(const GrEffectStage* effectStages[], |
| const GrBackendEffectFactory::EffectKey effectKeys[], |
| int effectCnt, |
| SkString* inOutFSColor, |
| GrSLConstantVec* fsInOutColorKnownValue, |
| SkTArray<GrGLUniformManager::UniformHandle, true>* effectSamplerHandles[], |
| GrGLEffect* glEffects[]); |
| |
| GrGLUniformManager::UniformHandle getRTHeightUniform() const { return fRTHeightUniform; } |
| GrGLUniformManager::UniformHandle getDstCopyTopLeftUniform() const { |
| return fDstCopyTopLeftUniform; |
| } |
| GrGLUniformManager::UniformHandle getDstCopyScaleUniform() const { |
| return fDstCopyScaleUniform; |
| } |
| GrGLUniformManager::UniformHandle getDstCopySamplerUniform() const { |
| return fDstCopySampler.fSamplerUniform; |
| } |
| |
| struct AttributePair { |
| void set(int index, const SkString& name) { |
| fIndex = index; fName = name; |
| } |
| int fIndex; |
| SkString fName; |
| }; |
| const SkTArray<AttributePair, true>& getEffectAttributes() const { |
| return fEffectAttributes; |
| } |
| const SkString* getEffectAttributeName(int attributeIndex) const; |
| |
| // TODO: Make this do all the compiling, linking, etc. |
| void finished(GrGLuint programID); |
| |
| const GrGLContextInfo& ctxInfo() const { return fCtxInfo; } |
| |
| private: |
| void codeAppendf(ShaderType type, const char format[], va_list args); |
| void codeAppend(ShaderType type, const char* str); |
| |
| typedef GrTAllocator<GrGLShaderVar> VarArray; |
| |
| void appendDecls(const VarArray&, SkString*) const; |
| void appendUniformDecls(ShaderType, SkString*) const; |
| |
| typedef GrGLUniformManager::BuilderUniform BuilderUniform; |
| GrGLUniformManager::BuilderUniformArray fUniforms; |
| |
| // TODO: Everything below here private. |
| public: |
| |
| VarArray fVSAttrs; |
| VarArray fVSOutputs; |
| VarArray fGSInputs; |
| VarArray fGSOutputs; |
| VarArray fFSInputs; |
| SkString fGSHeader; // layout qualifiers specific to GS |
| VarArray fFSOutputs; |
| |
| private: |
| class CodeStage : GrNoncopyable { |
| public: |
| CodeStage() : fNextIndex(0), fCurrentIndex(-1), fEffectStage(NULL) {} |
| |
| bool inStageCode() const { |
| this->validate(); |
| return NULL != fEffectStage; |
| } |
| |
| const GrEffectStage* effectStage() const { |
| this->validate(); |
| return fEffectStage; |
| } |
| |
| int stageIndex() const { |
| this->validate(); |
| return fCurrentIndex; |
| } |
| |
| class AutoStageRestore : GrNoncopyable { |
| public: |
| AutoStageRestore(CodeStage* codeStage, const GrEffectStage* newStage) { |
| GrAssert(NULL != codeStage); |
| fSavedIndex = codeStage->fCurrentIndex; |
| fSavedEffectStage = codeStage->fEffectStage; |
| |
| if (NULL == newStage) { |
| codeStage->fCurrentIndex = -1; |
| } else { |
| codeStage->fCurrentIndex = codeStage->fNextIndex++; |
| } |
| codeStage->fEffectStage = newStage; |
| |
| fCodeStage = codeStage; |
| } |
| ~AutoStageRestore() { |
| fCodeStage->fCurrentIndex = fSavedIndex; |
| fCodeStage->fEffectStage = fSavedEffectStage; |
| } |
| private: |
| CodeStage* fCodeStage; |
| int fSavedIndex; |
| const GrEffectStage* fSavedEffectStage; |
| }; |
| private: |
| void validate() const { GrAssert((NULL == fEffectStage) == (-1 == fCurrentIndex)); } |
| int fNextIndex; |
| int fCurrentIndex; |
| const GrEffectStage* fEffectStage; |
| } fCodeStage; |
| |
| /** |
| * Features that should only be enabled by GrGLShaderBuilder itself. |
| */ |
| enum GLSLPrivateFeature { |
| kFragCoordConventions_GLSLPrivateFeature = kLastGLSLFeature + 1, |
| kEXTShaderFramebufferFetch_GLSLPrivateFeature, |
| kNVShaderFramebufferFetch_GLSLPrivateFeature, |
| }; |
| bool enablePrivateFeature(GLSLPrivateFeature); |
| |
| // If we ever have VS/GS features we can expand this to take a bitmask of ShaderType and track |
| // the enables separately for each shader. |
| void addFSFeature(uint32_t featureBit, const char* extensionName); |
| |
| // Generates a name for a variable. The generated string will be name prefixed by the prefix |
| // char (unless the prefix is '\0'). It also mangles the name to be stage-specific if we're |
| // generating stage code. |
| void nameVariable(SkString* out, char prefix, const char* name); |
| |
| // Interpretation of DstReadKey when generating code |
| enum { |
| kNoDstRead_DstReadKey = 0, |
| kYesDstRead_DstReadKeyBit = 0x1, // Set if we do a dst-copy-read. |
| kUseAlphaConfig_DstReadKeyBit = 0x2, // Set if dst-copy config is alpha only. |
| kTopLeftOrigin_DstReadKeyBit = 0x4, // Set if dst-copy origin is top-left. |
| }; |
| |
| enum { |
| kNoFragPosRead_FragPosKey = 0, // The fragment positition will not be needed. |
| kTopLeftFragPosRead_FragPosKey = 0x1,// Read frag pos relative to top-left. |
| kBottomLeftFragPosRead_FragPosKey = 0x2,// Read frag pos relative to bottom-left. |
| }; |
| |
| const GrGLContextInfo& fCtxInfo; |
| GrGLUniformManager& fUniformManager; |
| uint32_t fFSFeaturesAddedMask; |
| SkString fFSFunctions; |
| SkString fFSExtensions; |
| |
| bool fUsesGS; |
| |
| SkString fFSCode; |
| SkString fVSCode; |
| SkString fGSCode; |
| |
| bool fSetupFragPosition; |
| TextureSampler fDstCopySampler; |
| |
| GrGLUniformManager::UniformHandle fRTHeightUniform; |
| GrGLUniformManager::UniformHandle fDstCopyTopLeftUniform; |
| GrGLUniformManager::UniformHandle fDstCopyScaleUniform; |
| |
| bool fTopLeftFragPosRead; |
| |
| SkSTArray<10, AttributePair, true> fEffectAttributes; |
| |
| GrGLShaderVar* fPositionVar; |
| GrGLShaderVar* fLocalCoordsVar; |
| |
| }; |
| |
| #endif |