blob: 991ac9117657a9a7ed042546dd09ce7836994c12 [file] [log] [blame]
/*
* 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 "GrGLShaderBuilder.h"
#include "GrGLProgramBuilder.h"
#include "GrGLShaderStringBuilder.h"
#include "gl/GrGLCaps.h"
#include "gl/GrGLContext.h"
#include "gl/GrGLGpu.h"
#include "glsl/GrGLSLCaps.h"
#include "glsl/GrGLSLShaderVar.h"
#include "glsl/GrGLSLTextureSampler.h"
namespace {
void append_texture_lookup(SkString* out,
GrGLGpu* gpu,
const char* samplerName,
const char* coordName,
uint32_t configComponentMask,
const char* swizzle,
GrSLType varyingType = kVec2f_GrSLType) {
SkASSERT(coordName);
out->appendf("%s(%s, %s)",
GrGLSLTexture2DFunctionName(varyingType, gpu->glslGeneration()),
samplerName,
coordName);
char mangledSwizzle[5];
// The swizzling occurs using texture params instead of shader-mangling if ARB_texture_swizzle
// is available.
if (!gpu->glCaps().textureSwizzleSupport() &&
(kA_GrColorComponentFlag == configComponentMask)) {
char alphaChar = gpu->glCaps().textureRedSupport() ? 'r' : 'a';
int i;
for (i = 0; '\0' != swizzle[i]; ++i) {
mangledSwizzle[i] = alphaChar;
}
mangledSwizzle[i] ='\0';
swizzle = mangledSwizzle;
}
// For shader prettiness we omit the swizzle rather than appending ".rgba".
if (memcmp(swizzle, "rgba", 4)) {
out->appendf(".%s", swizzle);
}
}
}
GrGLShaderBuilder::GrGLShaderBuilder(GrGLProgramBuilder* program)
: fProgramBuilder(program)
, fInputs(GrGLProgramBuilder::kVarsPerBlock)
, fOutputs(GrGLProgramBuilder::kVarsPerBlock)
, fFeaturesAddedMask(0)
, fCodeIndex(kCode)
, fFinalized(false) {
// We push back some dummy pointers which will later become our header
for (int i = 0; i <= kCode; i++) {
fShaderStrings.push_back();
fCompilerStrings.push_back(nullptr);
fCompilerStringLengths.push_back(0);
}
this->main() = "void main() {";
}
void GrGLShaderBuilder::declAppend(const GrGLSLShaderVar& var) {
SkString tempDecl;
var.appendDecl(fProgramBuilder->glslCaps(), &tempDecl);
this->codeAppendf("%s;", tempDecl.c_str());
}
void GrGLShaderBuilder::emitFunction(GrSLType returnType,
const char* name,
int argCnt,
const GrGLSLShaderVar* args,
const char* body,
SkString* outName) {
this->functions().append(GrGLSLTypeString(returnType));
fProgramBuilder->nameVariable(outName, '\0', name);
this->functions().appendf(" %s", outName->c_str());
this->functions().append("(");
for (int i = 0; i < argCnt; ++i) {
args[i].appendDecl(fProgramBuilder->glslCaps(), &this->functions());
if (i < argCnt - 1) {
this->functions().append(", ");
}
}
this->functions().append(") {\n");
this->functions().append(body);
this->functions().append("}\n\n");
}
void GrGLShaderBuilder::appendTextureLookup(SkString* out,
const GrGLSLTextureSampler& sampler,
const char* coordName,
GrSLType varyingType) const {
append_texture_lookup(out,
fProgramBuilder->gpu(),
fProgramBuilder->getUniformCStr(sampler.fSamplerUniform),
coordName,
sampler.configComponentMask(),
sampler.swizzle(),
varyingType);
}
void GrGLShaderBuilder::appendTextureLookup(const GrGLSLTextureSampler& sampler,
const char* coordName,
GrSLType varyingType) {
this->appendTextureLookup(&this->code(), sampler, coordName, varyingType);
}
void GrGLShaderBuilder::appendTextureLookupAndModulate(const char* modulation,
const GrGLSLTextureSampler& sampler,
const char* coordName,
GrSLType varyingType) {
SkString lookup;
this->appendTextureLookup(&lookup, sampler, coordName, varyingType);
this->codeAppend((GrGLSLExpr4(modulation) * GrGLSLExpr4(lookup)).c_str());
}
const GrGLenum* GrGLShaderBuilder::GetTexParamSwizzle(GrPixelConfig config, const GrGLCaps& caps) {
if (caps.textureSwizzleSupport() && GrPixelConfigIsAlphaOnly(config)) {
if (caps.textureRedSupport()) {
static const GrGLenum gRedSmear[] = { GR_GL_RED, GR_GL_RED, GR_GL_RED, GR_GL_RED };
return gRedSmear;
} else {
static const GrGLenum gAlphaSmear[] = { GR_GL_ALPHA, GR_GL_ALPHA,
GR_GL_ALPHA, GR_GL_ALPHA };
return gAlphaSmear;
}
} else {
static const GrGLenum gStraight[] = { GR_GL_RED, GR_GL_GREEN, GR_GL_BLUE, GR_GL_ALPHA };
return gStraight;
}
}
void GrGLShaderBuilder::addFeature(uint32_t featureBit, const char* extensionName) {
if (!(featureBit & fFeaturesAddedMask)) {
this->extensions().appendf("#extension %s: require\n", extensionName);
fFeaturesAddedMask |= featureBit;
}
}
void GrGLShaderBuilder::appendDecls(const VarArray& vars, SkString* out) const {
for (int i = 0; i < vars.count(); ++i) {
vars[i].appendDecl(fProgramBuilder->glslCaps(), out);
out->append(";\n");
}
}
void GrGLShaderBuilder::appendTextureLookup(const char* samplerName,
const char* coordName,
uint32_t configComponentMask,
const char* swizzle) {
append_texture_lookup(&this->code(),
fProgramBuilder->gpu(),
samplerName,
coordName,
configComponentMask,
swizzle,
kVec2f_GrSLType);
}
void GrGLShaderBuilder::addLayoutQualifier(const char* param, InterfaceQualifier interface) {
SkASSERT(fProgramBuilder->gpu()->glslGeneration() >= k330_GrGLSLGeneration ||
fProgramBuilder->gpu()->glCaps().glslCaps()->mustEnableAdvBlendEqs());
fLayoutParams[interface].push_back() = param;
}
void GrGLShaderBuilder::compileAndAppendLayoutQualifiers() {
static const char* interfaceQualifierNames[] = {
"out"
};
for (int interface = 0; interface <= kLastInterfaceQualifier; ++interface) {
const SkTArray<SkString>& params = fLayoutParams[interface];
if (params.empty()) {
continue;
}
this->layoutQualifiers().appendf("layout(%s", params[0].c_str());
for (int i = 1; i < params.count(); ++i) {
this->layoutQualifiers().appendf(", %s", params[i].c_str());
}
this->layoutQualifiers().appendf(") %s;\n", interfaceQualifierNames[interface]);
}
GR_STATIC_ASSERT(0 == GrGLShaderBuilder::kOut_InterfaceQualifier);
GR_STATIC_ASSERT(SK_ARRAY_COUNT(interfaceQualifierNames) == kLastInterfaceQualifier + 1);
}
bool
GrGLShaderBuilder::finalize(GrGLuint programId, GrGLenum type, SkTDArray<GrGLuint>* shaderIds) {
SkASSERT(!fFinalized);
// append the 'footer' to code
this->code().append("}");
for (int i = 0; i <= fCodeIndex; i++) {
fCompilerStrings[i] = fShaderStrings[i].c_str();
fCompilerStringLengths[i] = (int)fShaderStrings[i].size();
}
GrGLGpu* gpu = fProgramBuilder->gpu();
GrGLuint shaderId = GrGLCompileAndAttachShader(gpu->glContext(),
programId,
type,
fCompilerStrings.begin(),
fCompilerStringLengths.begin(),
fCompilerStrings.count(),
gpu->stats());
fFinalized = true;
if (!shaderId) {
return false;
}
*shaderIds->append() = shaderId;
return true;
}