| /* |
| * Copyright 2012 Google Inc. |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| #include "gl/GrGLShaderBuilder.h" |
| #include "gl/GrGLProgram.h" |
| #include "gl/GrGLUniformHandle.h" |
| #include "GrTexture.h" |
| |
| // number of each input/output type in a single allocation block |
| static const int kVarsPerBlock = 8; |
| |
| // except FS outputs where we expect 2 at most. |
| static const int kMaxFSOutputs = 2; |
| |
| // ES2 FS only guarantees mediump and lowp support |
| static const GrGLShaderVar::Precision kDefaultFragmentPrecision = GrGLShaderVar::kMedium_Precision; |
| |
| typedef GrGLUniformManager::UniformHandle UniformHandle; |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| namespace { |
| |
| inline const char* sample_function_name(GrSLType type) { |
| if (kVec2f_GrSLType == type) { |
| return "texture2D"; |
| } else { |
| GrAssert(kVec3f_GrSLType == type); |
| return "texture2DProj"; |
| } |
| } |
| |
| inline bool texture_requires_alpha_to_red_swizzle(const GrGLCaps& caps, |
| const GrTextureAccess& access) { |
| return GrPixelConfigIsAlphaOnly(access.getTexture()->config()) && caps.textureRedSupport() && |
| access.referencesAlpha(); |
| } |
| |
| SkString build_swizzle_string(const GrTextureAccess& textureAccess, |
| const GrGLCaps& caps) { |
| const GrTextureAccess::Swizzle& swizzle = textureAccess.getSwizzle(); |
| if (0 == swizzle[0]) { |
| return SkString(""); |
| } |
| |
| SkString swizzleOut("."); |
| bool alphaIsRed = texture_requires_alpha_to_red_swizzle(caps, textureAccess); |
| for (int offset = 0; offset < 4 && swizzle[offset]; ++offset) { |
| if (alphaIsRed && 'a' == swizzle[offset]) { |
| swizzleOut.appendf("r"); |
| } else { |
| swizzleOut.appendf("%c", swizzle[offset]); |
| } |
| } |
| |
| return swizzleOut; |
| } |
| |
| } |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| // Architectural assumption: always 2-d input coords. |
| // Likely to become non-constant and non-static, perhaps even |
| // varying by stage, if we use 1D textures for gradients! |
| //const int GrGLShaderBuilder::fCoordDims = 2; |
| |
| GrGLShaderBuilder::GrGLShaderBuilder(const GrGLContextInfo& ctx, GrGLUniformManager& uniformManager) |
| : fUniforms(kVarsPerBlock) |
| , fVSAttrs(kVarsPerBlock) |
| , fVSOutputs(kVarsPerBlock) |
| , fGSInputs(kVarsPerBlock) |
| , fGSOutputs(kVarsPerBlock) |
| , fFSInputs(kVarsPerBlock) |
| , fFSOutputs(kMaxFSOutputs) |
| , fUsesGS(false) |
| , fContext(ctx) |
| , fUniformManager(uniformManager) |
| , fCurrentStage(kNonStageIdx) |
| , fTexCoordVaryingType(kVoid_GrSLType) { |
| } |
| |
| void GrGLShaderBuilder::computeSwizzle(uint32_t configFlags) { |
| fSwizzle = ""; |
| if (configFlags & GrGLProgram::StageDesc::kSmearAlpha_InConfigFlag) { |
| GrAssert(!(configFlags & |
| GrGLProgram::StageDesc::kSmearRed_InConfigFlag)); |
| fSwizzle = ".aaaa"; |
| } else if (configFlags & GrGLProgram::StageDesc::kSmearRed_InConfigFlag) { |
| GrAssert(!(configFlags & |
| GrGLProgram::StageDesc::kSmearAlpha_InConfigFlag)); |
| fSwizzle = ".rrrr"; |
| } |
| } |
| |
| void GrGLShaderBuilder::computeModulate(const char* fsInColor) { |
| if (NULL != fsInColor) { |
| fModulate.printf(" * %s", fsInColor); |
| } else { |
| fModulate.reset(); |
| } |
| } |
| |
| void GrGLShaderBuilder::setupTextureAccess(const char* varyingFSName, GrSLType varyingType) { |
| // FIXME: We don't know how the custom stage will manipulate the coords. So we give up on using |
| // projective texturing and always give the stage 2D coords. This will be fixed when custom |
| // stages are repsonsible for setting up their own tex coords / tex matrices. |
| switch (varyingType) { |
| case kVec2f_GrSLType: |
| fDefaultTexCoordsName = varyingFSName; |
| fTexCoordVaryingType = kVec2f_GrSLType; |
| break; |
| case kVec3f_GrSLType: { |
| fDefaultTexCoordsName = "inCoord"; |
| GrAssert(kNonStageIdx != fCurrentStage); |
| fDefaultTexCoordsName.appendS32(fCurrentStage); |
| fTexCoordVaryingType = kVec3f_GrSLType; |
| fFSCode.appendf("\t%s %s = %s.xy / %s.z;\n", |
| GrGLShaderVar::TypeString(kVec2f_GrSLType), |
| fDefaultTexCoordsName.c_str(), |
| varyingFSName, |
| varyingFSName); |
| break; |
| } |
| default: |
| GrCrash("Tex coords must either be Vec2f or Vec3f"); |
| } |
| } |
| |
| void GrGLShaderBuilder::emitTextureLookup(const char* samplerName, |
| const char* coordName, |
| GrSLType varyingType) { |
| if (NULL == coordName) { |
| coordName = fDefaultTexCoordsName.c_str(); |
| varyingType = kVec2f_GrSLType; |
| } |
| fFSCode.appendf("%s(%s, %s)", sample_function_name(varyingType), samplerName, coordName); |
| } |
| |
| void GrGLShaderBuilder::emitTextureLookupAndModulate(const char* outColor, |
| const char* samplerName, |
| const char* coordName, |
| GrSLType varyingType) { |
| fFSCode.appendf("\t%s = ", outColor); |
| this->emitTextureLookup(samplerName, coordName, varyingType); |
| fFSCode.appendf("%s%s;\n", fSwizzle.c_str(), fModulate.c_str()); |
| } |
| |
| void GrGLShaderBuilder::emitCustomTextureLookup(const GrTextureAccess& textureAccess, |
| const char* samplerName, |
| const char* coordName, |
| GrSLType varyingType) { |
| GrAssert(samplerName && coordName); |
| SkString swizzle = build_swizzle_string(textureAccess, fContext.caps()); |
| |
| fFSCode.appendf("%s( %s, %s)%s;\n", sample_function_name(varyingType), samplerName, |
| coordName, swizzle.c_str()); |
| } |
| |
| GrCustomStage::StageKey GrGLShaderBuilder::KeyForTextureAccess(const GrTextureAccess& access, |
| const GrGLCaps& caps) { |
| GrCustomStage::StageKey key = 0; |
| |
| // Assume that swizzle support implies that we never have to modify a shader to adjust |
| // for texture format/swizzle settings. |
| if (caps.textureSwizzleSupport()) { |
| return key; |
| } |
| |
| if (texture_requires_alpha_to_red_swizzle(caps, access)) { |
| key = 1; |
| } |
| |
| return key; |
| } |
| |
| GrGLUniformManager::UniformHandle GrGLShaderBuilder::addUniformArray(uint32_t visibility, |
| GrSLType type, |
| const char* name, |
| int count, |
| const char** outName) { |
| GrAssert(name && strlen(name)); |
| static const uint32_t kVisibilityMask = kVertex_ShaderType | kFragment_ShaderType; |
| GrAssert(0 == (~kVisibilityMask & visibility)); |
| GrAssert(0 != visibility); |
| |
| BuilderUniform& uni = fUniforms.push_back(); |
| UniformHandle h = index_to_handle(fUniforms.count() - 1); |
| GR_DEBUGCODE(UniformHandle h2 =) |
| fUniformManager.appendUniform(type, count); |
| // We expect the uniform manager to initially have no uniforms and that all uniforms are added |
| // by this function. Therefore, the handles should match. |
| GrAssert(h2 == h); |
| uni.fVariable.setType(type); |
| uni.fVariable.setTypeModifier(GrGLShaderVar::kUniform_TypeModifier); |
| SkString* uniName = uni.fVariable.accessName(); |
| if (kNonStageIdx == fCurrentStage) { |
| uniName->printf("u%s", name); |
| } else { |
| uniName->printf("u%s%d", name, fCurrentStage); |
| } |
| uni.fVariable.setArrayCount(count); |
| uni.fVisibility = visibility; |
| |
| // If it is visible in both the VS and FS, the precision must match. |
| // We declare a default FS precision, but not a default VS. So set the var |
| // to use the default FS precision. |
| if ((kVertex_ShaderType | kFragment_ShaderType) == visibility) { |
| // the fragment and vertex precisions must match |
| uni.fVariable.setPrecision(kDefaultFragmentPrecision); |
| } |
| |
| if (NULL != outName) { |
| *outName = uni.fVariable.c_str(); |
| } |
| |
| return h; |
| } |
| |
| const GrGLShaderVar& GrGLShaderBuilder::getUniformVariable(UniformHandle u) const { |
| return fUniforms[handle_to_index(u)].fVariable; |
| } |
| |
| void GrGLShaderBuilder::addVarying(GrSLType type, |
| const char* name, |
| const char** vsOutName, |
| const char** fsInName) { |
| fVSOutputs.push_back(); |
| fVSOutputs.back().setType(type); |
| fVSOutputs.back().setTypeModifier(GrGLShaderVar::kOut_TypeModifier); |
| if (kNonStageIdx == fCurrentStage) { |
| fVSOutputs.back().accessName()->printf("v%s", name); |
| } else { |
| fVSOutputs.back().accessName()->printf("v%s%d", name, fCurrentStage); |
| } |
| if (vsOutName) { |
| *vsOutName = fVSOutputs.back().getName().c_str(); |
| } |
| // input to FS comes either from VS or GS |
| const SkString* fsName; |
| if (fUsesGS) { |
| // if we have a GS take each varying in as an array |
| // and output as non-array. |
| fGSInputs.push_back(); |
| fGSInputs.back().setType(type); |
| fGSInputs.back().setTypeModifier(GrGLShaderVar::kIn_TypeModifier); |
| fGSInputs.back().setUnsizedArray(); |
| *fGSInputs.back().accessName() = fVSOutputs.back().getName(); |
| fGSOutputs.push_back(); |
| fGSOutputs.back().setType(type); |
| fGSOutputs.back().setTypeModifier(GrGLShaderVar::kOut_TypeModifier); |
| if (kNonStageIdx == fCurrentStage) { |
| fGSOutputs.back().accessName()->printf("g%s", name); |
| } else { |
| fGSOutputs.back().accessName()->printf("g%s%d", name, fCurrentStage); |
| } |
| fsName = fGSOutputs.back().accessName(); |
| } else { |
| fsName = fVSOutputs.back().accessName(); |
| } |
| fFSInputs.push_back(); |
| fFSInputs.back().setType(type); |
| fFSInputs.back().setTypeModifier(GrGLShaderVar::kIn_TypeModifier); |
| fFSInputs.back().setName(*fsName); |
| if (fsInName) { |
| *fsInName = fsName->c_str(); |
| } |
| } |
| |
| void GrGLShaderBuilder::emitFunction(ShaderType shader, |
| GrSLType returnType, |
| const char* name, |
| int argCnt, |
| const GrGLShaderVar* args, |
| const char* body, |
| SkString* outName) { |
| GrAssert(kFragment_ShaderType == shader); |
| fFSFunctions.append(GrGLShaderVar::TypeString(returnType)); |
| if (kNonStageIdx != fCurrentStage) { |
| outName->printf(" %s_%d", name, fCurrentStage); |
| } else { |
| *outName = name; |
| } |
| fFSFunctions.append(*outName); |
| fFSFunctions.append("("); |
| for (int i = 0; i < argCnt; ++i) { |
| args[i].appendDecl(fContext, &fFSFunctions); |
| if (i < argCnt - 1) { |
| fFSFunctions.append(", "); |
| } |
| } |
| fFSFunctions.append(") {\n"); |
| fFSFunctions.append(body); |
| fFSFunctions.append("}\n\n"); |
| } |
| |
| namespace { |
| |
| inline void append_default_precision_qualifier(GrGLShaderVar::Precision p, |
| GrGLBinding binding, |
| SkString* str) { |
| // Desktop GLSL has added precision qualifiers but they don't do anything. |
| if (kES2_GrGLBinding == binding) { |
| switch (p) { |
| case GrGLShaderVar::kHigh_Precision: |
| str->append("precision highp float;\n"); |
| break; |
| case GrGLShaderVar::kMedium_Precision: |
| str->append("precision mediump float;\n"); |
| break; |
| case GrGLShaderVar::kLow_Precision: |
| str->append("precision lowp float;\n"); |
| break; |
| case GrGLShaderVar::kDefault_Precision: |
| GrCrash("Default precision now allowed."); |
| default: |
| GrCrash("Unknown precision value."); |
| } |
| } |
| } |
| } |
| |
| void GrGLShaderBuilder::appendDecls(const VarArray& vars, SkString* out) const { |
| for (int i = 0; i < vars.count(); ++i) { |
| vars[i].appendDecl(fContext, out); |
| out->append(";\n"); |
| } |
| } |
| |
| void GrGLShaderBuilder::appendUniformDecls(ShaderType stype, SkString* out) const { |
| for (int i = 0; i < fUniforms.count(); ++i) { |
| if (fUniforms[i].fVisibility & stype) { |
| fUniforms[i].fVariable.appendDecl(fContext, out); |
| out->append(";\n"); |
| } |
| } |
| } |
| |
| void GrGLShaderBuilder::getShader(ShaderType type, SkString* shaderStr) const { |
| switch (type) { |
| case kVertex_ShaderType: |
| *shaderStr = fHeader; |
| this->appendUniformDecls(kVertex_ShaderType, shaderStr); |
| this->appendDecls(fVSAttrs, shaderStr); |
| this->appendDecls(fVSOutputs, shaderStr); |
| shaderStr->append(fVSCode); |
| break; |
| case kGeometry_ShaderType: |
| if (fUsesGS) { |
| *shaderStr = fHeader; |
| shaderStr->append(fGSHeader); |
| this->appendDecls(fGSInputs, shaderStr); |
| this->appendDecls(fGSOutputs, shaderStr); |
| shaderStr->append(fGSCode); |
| } else { |
| shaderStr->reset(); |
| } |
| break; |
| case kFragment_ShaderType: |
| *shaderStr = fHeader; |
| append_default_precision_qualifier(kDefaultFragmentPrecision, |
| fContext.binding(), |
| shaderStr); |
| this->appendUniformDecls(kFragment_ShaderType, shaderStr); |
| this->appendDecls(fFSInputs, shaderStr); |
| // We shouldn't have declared outputs on 1.10 |
| GrAssert(k110_GrGLSLGeneration != fContext.glslGeneration() || fFSOutputs.empty()); |
| this->appendDecls(fFSOutputs, shaderStr); |
| shaderStr->append(fFSFunctions); |
| shaderStr->append(fFSCode); |
| break; |
| } |
| } |
| |
| void GrGLShaderBuilder::finished(GrGLuint programID) { |
| fUniformManager.getUniformLocations(programID, fUniforms); |
| } |