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/*
* 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 "GrSwizzle.h"
#include "glsl/GrGLSLShaderBuilder.h"
#include "glsl/GrGLSLCaps.h"
#include "glsl/GrGLSLShaderVar.h"
#include "glsl/GrGLSLTextureSampler.h"
#include "glsl/GrGLSLProgramBuilder.h"
GrGLSLShaderBuilder::GrGLSLShaderBuilder(GrGLSLProgramBuilder* program)
: fProgramBuilder(program)
, fInputs(GrGLSLProgramBuilder::kVarsPerBlock)
, fOutputs(GrGLSLProgramBuilder::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 GrGLSLShaderBuilder::declAppend(const GrGLSLShaderVar& var) {
SkString tempDecl;
var.appendDecl(fProgramBuilder->glslCaps(), &tempDecl);
this->codeAppendf("%s;", tempDecl.c_str());
}
void GrGLSLShaderBuilder::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 GrGLSLShaderBuilder::appendTextureLookup(SkString* out,
const GrGLSLTextureSampler& sampler,
const char* coordName,
GrSLType varyingType) const {
const GrGLSLCaps* glslCaps = fProgramBuilder->glslCaps();
GrGLSLUniformHandler* uniformHandler = fProgramBuilder->uniformHandler();
GrSLType samplerType = uniformHandler->getUniformVariable(sampler.fSamplerUniform).getType();
if (samplerType == kSampler2DRect_GrSLType) {
if (varyingType == kVec2f_GrSLType) {
out->appendf("%s(%s, textureSize(%s) * %s)",
GrGLSLTexture2DFunctionName(varyingType, samplerType,
glslCaps->generation()),
uniformHandler->getUniformCStr(sampler.fSamplerUniform),
uniformHandler->getUniformCStr(sampler.fSamplerUniform),
coordName);
} else {
out->appendf("%s(%s, vec3(textureSize(%s) * %s.xy, %s.z))",
GrGLSLTexture2DFunctionName(varyingType, samplerType,
glslCaps->generation()),
uniformHandler->getUniformCStr(sampler.fSamplerUniform),
uniformHandler->getUniformCStr(sampler.fSamplerUniform),
coordName,
coordName);
}
} else {
out->appendf("%s(%s, %s)",
GrGLSLTexture2DFunctionName(varyingType, samplerType, glslCaps->generation()),
uniformHandler->getUniformCStr(sampler.fSamplerUniform),
coordName);
}
// This refers to any swizzling we may need to get from some backend internal format to the
// format used in GrPixelConfig. If this is implemented by the GrGpu object, then swizzle will
// be rgba. For shader prettiness we omit the swizzle rather than appending ".rgba".
const GrSwizzle& configSwizzle = glslCaps->configTextureSwizzle(sampler.config());
if (configSwizzle != GrSwizzle::RGBA()) {
out->appendf(".%s", configSwizzle.c_str());
}
}
void GrGLSLShaderBuilder::appendTextureLookup(const GrGLSLTextureSampler& sampler,
const char* coordName,
GrSLType varyingType) {
this->appendTextureLookup(&this->code(), sampler, coordName, varyingType);
}
void GrGLSLShaderBuilder::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());
}
void GrGLSLShaderBuilder::addFeature(uint32_t featureBit, const char* extensionName) {
if (!(featureBit & fFeaturesAddedMask)) {
this->extensions().appendf("#extension %s: require\n", extensionName);
fFeaturesAddedMask |= featureBit;
}
}
void GrGLSLShaderBuilder::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 GrGLSLShaderBuilder::addLayoutQualifier(const char* param, InterfaceQualifier interface) {
SkASSERT(fProgramBuilder->glslCaps()->generation() >= k330_GrGLSLGeneration ||
fProgramBuilder->glslCaps()->mustEnableAdvBlendEqs());
fLayoutParams[interface].push_back() = param;
}
void GrGLSLShaderBuilder::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 == GrGLSLShaderBuilder::kOut_InterfaceQualifier);
GR_STATIC_ASSERT(SK_ARRAY_COUNT(interfaceQualifierNames) == kLastInterfaceQualifier + 1);
}
void GrGLSLShaderBuilder::finalize(uint32_t visibility) {
SkASSERT(!fFinalized);
this->versionDecl() = fProgramBuilder->glslCaps()->versionDeclString();
this->compileAndAppendLayoutQualifiers();
SkASSERT(visibility);
fProgramBuilder->appendUniformDecls((GrGLSLUniformHandler::ShaderVisibility) visibility,
&this->uniforms());
this->appendDecls(fInputs, &this->inputs());
this->appendDecls(fOutputs, &this->outputs());
this->onFinalize();
// 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();
}
fFinalized = true;
}