| /* |
| * 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, GrGLSLGeneration glslGen) { |
| if (kVec2f_GrSLType == type) { |
| return glslGen >= k130_GrGLSLGeneration ? "texture" : "texture2D"; |
| } else { |
| GrAssert(kVec3f_GrSLType == type); |
| return glslGen >= k130_GrGLSLGeneration ? "textureProj" : "texture2DProj"; |
| } |
| } |
| |
| /** |
| * Do we need to either map r,g,b->a or a->r. |
| */ |
| inline bool swizzle_requires_alpha_remapping(const GrGLCaps& caps, |
| const GrTextureAccess& access) { |
| if (GrPixelConfigIsAlphaOnly(access.getTexture()->config())) { |
| if (caps.textureRedSupport() && (GrTextureAccess::kA_SwizzleFlag & access.swizzleMask())) { |
| return true; |
| } |
| if (GrTextureAccess::kRGB_SwizzleMask & access.swizzleMask()) { |
| return true; |
| } |
| } |
| return false; |
| } |
| |
| void append_swizzle(SkString* outAppend, |
| const GrTextureAccess& access, |
| const GrGLCaps& caps) { |
| const char* swizzle = access.getSwizzle(); |
| char mangledSwizzle[5]; |
| |
| // The swizzling occurs using texture params instead of shader-mangling if ARB_texture_swizzle |
| // is available. |
| if (!caps.textureSwizzleSupport() && GrPixelConfigIsAlphaOnly(access.getTexture()->config())) { |
| char alphaChar = caps.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)) { |
| outAppend->appendf(".%s", swizzle); |
| } |
| } |
| |
| } |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| // 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& ctxInfo, |
| GrGLUniformManager& uniformManager) |
| : fUniforms(kVarsPerBlock) |
| , fVSAttrs(kVarsPerBlock) |
| , fVSOutputs(kVarsPerBlock) |
| , fGSInputs(kVarsPerBlock) |
| , fGSOutputs(kVarsPerBlock) |
| , fFSInputs(kVarsPerBlock) |
| , fFSOutputs(kMaxFSOutputs) |
| , fUsesGS(false) |
| , fCtxInfo(ctxInfo) |
| , fUniformManager(uniformManager) |
| , fCurrentStageIdx(kNonStageIdx) |
| , fSetupFragPosition(false) |
| , fRTHeightUniform(GrGLUniformManager::kInvalidUniformHandle) { |
| |
| fPositionVar = &fVSAttrs.push_back(); |
| fPositionVar->set(kVec2f_GrSLType, GrGLShaderVar::kAttribute_TypeModifier, "aPosition"); |
| } |
| |
| void GrGLShaderBuilder::codeAppendf(ShaderType type, const char format[], va_list args) { |
| SkString* string; |
| switch (type) { |
| case kVertex_ShaderType: |
| string = &fVSCode; |
| break; |
| case kGeometry_ShaderType: |
| string = &fGSCode; |
| break; |
| case kFragment_ShaderType: |
| string = &fFSCode; |
| break; |
| default: |
| GrCrash("Invalid shader type"); |
| } |
| string->appendf(format, args); |
| } |
| |
| void GrGLShaderBuilder::codeAppend(ShaderType type, const char* str) { |
| SkString* string; |
| switch (type) { |
| case kVertex_ShaderType: |
| string = &fVSCode; |
| break; |
| case kGeometry_ShaderType: |
| string = &fGSCode; |
| break; |
| case kFragment_ShaderType: |
| string = &fFSCode; |
| break; |
| default: |
| GrCrash("Invalid shader type"); |
| } |
| string->append(str); |
| } |
| |
| void GrGLShaderBuilder::appendTextureLookup(SkString* out, |
| const GrGLShaderBuilder::TextureSampler& sampler, |
| const char* coordName, |
| GrSLType varyingType) const { |
| GrAssert(NULL != sampler.textureAccess()); |
| GrAssert(NULL != coordName); |
| |
| out->appendf("%s(%s, %s)", |
| sample_function_name(varyingType, fCtxInfo.glslGeneration()), |
| this->getUniformCStr(sampler.fSamplerUniform), |
| coordName); |
| append_swizzle(out, *sampler.textureAccess(), fCtxInfo.caps()); |
| } |
| |
| void GrGLShaderBuilder::appendTextureLookup(ShaderType type, |
| const GrGLShaderBuilder::TextureSampler& sampler, |
| const char* coordName, |
| GrSLType varyingType) { |
| GrAssert(kFragment_ShaderType == type); |
| this->appendTextureLookup(&fFSCode, sampler, coordName, varyingType); |
| } |
| |
| void GrGLShaderBuilder::appendTextureLookupAndModulate( |
| ShaderType type, |
| const char* modulation, |
| const GrGLShaderBuilder::TextureSampler& sampler, |
| const char* coordName, |
| GrSLType varyingType) { |
| GrAssert(kFragment_ShaderType == type); |
| SkString lookup; |
| this->appendTextureLookup(&lookup, sampler, coordName, varyingType); |
| GrGLSLModulate4f(&fFSCode, modulation, lookup.c_str()); |
| } |
| |
| GrBackendEffectFactory::EffectKey GrGLShaderBuilder::KeyForTextureAccess( |
| const GrTextureAccess& access, |
| const GrGLCaps& caps) { |
| GrBackendEffectFactory::EffectKey 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() && swizzle_requires_alpha_remapping(caps, access)) { |
| key = 1; |
| } |
| #if GR_DEBUG |
| // Assert that key is set iff the swizzle will be modified. |
| SkString origString(access.getSwizzle()); |
| origString.prepend("."); |
| SkString modifiedString; |
| append_swizzle(&modifiedString, access, caps); |
| if (!modifiedString.size()) { |
| modifiedString = ".rgba"; |
| } |
| GrAssert(SkToBool(key) == (modifiedString != origString)); |
| #endif |
| return key; |
| } |
| |
| 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; |
| } |
| } |
| |
| GrGLUniformManager::UniformHandle GrGLShaderBuilder::addUniformArray(uint32_t visibility, |
| GrSLType type, |
| const char* name, |
| int count, |
| const char** outName) { |
| GrAssert(name && strlen(name)); |
| SkDEBUGCODE(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 == fCurrentStageIdx) { |
| uniName->printf("u%s", name); |
| } else { |
| uniName->printf("u%s%d", name, fCurrentStageIdx); |
| } |
| 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 == fCurrentStageIdx) { |
| fVSOutputs.back().accessName()->printf("v%s", name); |
| } else { |
| fVSOutputs.back().accessName()->printf("v%s%d", name, fCurrentStageIdx); |
| } |
| 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 == fCurrentStageIdx) { |
| fGSOutputs.back().accessName()->printf("g%s", name); |
| } else { |
| fGSOutputs.back().accessName()->printf("g%s%d", name, fCurrentStageIdx); |
| } |
| 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(); |
| } |
| } |
| |
| const char* GrGLShaderBuilder::fragmentPosition() { |
| #if 1 |
| if (fCtxInfo.caps().fragCoordConventionsSupport()) { |
| if (!fSetupFragPosition) { |
| fFSHeader.append("#extension GL_ARB_fragment_coord_conventions: require\n"); |
| fFSInputs.push_back().set(kVec4f_GrSLType, |
| GrGLShaderVar::kIn_TypeModifier, |
| "gl_FragCoord", |
| GrGLShaderVar::kDefault_Precision, |
| GrGLShaderVar::kUpperLeft_Origin); |
| fSetupFragPosition = true; |
| } |
| return "gl_FragCoord"; |
| } else { |
| static const char* kCoordName = "fragCoordYDown"; |
| if (!fSetupFragPosition) { |
| GrAssert(GrGLUniformManager::kInvalidUniformHandle == fRTHeightUniform); |
| const char* rtHeightName; |
| |
| // temporarily change the stage index because we're inserting a uniform whose name |
| // shouldn't be mangled to be stage-specific. |
| int oldStageIdx = fCurrentStageIdx; |
| fCurrentStageIdx = kNonStageIdx; |
| fRTHeightUniform = this->addUniform(kFragment_ShaderType, |
| kFloat_GrSLType, |
| "RTHeight", |
| &rtHeightName); |
| fCurrentStageIdx = oldStageIdx; |
| |
| this->fFSCode.prependf("\tvec4 %s = vec4(gl_FragCoord.x, %s - gl_FragCoord.y, gl_FragCoord.zw);\n", |
| kCoordName, rtHeightName); |
| fSetupFragPosition = true; |
| } |
| GrAssert(GrGLUniformManager::kInvalidUniformHandle != fRTHeightUniform); |
| return kCoordName; |
| } |
| #else |
| // This is the path we'll need to use once we have support for TopLeft |
| // render targets. |
| if (!fSetupFragPosition) { |
| fFSInputs.push_back().set(kVec4f_GrSLType, |
| GrGLShaderVar::kIn_TypeModifier, |
| "gl_FragCoord", |
| GrGLShaderVar::kDefault_Precision); |
| fSetupFragPosition = true; |
| } |
| return "gl_FragCoord"; |
| #endif |
| } |
| |
| |
| 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 != fCurrentStageIdx) { |
| outName->printf(" %s_%d", name, fCurrentStageIdx); |
| } else { |
| *outName = name; |
| } |
| fFSFunctions.append(*outName); |
| fFSFunctions.append("("); |
| for (int i = 0; i < argCnt; ++i) { |
| args[i].appendDecl(fCtxInfo, &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(fCtxInfo, 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(fCtxInfo, 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("void main() {\n"); |
| shaderStr->append(fVSCode); |
| shaderStr->append("}\n"); |
| break; |
| case kGeometry_ShaderType: |
| if (fUsesGS) { |
| *shaderStr = fHeader; |
| shaderStr->append(fGSHeader); |
| this->appendDecls(fGSInputs, shaderStr); |
| this->appendDecls(fGSOutputs, shaderStr); |
| shaderStr->append("void main() {\n"); |
| shaderStr->append(fGSCode); |
| shaderStr->append("}\n"); |
| } else { |
| shaderStr->reset(); |
| } |
| break; |
| case kFragment_ShaderType: |
| *shaderStr = fHeader; |
| append_default_precision_qualifier(kDefaultFragmentPrecision, |
| fCtxInfo.binding(), |
| shaderStr); |
| shaderStr->append(fFSHeader); |
| this->appendUniformDecls(kFragment_ShaderType, shaderStr); |
| this->appendDecls(fFSInputs, shaderStr); |
| // We shouldn't have declared outputs on 1.10 |
| GrAssert(k110_GrGLSLGeneration != fCtxInfo.glslGeneration() || fFSOutputs.empty()); |
| this->appendDecls(fFSOutputs, shaderStr); |
| shaderStr->append(fFSFunctions); |
| shaderStr->append("void main() {\n"); |
| shaderStr->append(fFSCode); |
| shaderStr->append("}\n"); |
| break; |
| } |
| } |
| |
| void GrGLShaderBuilder::finished(GrGLuint programID) { |
| fUniformManager.getUniformLocations(programID, fUniforms); |
| } |
| |
| GrGLEffect* GrGLShaderBuilder::createAndEmitGLEffect( |
| const GrEffectStage& stage, |
| GrGLEffect::EffectKey key, |
| const char* fsInColor, |
| const char* fsOutColor, |
| const char* vsInCoord, |
| SkTArray<GrGLUniformManager::UniformHandle, true>* samplerHandles) { |
| GrAssert(NULL != stage.getEffect()); |
| |
| const GrEffectRef& effect = *stage.getEffect(); |
| int numTextures = effect->numTextures(); |
| SkSTArray<8, GrGLShaderBuilder::TextureSampler> textureSamplers; |
| textureSamplers.push_back_n(numTextures); |
| for (int i = 0; i < numTextures; ++i) { |
| textureSamplers[i].init(this, &effect->textureAccess(i), i); |
| samplerHandles->push_back(textureSamplers[i].fSamplerUniform); |
| } |
| |
| GrGLEffect* glEffect = effect->getFactory().createGLInstance(effect); |
| |
| // Enclose custom code in a block to avoid namespace conflicts |
| this->fVSCode.appendf("\t{ // %s\n", glEffect->name()); |
| this->fFSCode.appendf("\t{ // %s \n", glEffect->name()); |
| glEffect->emitCode(this, |
| stage, |
| key, |
| vsInCoord, |
| fsOutColor, |
| fsInColor, |
| textureSamplers); |
| this->fVSCode.appendf("\t}\n"); |
| this->fFSCode.appendf("\t}\n"); |
| |
| return glEffect; |
| } |