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tomhudson@google.comf9ad8862012-05-11 20:38:48 +00001/*
2 * Copyright 2012 Google Inc.
3 *
4 * Use of this source code is governed by a BSD-style license that can be
5 * found in the LICENSE file.
6 */
7
8#include "gl/GrGLShaderBuilder.h"
tomhudson@google.com52598142012-05-24 17:44:30 +00009#include "gl/GrGLProgram.h"
bsalomon@google.comdbbc4e22012-07-25 17:48:39 +000010#include "gl/GrGLUniformHandle.h"
twiz@google.coma5e65ec2012-08-02 15:15:16 +000011#include "GrTexture.h"
tomhudson@google.comf9ad8862012-05-11 20:38:48 +000012
tomhudson@google.comf9ad8862012-05-11 20:38:48 +000013// number of each input/output type in a single allocation block
bsalomon@google.comeb715c82012-07-11 15:03:31 +000014static const int kVarsPerBlock = 8;
tomhudson@google.comf9ad8862012-05-11 20:38:48 +000015
16// except FS outputs where we expect 2 at most.
bsalomon@google.comeb715c82012-07-11 15:03:31 +000017static const int kMaxFSOutputs = 2;
tomhudson@google.comf9ad8862012-05-11 20:38:48 +000018
bsalomon@google.comd7727ce2012-07-12 16:40:03 +000019// ES2 FS only guarantees mediump and lowp support
20static const GrGLShaderVar::Precision kDefaultFragmentPrecision = GrGLShaderVar::kMedium_Precision;
21
bsalomon@google.comdbbc4e22012-07-25 17:48:39 +000022typedef GrGLUniformManager::UniformHandle UniformHandle;
23///////////////////////////////////////////////////////////////////////////////
24
bsalomon@google.com34bcb9f2012-08-28 18:20:18 +000025namespace {
twiz@google.coma5e65ec2012-08-02 15:15:16 +000026
bsalomon@google.com2b1b8c02013-02-28 22:06:02 +000027inline const char* sample_function_name(GrSLType type, GrGLSLGeneration glslGen) {
bsalomon@google.com34bcb9f2012-08-28 18:20:18 +000028 if (kVec2f_GrSLType == type) {
bsalomon@google.com2b1b8c02013-02-28 22:06:02 +000029 return glslGen >= k130_GrGLSLGeneration ? "texture" : "texture2D";
bsalomon@google.com34bcb9f2012-08-28 18:20:18 +000030 } else {
31 GrAssert(kVec3f_GrSLType == type);
bsalomon@google.com2b1b8c02013-02-28 22:06:02 +000032 return glslGen >= k130_GrGLSLGeneration ? "textureProj" : "texture2DProj";
bsalomon@google.com34bcb9f2012-08-28 18:20:18 +000033 }
twiz@google.coma5e65ec2012-08-02 15:15:16 +000034}
35
bsalomon@google.com6d003d12012-09-11 15:45:20 +000036/**
37 * Do we need to either map r,g,b->a or a->r.
38 */
39inline bool swizzle_requires_alpha_remapping(const GrGLCaps& caps,
40 const GrTextureAccess& access) {
41 if (GrPixelConfigIsAlphaOnly(access.getTexture()->config())) {
42 if (caps.textureRedSupport() && (GrTextureAccess::kA_SwizzleFlag & access.swizzleMask())) {
43 return true;
44 }
45 if (GrTextureAccess::kRGB_SwizzleMask & access.swizzleMask()) {
46 return true;
twiz@google.coma5e65ec2012-08-02 15:15:16 +000047 }
48 }
bsalomon@google.com6d003d12012-09-11 15:45:20 +000049 return false;
50}
twiz@google.coma5e65ec2012-08-02 15:15:16 +000051
bsalomon@google.com6d003d12012-09-11 15:45:20 +000052void append_swizzle(SkString* outAppend,
53 const GrTextureAccess& access,
54 const GrGLCaps& caps) {
55 const char* swizzle = access.getSwizzle();
56 char mangledSwizzle[5];
57
58 // The swizzling occurs using texture params instead of shader-mangling if ARB_texture_swizzle
59 // is available.
60 if (!caps.textureSwizzleSupport() && GrPixelConfigIsAlphaOnly(access.getTexture()->config())) {
61 char alphaChar = caps.textureRedSupport() ? 'r' : 'a';
62 int i;
63 for (i = 0; '\0' != swizzle[i]; ++i) {
64 mangledSwizzle[i] = alphaChar;
65 }
66 mangledSwizzle[i] ='\0';
67 swizzle = mangledSwizzle;
68 }
bsalomon@google.com73d5b2f2012-10-04 13:26:32 +000069 // For shader prettiness we omit the swizzle rather than appending ".rgba".
70 if (memcmp(swizzle, "rgba", 4)) {
71 outAppend->appendf(".%s", swizzle);
72 }
twiz@google.coma5e65ec2012-08-02 15:15:16 +000073}
74
bsalomon@google.com34bcb9f2012-08-28 18:20:18 +000075}
76
twiz@google.coma5e65ec2012-08-02 15:15:16 +000077///////////////////////////////////////////////////////////////////////////////
78
tomhudson@google.com9c639a42012-05-14 19:58:06 +000079// Architectural assumption: always 2-d input coords.
80// Likely to become non-constant and non-static, perhaps even
81// varying by stage, if we use 1D textures for gradients!
82//const int GrGLShaderBuilder::fCoordDims = 2;
83
robertphillips@google.com6177e692013-02-28 20:16:25 +000084GrGLShaderBuilder::GrGLShaderBuilder(const GrGLContextInfo& ctxInfo,
85 GrGLUniformManager& uniformManager)
bsalomon@google.com032b2212012-07-16 13:36:18 +000086 : fUniforms(kVarsPerBlock)
bsalomon@google.comeb715c82012-07-11 15:03:31 +000087 , fVSAttrs(kVarsPerBlock)
88 , fVSOutputs(kVarsPerBlock)
89 , fGSInputs(kVarsPerBlock)
90 , fGSOutputs(kVarsPerBlock)
91 , fFSInputs(kVarsPerBlock)
bsalomon@google.comeb715c82012-07-11 15:03:31 +000092 , fFSOutputs(kMaxFSOutputs)
tomhudson@google.com040c41a2012-05-18 14:57:40 +000093 , fUsesGS(false)
robertphillips@google.com6177e692013-02-28 20:16:25 +000094 , fCtxInfo(ctxInfo)
bsalomon@google.com777c3aa2012-07-25 20:58:20 +000095 , fUniformManager(uniformManager)
bsalomon@google.com08283af2012-10-26 13:01:20 +000096 , fCurrentStageIdx(kNonStageIdx)
bsalomon@google.com706f6682012-10-23 14:53:55 +000097 , fSetupFragPosition(false)
bsalomon@google.comdbe49f72012-11-05 16:36:02 +000098 , fRTHeightUniform(GrGLUniformManager::kInvalidUniformHandle) {
skia.committer@gmail.come862d162012-10-31 02:01:18 +000099
bsalomon@google.com17504f52012-10-30 12:34:25 +0000100 fPositionVar = &fVSAttrs.push_back();
101 fPositionVar->set(kVec2f_GrSLType, GrGLShaderVar::kAttribute_TypeModifier, "aPosition");
tomhudson@google.comf9ad8862012-05-11 20:38:48 +0000102}
103
bsalomon@google.com868a8e72012-08-30 19:11:34 +0000104void GrGLShaderBuilder::appendTextureLookup(SkString* out,
bsalomon@google.comf06df1b2012-09-06 20:22:31 +0000105 const GrGLShaderBuilder::TextureSampler& sampler,
bsalomon@google.com868a8e72012-08-30 19:11:34 +0000106 const char* coordName,
107 GrSLType varyingType) const {
bsalomon@google.com2d8edaf2012-09-07 14:47:31 +0000108 GrAssert(NULL != sampler.textureAccess());
bsalomon@google.comdbe49f72012-11-05 16:36:02 +0000109 GrAssert(NULL != coordName);
bsalomon@google.com2d8edaf2012-09-07 14:47:31 +0000110
bsalomon@google.com6d003d12012-09-11 15:45:20 +0000111 out->appendf("%s(%s, %s)",
bsalomon@google.com2b1b8c02013-02-28 22:06:02 +0000112 sample_function_name(varyingType, fCtxInfo.glslGeneration()),
bsalomon@google.comf06df1b2012-09-06 20:22:31 +0000113 this->getUniformCStr(sampler.fSamplerUniform),
bsalomon@google.com6d003d12012-09-11 15:45:20 +0000114 coordName);
robertphillips@google.com6177e692013-02-28 20:16:25 +0000115 append_swizzle(out, *sampler.textureAccess(), fCtxInfo.caps());
tomhudson@google.com52598142012-05-24 17:44:30 +0000116}
117
bsalomon@google.comf06df1b2012-09-06 20:22:31 +0000118void GrGLShaderBuilder::appendTextureLookupAndModulate(
119 SkString* out,
120 const char* modulation,
121 const GrGLShaderBuilder::TextureSampler& sampler,
122 const char* coordName,
123 GrSLType varyingType) const {
bsalomon@google.com868a8e72012-08-30 19:11:34 +0000124 GrAssert(NULL != out);
125 SkString lookup;
bsalomon@google.comf06df1b2012-09-06 20:22:31 +0000126 this->appendTextureLookup(&lookup, sampler, coordName, varyingType);
bsalomon@google.com868a8e72012-08-30 19:11:34 +0000127 GrGLSLModulate4f(out, modulation, lookup.c_str());
tomhudson@google.com52598142012-05-24 17:44:30 +0000128}
129
bsalomon@google.com2eaaefd2012-10-29 19:51:22 +0000130GrBackendEffectFactory::EffectKey GrGLShaderBuilder::KeyForTextureAccess(
131 const GrTextureAccess& access,
132 const GrGLCaps& caps) {
133 GrBackendEffectFactory::EffectKey key = 0;
bsalomon@google.comd4726202012-08-03 14:34:46 +0000134
twiz@google.coma5e65ec2012-08-02 15:15:16 +0000135 // Assume that swizzle support implies that we never have to modify a shader to adjust
136 // for texture format/swizzle settings.
bsalomon@google.com6d003d12012-09-11 15:45:20 +0000137 if (!caps.textureSwizzleSupport() && swizzle_requires_alpha_remapping(caps, access)) {
twiz@google.coma5e65ec2012-08-02 15:15:16 +0000138 key = 1;
139 }
bsalomon@google.com73d5b2f2012-10-04 13:26:32 +0000140#if GR_DEBUG
141 // Assert that key is set iff the swizzle will be modified.
142 SkString origString(access.getSwizzle());
143 origString.prepend(".");
144 SkString modifiedString;
145 append_swizzle(&modifiedString, access, caps);
146 if (!modifiedString.size()) {
147 modifiedString = ".rgba";
148 }
149 GrAssert(SkToBool(key) == (modifiedString != origString));
150#endif
twiz@google.coma5e65ec2012-08-02 15:15:16 +0000151 return key;
152}
153
bsalomon@google.com6d003d12012-09-11 15:45:20 +0000154const GrGLenum* GrGLShaderBuilder::GetTexParamSwizzle(GrPixelConfig config, const GrGLCaps& caps) {
155 if (caps.textureSwizzleSupport() && GrPixelConfigIsAlphaOnly(config)) {
156 if (caps.textureRedSupport()) {
157 static const GrGLenum gRedSmear[] = { GR_GL_RED, GR_GL_RED, GR_GL_RED, GR_GL_RED };
158 return gRedSmear;
159 } else {
160 static const GrGLenum gAlphaSmear[] = { GR_GL_ALPHA, GR_GL_ALPHA,
161 GR_GL_ALPHA, GR_GL_ALPHA };
162 return gAlphaSmear;
163 }
164 } else {
165 static const GrGLenum gStraight[] = { GR_GL_RED, GR_GL_GREEN, GR_GL_BLUE, GR_GL_ALPHA };
166 return gStraight;
167 }
168}
169
bsalomon@google.com777c3aa2012-07-25 20:58:20 +0000170GrGLUniformManager::UniformHandle GrGLShaderBuilder::addUniformArray(uint32_t visibility,
171 GrSLType type,
172 const char* name,
173 int count,
174 const char** outName) {
tomhudson@google.com242ed6f2012-05-30 17:38:57 +0000175 GrAssert(name && strlen(name));
humper@google.com0e515772013-01-07 19:54:40 +0000176 SkDEBUGCODE(static const uint32_t kVisibilityMask = kVertex_ShaderType | kFragment_ShaderType);
bsalomon@google.comeb715c82012-07-11 15:03:31 +0000177 GrAssert(0 == (~kVisibilityMask & visibility));
178 GrAssert(0 != visibility);
tomhudson@google.com242ed6f2012-05-30 17:38:57 +0000179
bsalomon@google.comdbbc4e22012-07-25 17:48:39 +0000180 BuilderUniform& uni = fUniforms.push_back();
bsalomon@google.com032b2212012-07-16 13:36:18 +0000181 UniformHandle h = index_to_handle(fUniforms.count() - 1);
bsalomon@google.comdbbc4e22012-07-25 17:48:39 +0000182 GR_DEBUGCODE(UniformHandle h2 =)
183 fUniformManager.appendUniform(type, count);
184 // We expect the uniform manager to initially have no uniforms and that all uniforms are added
185 // by this function. Therefore, the handles should match.
186 GrAssert(h2 == h);
bsalomon@google.com032b2212012-07-16 13:36:18 +0000187 uni.fVariable.setType(type);
188 uni.fVariable.setTypeModifier(GrGLShaderVar::kUniform_TypeModifier);
bsalomon@google.com777c3aa2012-07-25 20:58:20 +0000189 SkString* uniName = uni.fVariable.accessName();
bsalomon@google.com08283af2012-10-26 13:01:20 +0000190 if (kNonStageIdx == fCurrentStageIdx) {
bsalomon@google.com777c3aa2012-07-25 20:58:20 +0000191 uniName->printf("u%s", name);
192 } else {
bsalomon@google.com08283af2012-10-26 13:01:20 +0000193 uniName->printf("u%s%d", name, fCurrentStageIdx);
tomhudson@google.com242ed6f2012-05-30 17:38:57 +0000194 }
bsalomon@google.com032b2212012-07-16 13:36:18 +0000195 uni.fVariable.setArrayCount(count);
196 uni.fVisibility = visibility;
tomhudson@google.com242ed6f2012-05-30 17:38:57 +0000197
bsalomon@google.com032b2212012-07-16 13:36:18 +0000198 // If it is visible in both the VS and FS, the precision must match.
199 // We declare a default FS precision, but not a default VS. So set the var
200 // to use the default FS precision.
bsalomon@google.comeb715c82012-07-11 15:03:31 +0000201 if ((kVertex_ShaderType | kFragment_ShaderType) == visibility) {
bsalomon@google.comd7727ce2012-07-12 16:40:03 +0000202 // the fragment and vertex precisions must match
bsalomon@google.com032b2212012-07-16 13:36:18 +0000203 uni.fVariable.setPrecision(kDefaultFragmentPrecision);
tomhudson@google.com242ed6f2012-05-30 17:38:57 +0000204 }
205
bsalomon@google.com777c3aa2012-07-25 20:58:20 +0000206 if (NULL != outName) {
207 *outName = uni.fVariable.c_str();
208 }
209
bsalomon@google.com032b2212012-07-16 13:36:18 +0000210 return h;
211}
212
213const GrGLShaderVar& GrGLShaderBuilder::getUniformVariable(UniformHandle u) const {
214 return fUniforms[handle_to_index(u)].fVariable;
tomhudson@google.com242ed6f2012-05-30 17:38:57 +0000215}
tomhudson@google.com23cb2292012-05-30 18:26:03 +0000216
217void GrGLShaderBuilder::addVarying(GrSLType type,
218 const char* name,
219 const char** vsOutName,
220 const char** fsInName) {
221 fVSOutputs.push_back();
222 fVSOutputs.back().setType(type);
223 fVSOutputs.back().setTypeModifier(GrGLShaderVar::kOut_TypeModifier);
bsalomon@google.com08283af2012-10-26 13:01:20 +0000224 if (kNonStageIdx == fCurrentStageIdx) {
bsalomon@google.com777c3aa2012-07-25 20:58:20 +0000225 fVSOutputs.back().accessName()->printf("v%s", name);
226 } else {
bsalomon@google.com08283af2012-10-26 13:01:20 +0000227 fVSOutputs.back().accessName()->printf("v%s%d", name, fCurrentStageIdx);
bsalomon@google.com777c3aa2012-07-25 20:58:20 +0000228 }
tomhudson@google.com23cb2292012-05-30 18:26:03 +0000229 if (vsOutName) {
230 *vsOutName = fVSOutputs.back().getName().c_str();
231 }
232 // input to FS comes either from VS or GS
bsalomon@google.comf0a104e2012-07-10 17:51:07 +0000233 const SkString* fsName;
tomhudson@google.com23cb2292012-05-30 18:26:03 +0000234 if (fUsesGS) {
235 // if we have a GS take each varying in as an array
236 // and output as non-array.
237 fGSInputs.push_back();
238 fGSInputs.back().setType(type);
239 fGSInputs.back().setTypeModifier(GrGLShaderVar::kIn_TypeModifier);
240 fGSInputs.back().setUnsizedArray();
241 *fGSInputs.back().accessName() = fVSOutputs.back().getName();
242 fGSOutputs.push_back();
243 fGSOutputs.back().setType(type);
244 fGSOutputs.back().setTypeModifier(GrGLShaderVar::kOut_TypeModifier);
bsalomon@google.com08283af2012-10-26 13:01:20 +0000245 if (kNonStageIdx == fCurrentStageIdx) {
bsalomon@google.comd4726202012-08-03 14:34:46 +0000246 fGSOutputs.back().accessName()->printf("g%s", name);
247 } else {
bsalomon@google.com08283af2012-10-26 13:01:20 +0000248 fGSOutputs.back().accessName()->printf("g%s%d", name, fCurrentStageIdx);
bsalomon@google.comd4726202012-08-03 14:34:46 +0000249 }
tomhudson@google.com23cb2292012-05-30 18:26:03 +0000250 fsName = fGSOutputs.back().accessName();
251 } else {
252 fsName = fVSOutputs.back().accessName();
253 }
254 fFSInputs.push_back();
255 fFSInputs.back().setType(type);
256 fFSInputs.back().setTypeModifier(GrGLShaderVar::kIn_TypeModifier);
257 fFSInputs.back().setName(*fsName);
258 if (fsInName) {
259 *fsInName = fsName->c_str();
260 }
261}
262
bsalomon@google.com706f6682012-10-23 14:53:55 +0000263const char* GrGLShaderBuilder::fragmentPosition() {
senorblanco@chromium.org3cb406b2013-02-05 19:50:46 +0000264#if 1
robertphillips@google.com6177e692013-02-28 20:16:25 +0000265 if (fCtxInfo.caps().fragCoordConventionsSupport()) {
bsalomon@google.com706f6682012-10-23 14:53:55 +0000266 if (!fSetupFragPosition) {
267 fFSHeader.append("#extension GL_ARB_fragment_coord_conventions: require\n");
bsalomon@google.com5fa21072012-10-25 14:57:46 +0000268 fFSInputs.push_back().set(kVec4f_GrSLType,
269 GrGLShaderVar::kIn_TypeModifier,
270 "gl_FragCoord",
271 GrGLShaderVar::kDefault_Precision,
272 GrGLShaderVar::kUpperLeft_Origin);
bsalomon@google.com706f6682012-10-23 14:53:55 +0000273 fSetupFragPosition = true;
274 }
skia.committer@gmail.com1e34ff72012-10-24 02:01:24 +0000275 return "gl_FragCoord";
bsalomon@google.com706f6682012-10-23 14:53:55 +0000276 } else {
277 static const char* kCoordName = "fragCoordYDown";
278 if (!fSetupFragPosition) {
279 GrAssert(GrGLUniformManager::kInvalidUniformHandle == fRTHeightUniform);
280 const char* rtHeightName;
skia.committer@gmail.com1e34ff72012-10-24 02:01:24 +0000281
bsalomon@google.com706f6682012-10-23 14:53:55 +0000282 // temporarily change the stage index because we're inserting a uniform whose name
283 // shouldn't be mangled to be stage-specific.
bsalomon@google.com08283af2012-10-26 13:01:20 +0000284 int oldStageIdx = fCurrentStageIdx;
285 fCurrentStageIdx = kNonStageIdx;
bsalomon@google.com706f6682012-10-23 14:53:55 +0000286 fRTHeightUniform = this->addUniform(kFragment_ShaderType,
287 kFloat_GrSLType,
288 "RTHeight",
289 &rtHeightName);
bsalomon@google.com08283af2012-10-26 13:01:20 +0000290 fCurrentStageIdx = oldStageIdx;
skia.committer@gmail.com1e34ff72012-10-24 02:01:24 +0000291
bsalomon@google.com706f6682012-10-23 14:53:55 +0000292 this->fFSCode.prependf("\tvec4 %s = vec4(gl_FragCoord.x, %s - gl_FragCoord.y, gl_FragCoord.zw);\n",
293 kCoordName, rtHeightName);
294 fSetupFragPosition = true;
295 }
296 GrAssert(GrGLUniformManager::kInvalidUniformHandle != fRTHeightUniform);
297 return kCoordName;
298 }
senorblanco@chromium.org3cb406b2013-02-05 19:50:46 +0000299#else
300 // This is the path we'll need to use once we have support for TopLeft
301 // render targets.
302 if (!fSetupFragPosition) {
303 fFSInputs.push_back().set(kVec4f_GrSLType,
304 GrGLShaderVar::kIn_TypeModifier,
305 "gl_FragCoord",
306 GrGLShaderVar::kDefault_Precision);
307 fSetupFragPosition = true;
308 }
309 return "gl_FragCoord";
310#endif
bsalomon@google.com706f6682012-10-23 14:53:55 +0000311}
312
313
bsalomon@google.coma1bf0ff2012-08-07 17:36:29 +0000314void GrGLShaderBuilder::emitFunction(ShaderType shader,
315 GrSLType returnType,
316 const char* name,
317 int argCnt,
318 const GrGLShaderVar* args,
319 const char* body,
320 SkString* outName) {
321 GrAssert(kFragment_ShaderType == shader);
322 fFSFunctions.append(GrGLShaderVar::TypeString(returnType));
bsalomon@google.com08283af2012-10-26 13:01:20 +0000323 if (kNonStageIdx != fCurrentStageIdx) {
324 outName->printf(" %s_%d", name, fCurrentStageIdx);
bsalomon@google.coma1bf0ff2012-08-07 17:36:29 +0000325 } else {
326 *outName = name;
327 }
328 fFSFunctions.append(*outName);
329 fFSFunctions.append("(");
330 for (int i = 0; i < argCnt; ++i) {
robertphillips@google.com6177e692013-02-28 20:16:25 +0000331 args[i].appendDecl(fCtxInfo, &fFSFunctions);
bsalomon@google.coma1bf0ff2012-08-07 17:36:29 +0000332 if (i < argCnt - 1) {
333 fFSFunctions.append(", ");
334 }
335 }
336 fFSFunctions.append(") {\n");
337 fFSFunctions.append(body);
338 fFSFunctions.append("}\n\n");
339}
tomhudson@google.com23cb2292012-05-30 18:26:03 +0000340
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000341namespace {
bsalomon@google.comd7727ce2012-07-12 16:40:03 +0000342
343inline void append_default_precision_qualifier(GrGLShaderVar::Precision p,
344 GrGLBinding binding,
345 SkString* str) {
346 // Desktop GLSL has added precision qualifiers but they don't do anything.
347 if (kES2_GrGLBinding == binding) {
348 switch (p) {
349 case GrGLShaderVar::kHigh_Precision:
350 str->append("precision highp float;\n");
351 break;
352 case GrGLShaderVar::kMedium_Precision:
353 str->append("precision mediump float;\n");
354 break;
355 case GrGLShaderVar::kLow_Precision:
356 str->append("precision lowp float;\n");
357 break;
358 case GrGLShaderVar::kDefault_Precision:
359 GrCrash("Default precision now allowed.");
360 default:
361 GrCrash("Unknown precision value.");
362 }
363 }
364}
bsalomon@google.com032b2212012-07-16 13:36:18 +0000365}
bsalomon@google.comd7727ce2012-07-12 16:40:03 +0000366
bsalomon@google.com032b2212012-07-16 13:36:18 +0000367void GrGLShaderBuilder::appendDecls(const VarArray& vars, SkString* out) const {
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000368 for (int i = 0; i < vars.count(); ++i) {
robertphillips@google.com6177e692013-02-28 20:16:25 +0000369 vars[i].appendDecl(fCtxInfo, out);
bsalomon@google.coma1bf0ff2012-08-07 17:36:29 +0000370 out->append(";\n");
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000371 }
372}
bsalomon@google.com032b2212012-07-16 13:36:18 +0000373
374void GrGLShaderBuilder::appendUniformDecls(ShaderType stype, SkString* out) const {
375 for (int i = 0; i < fUniforms.count(); ++i) {
376 if (fUniforms[i].fVisibility & stype) {
robertphillips@google.com6177e692013-02-28 20:16:25 +0000377 fUniforms[i].fVariable.appendDecl(fCtxInfo, out);
bsalomon@google.coma1bf0ff2012-08-07 17:36:29 +0000378 out->append(";\n");
bsalomon@google.com032b2212012-07-16 13:36:18 +0000379 }
380 }
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000381}
382
383void GrGLShaderBuilder::getShader(ShaderType type, SkString* shaderStr) const {
384 switch (type) {
385 case kVertex_ShaderType:
386 *shaderStr = fHeader;
bsalomon@google.com032b2212012-07-16 13:36:18 +0000387 this->appendUniformDecls(kVertex_ShaderType, shaderStr);
388 this->appendDecls(fVSAttrs, shaderStr);
389 this->appendDecls(fVSOutputs, shaderStr);
bsalomon@google.comd7bafb72012-10-22 14:30:50 +0000390 shaderStr->append("void main() {\n");
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000391 shaderStr->append(fVSCode);
bsalomon@google.comd7bafb72012-10-22 14:30:50 +0000392 shaderStr->append("}\n");
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000393 break;
394 case kGeometry_ShaderType:
395 if (fUsesGS) {
396 *shaderStr = fHeader;
397 shaderStr->append(fGSHeader);
bsalomon@google.com032b2212012-07-16 13:36:18 +0000398 this->appendDecls(fGSInputs, shaderStr);
399 this->appendDecls(fGSOutputs, shaderStr);
bsalomon@google.comd7bafb72012-10-22 14:30:50 +0000400 shaderStr->append("void main() {\n");
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000401 shaderStr->append(fGSCode);
bsalomon@google.comd7bafb72012-10-22 14:30:50 +0000402 shaderStr->append("}\n");
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000403 } else {
404 shaderStr->reset();
405 }
406 break;
407 case kFragment_ShaderType:
408 *shaderStr = fHeader;
bsalomon@google.comd7727ce2012-07-12 16:40:03 +0000409 append_default_precision_qualifier(kDefaultFragmentPrecision,
robertphillips@google.com6177e692013-02-28 20:16:25 +0000410 fCtxInfo.binding(),
bsalomon@google.comd7727ce2012-07-12 16:40:03 +0000411 shaderStr);
bsalomon@google.com706f6682012-10-23 14:53:55 +0000412 shaderStr->append(fFSHeader);
bsalomon@google.com032b2212012-07-16 13:36:18 +0000413 this->appendUniformDecls(kFragment_ShaderType, shaderStr);
414 this->appendDecls(fFSInputs, shaderStr);
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000415 // We shouldn't have declared outputs on 1.10
robertphillips@google.com6177e692013-02-28 20:16:25 +0000416 GrAssert(k110_GrGLSLGeneration != fCtxInfo.glslGeneration() || fFSOutputs.empty());
bsalomon@google.com032b2212012-07-16 13:36:18 +0000417 this->appendDecls(fFSOutputs, shaderStr);
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000418 shaderStr->append(fFSFunctions);
bsalomon@google.comd7bafb72012-10-22 14:30:50 +0000419 shaderStr->append("void main() {\n");
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000420 shaderStr->append(fFSCode);
bsalomon@google.comd7bafb72012-10-22 14:30:50 +0000421 shaderStr->append("}\n");
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000422 break;
423 }
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000424 }
bsalomon@google.comd7727ce2012-07-12 16:40:03 +0000425
bsalomon@google.comdbbc4e22012-07-25 17:48:39 +0000426void GrGLShaderBuilder::finished(GrGLuint programID) {
427 fUniformManager.getUniformLocations(programID, fUniforms);
428}
bsalomon@google.com34cccde2013-01-04 18:34:30 +0000429
430GrGLEffect* GrGLShaderBuilder::createAndEmitGLEffect(
431 const GrEffectStage& stage,
432 GrGLEffect::EffectKey key,
433 const char* fsInColor,
434 const char* fsOutColor,
435 const char* vsInCoord,
436 SkTArray<GrGLUniformManager::UniformHandle, true>* samplerHandles) {
437 GrAssert(NULL != stage.getEffect());
438
bsalomon@google.com6340a412013-01-22 19:55:59 +0000439 const GrEffectRef& effect = *stage.getEffect();
440 int numTextures = effect->numTextures();
bsalomon@google.com34cccde2013-01-04 18:34:30 +0000441 SkSTArray<8, GrGLShaderBuilder::TextureSampler> textureSamplers;
442 textureSamplers.push_back_n(numTextures);
443 for (int i = 0; i < numTextures; ++i) {
bsalomon@google.com6340a412013-01-22 19:55:59 +0000444 textureSamplers[i].init(this, &effect->textureAccess(i), i);
bsalomon@google.com34cccde2013-01-04 18:34:30 +0000445 samplerHandles->push_back(textureSamplers[i].fSamplerUniform);
446 }
447
bsalomon@google.com6340a412013-01-22 19:55:59 +0000448 GrGLEffect* glEffect = effect->getFactory().createGLInstance(effect);
bsalomon@google.com34cccde2013-01-04 18:34:30 +0000449
450 // Enclose custom code in a block to avoid namespace conflicts
451 this->fVSCode.appendf("\t{ // %s\n", glEffect->name());
452 this->fFSCode.appendf("\t{ // %s \n", glEffect->name());
453 glEffect->emitCode(this,
454 stage,
455 key,
456 vsInCoord,
457 fsOutColor,
458 fsInColor,
459 textureSamplers);
460 this->fVSCode.appendf("\t}\n");
461 this->fFSCode.appendf("\t}\n");
462
463 return glEffect;
464}