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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.com34bcb9f2012-08-28 18:20:18 +000027inline const char* sample_function_name(GrSLType type) {
28 if (kVec2f_GrSLType == type) {
29 return "texture2D";
30 } else {
31 GrAssert(kVec3f_GrSLType == type);
32 return "texture2DProj";
33 }
twiz@google.coma5e65ec2012-08-02 15:15:16 +000034}
35
bsalomon@google.com34bcb9f2012-08-28 18:20:18 +000036inline bool texture_requires_alpha_to_red_swizzle(const GrGLCaps& caps,
twiz@google.coma5e65ec2012-08-02 15:15:16 +000037 const GrTextureAccess& access) {
38 return GrPixelConfigIsAlphaOnly(access.getTexture()->config()) && caps.textureRedSupport() &&
39 access.referencesAlpha();
40}
41
bsalomon@google.com34bcb9f2012-08-28 18:20:18 +000042SkString build_swizzle_string(const GrTextureAccess& textureAccess,
43 const GrGLCaps& caps) {
twiz@google.coma5e65ec2012-08-02 15:15:16 +000044 const GrTextureAccess::Swizzle& swizzle = textureAccess.getSwizzle();
45 if (0 == swizzle[0]) {
46 return SkString("");
47 }
48
49 SkString swizzleOut(".");
50 bool alphaIsRed = texture_requires_alpha_to_red_swizzle(caps, textureAccess);
51 for (int offset = 0; offset < 4 && swizzle[offset]; ++offset) {
52 if (alphaIsRed && 'a' == swizzle[offset]) {
53 swizzleOut.appendf("r");
54 } else {
55 swizzleOut.appendf("%c", swizzle[offset]);
56 }
57 }
58
59 return swizzleOut;
60}
61
bsalomon@google.com34bcb9f2012-08-28 18:20:18 +000062}
63
twiz@google.coma5e65ec2012-08-02 15:15:16 +000064///////////////////////////////////////////////////////////////////////////////
65
tomhudson@google.com9c639a42012-05-14 19:58:06 +000066// Architectural assumption: always 2-d input coords.
67// Likely to become non-constant and non-static, perhaps even
68// varying by stage, if we use 1D textures for gradients!
69//const int GrGLShaderBuilder::fCoordDims = 2;
70
bsalomon@google.comdbbc4e22012-07-25 17:48:39 +000071GrGLShaderBuilder::GrGLShaderBuilder(const GrGLContextInfo& ctx, GrGLUniformManager& uniformManager)
bsalomon@google.com032b2212012-07-16 13:36:18 +000072 : fUniforms(kVarsPerBlock)
bsalomon@google.comeb715c82012-07-11 15:03:31 +000073 , fVSAttrs(kVarsPerBlock)
74 , fVSOutputs(kVarsPerBlock)
75 , fGSInputs(kVarsPerBlock)
76 , fGSOutputs(kVarsPerBlock)
77 , fFSInputs(kVarsPerBlock)
bsalomon@google.comeb715c82012-07-11 15:03:31 +000078 , fFSOutputs(kMaxFSOutputs)
tomhudson@google.com040c41a2012-05-18 14:57:40 +000079 , fUsesGS(false)
bsalomon@google.com34bcb9f2012-08-28 18:20:18 +000080 , fTexCoordVaryingType(kVoid_GrSLType)
bsalomon@google.comdbbc4e22012-07-25 17:48:39 +000081 , fContext(ctx)
bsalomon@google.com777c3aa2012-07-25 20:58:20 +000082 , fUniformManager(uniformManager)
83 , fCurrentStage(kNonStageIdx) {
tomhudson@google.comf9ad8862012-05-11 20:38:48 +000084}
85
tomhudson@google.com52598142012-05-24 17:44:30 +000086void GrGLShaderBuilder::computeSwizzle(uint32_t configFlags) {
tomhudson@google.com52598142012-05-24 17:44:30 +000087 fSwizzle = "";
bsalomon@google.coma04e8e82012-08-27 12:53:13 +000088 if (configFlags & GrGLProgram::StageDesc::kSmearAlpha_InConfigFlag) {
tomhudson@google.com52598142012-05-24 17:44:30 +000089 GrAssert(!(configFlags &
90 GrGLProgram::StageDesc::kSmearRed_InConfigFlag));
91 fSwizzle = ".aaaa";
92 } else if (configFlags & GrGLProgram::StageDesc::kSmearRed_InConfigFlag) {
tomhudson@google.com52598142012-05-24 17:44:30 +000093 GrAssert(!(configFlags &
94 GrGLProgram::StageDesc::kSmearAlpha_InConfigFlag));
95 fSwizzle = ".rrrr";
96 }
97}
98
99void GrGLShaderBuilder::computeModulate(const char* fsInColor) {
100 if (NULL != fsInColor) {
101 fModulate.printf(" * %s", fsInColor);
robertphillips@google.come9b3f7d2012-05-30 12:26:39 +0000102 } else {
103 fModulate.reset();
tomhudson@google.com52598142012-05-24 17:44:30 +0000104 }
105}
106
bsalomon@google.com34bcb9f2012-08-28 18:20:18 +0000107void GrGLShaderBuilder::setupTextureAccess(const char* varyingFSName, GrSLType varyingType) {
108 // FIXME: We don't know how the custom stage will manipulate the coords. So we give up on using
109 // projective texturing and always give the stage 2D coords. This will be fixed when custom
110 // stages are repsonsible for setting up their own tex coords / tex matrices.
111 switch (varyingType) {
112 case kVec2f_GrSLType:
113 fDefaultTexCoordsName = varyingFSName;
114 fTexCoordVaryingType = kVec2f_GrSLType;
115 break;
116 case kVec3f_GrSLType: {
117 fDefaultTexCoordsName = "inCoord";
118 GrAssert(kNonStageIdx != fCurrentStage);
119 fDefaultTexCoordsName.appendS32(fCurrentStage);
120 fTexCoordVaryingType = kVec3f_GrSLType;
121 fFSCode.appendf("\t%s %s = %s.xy / %s.z;\n",
122 GrGLShaderVar::TypeString(kVec2f_GrSLType),
123 fDefaultTexCoordsName.c_str(),
124 varyingFSName,
125 varyingFSName);
126 break;
127 }
128 default:
129 GrCrash("Tex coords must either be Vec2f or Vec3f");
tomhudson@google.comde788232012-08-02 20:13:12 +0000130 }
tomhudson@google.com52598142012-05-24 17:44:30 +0000131}
132
133void GrGLShaderBuilder::emitTextureLookup(const char* samplerName,
bsalomon@google.com34bcb9f2012-08-28 18:20:18 +0000134 const char* coordName,
135 GrSLType varyingType) {
tomhudson@google.com52598142012-05-24 17:44:30 +0000136 if (NULL == coordName) {
bsalomon@google.com34bcb9f2012-08-28 18:20:18 +0000137 coordName = fDefaultTexCoordsName.c_str();
138 varyingType = kVec2f_GrSLType;
tomhudson@google.com52598142012-05-24 17:44:30 +0000139 }
bsalomon@google.com34bcb9f2012-08-28 18:20:18 +0000140 fFSCode.appendf("%s(%s, %s)", sample_function_name(varyingType), samplerName, coordName);
tomhudson@google.com52598142012-05-24 17:44:30 +0000141}
142
bsalomon@google.com34bcb9f2012-08-28 18:20:18 +0000143void GrGLShaderBuilder::emitTextureLookupAndModulate(const char* outColor,
144 const char* samplerName,
145 const char* coordName,
146 GrSLType varyingType) {
tomhudson@google.com52598142012-05-24 17:44:30 +0000147 fFSCode.appendf("\t%s = ", outColor);
bsalomon@google.com34bcb9f2012-08-28 18:20:18 +0000148 this->emitTextureLookup(samplerName, coordName, varyingType);
tomhudson@google.com52598142012-05-24 17:44:30 +0000149 fFSCode.appendf("%s%s;\n", fSwizzle.c_str(), fModulate.c_str());
150}
151
bsalomon@google.com34bcb9f2012-08-28 18:20:18 +0000152void GrGLShaderBuilder::emitCustomTextureLookup(const GrTextureAccess& textureAccess,
twiz@google.coma5e65ec2012-08-02 15:15:16 +0000153 const char* samplerName,
bsalomon@google.com34bcb9f2012-08-28 18:20:18 +0000154 const char* coordName,
155 GrSLType varyingType) {
twiz@google.coma5e65ec2012-08-02 15:15:16 +0000156 GrAssert(samplerName && coordName);
twiz@google.coma5e65ec2012-08-02 15:15:16 +0000157 SkString swizzle = build_swizzle_string(textureAccess, fContext.caps());
158
bsalomon@google.com34bcb9f2012-08-28 18:20:18 +0000159 fFSCode.appendf("%s( %s, %s)%s;\n", sample_function_name(varyingType), samplerName,
twiz@google.coma5e65ec2012-08-02 15:15:16 +0000160 coordName, swizzle.c_str());
161}
162
163GrCustomStage::StageKey GrGLShaderBuilder::KeyForTextureAccess(const GrTextureAccess& access,
164 const GrGLCaps& caps) {
165 GrCustomStage::StageKey key = 0;
bsalomon@google.comd4726202012-08-03 14:34:46 +0000166
twiz@google.coma5e65ec2012-08-02 15:15:16 +0000167 // Assume that swizzle support implies that we never have to modify a shader to adjust
168 // for texture format/swizzle settings.
169 if (caps.textureSwizzleSupport()) {
170 return key;
171 }
172
173 if (texture_requires_alpha_to_red_swizzle(caps, access)) {
174 key = 1;
175 }
176
177 return key;
178}
179
bsalomon@google.com777c3aa2012-07-25 20:58:20 +0000180GrGLUniformManager::UniformHandle GrGLShaderBuilder::addUniformArray(uint32_t visibility,
181 GrSLType type,
182 const char* name,
183 int count,
184 const char** outName) {
tomhudson@google.com242ed6f2012-05-30 17:38:57 +0000185 GrAssert(name && strlen(name));
bsalomon@google.comeb715c82012-07-11 15:03:31 +0000186 static const uint32_t kVisibilityMask = kVertex_ShaderType | kFragment_ShaderType;
187 GrAssert(0 == (~kVisibilityMask & visibility));
188 GrAssert(0 != visibility);
tomhudson@google.com242ed6f2012-05-30 17:38:57 +0000189
bsalomon@google.comdbbc4e22012-07-25 17:48:39 +0000190 BuilderUniform& uni = fUniforms.push_back();
bsalomon@google.com032b2212012-07-16 13:36:18 +0000191 UniformHandle h = index_to_handle(fUniforms.count() - 1);
bsalomon@google.comdbbc4e22012-07-25 17:48:39 +0000192 GR_DEBUGCODE(UniformHandle h2 =)
193 fUniformManager.appendUniform(type, count);
194 // We expect the uniform manager to initially have no uniforms and that all uniforms are added
195 // by this function. Therefore, the handles should match.
196 GrAssert(h2 == h);
bsalomon@google.com032b2212012-07-16 13:36:18 +0000197 uni.fVariable.setType(type);
198 uni.fVariable.setTypeModifier(GrGLShaderVar::kUniform_TypeModifier);
bsalomon@google.com777c3aa2012-07-25 20:58:20 +0000199 SkString* uniName = uni.fVariable.accessName();
200 if (kNonStageIdx == fCurrentStage) {
201 uniName->printf("u%s", name);
202 } else {
203 uniName->printf("u%s%d", name, fCurrentStage);
tomhudson@google.com242ed6f2012-05-30 17:38:57 +0000204 }
bsalomon@google.com032b2212012-07-16 13:36:18 +0000205 uni.fVariable.setArrayCount(count);
206 uni.fVisibility = visibility;
tomhudson@google.com242ed6f2012-05-30 17:38:57 +0000207
bsalomon@google.com032b2212012-07-16 13:36:18 +0000208 // If it is visible in both the VS and FS, the precision must match.
209 // We declare a default FS precision, but not a default VS. So set the var
210 // to use the default FS precision.
bsalomon@google.comeb715c82012-07-11 15:03:31 +0000211 if ((kVertex_ShaderType | kFragment_ShaderType) == visibility) {
bsalomon@google.comd7727ce2012-07-12 16:40:03 +0000212 // the fragment and vertex precisions must match
bsalomon@google.com032b2212012-07-16 13:36:18 +0000213 uni.fVariable.setPrecision(kDefaultFragmentPrecision);
tomhudson@google.com242ed6f2012-05-30 17:38:57 +0000214 }
215
bsalomon@google.com777c3aa2012-07-25 20:58:20 +0000216 if (NULL != outName) {
217 *outName = uni.fVariable.c_str();
218 }
219
bsalomon@google.com032b2212012-07-16 13:36:18 +0000220 return h;
221}
222
223const GrGLShaderVar& GrGLShaderBuilder::getUniformVariable(UniformHandle u) const {
224 return fUniforms[handle_to_index(u)].fVariable;
tomhudson@google.com242ed6f2012-05-30 17:38:57 +0000225}
tomhudson@google.com23cb2292012-05-30 18:26:03 +0000226
227void GrGLShaderBuilder::addVarying(GrSLType type,
228 const char* name,
229 const char** vsOutName,
230 const char** fsInName) {
231 fVSOutputs.push_back();
232 fVSOutputs.back().setType(type);
233 fVSOutputs.back().setTypeModifier(GrGLShaderVar::kOut_TypeModifier);
bsalomon@google.com777c3aa2012-07-25 20:58:20 +0000234 if (kNonStageIdx == fCurrentStage) {
235 fVSOutputs.back().accessName()->printf("v%s", name);
236 } else {
237 fVSOutputs.back().accessName()->printf("v%s%d", name, fCurrentStage);
238 }
tomhudson@google.com23cb2292012-05-30 18:26:03 +0000239 if (vsOutName) {
240 *vsOutName = fVSOutputs.back().getName().c_str();
241 }
242 // input to FS comes either from VS or GS
bsalomon@google.comf0a104e2012-07-10 17:51:07 +0000243 const SkString* fsName;
tomhudson@google.com23cb2292012-05-30 18:26:03 +0000244 if (fUsesGS) {
245 // if we have a GS take each varying in as an array
246 // and output as non-array.
247 fGSInputs.push_back();
248 fGSInputs.back().setType(type);
249 fGSInputs.back().setTypeModifier(GrGLShaderVar::kIn_TypeModifier);
250 fGSInputs.back().setUnsizedArray();
251 *fGSInputs.back().accessName() = fVSOutputs.back().getName();
252 fGSOutputs.push_back();
253 fGSOutputs.back().setType(type);
254 fGSOutputs.back().setTypeModifier(GrGLShaderVar::kOut_TypeModifier);
bsalomon@google.comd4726202012-08-03 14:34:46 +0000255 if (kNonStageIdx == fCurrentStage) {
256 fGSOutputs.back().accessName()->printf("g%s", name);
257 } else {
258 fGSOutputs.back().accessName()->printf("g%s%d", name, fCurrentStage);
259 }
tomhudson@google.com23cb2292012-05-30 18:26:03 +0000260 fsName = fGSOutputs.back().accessName();
261 } else {
262 fsName = fVSOutputs.back().accessName();
263 }
264 fFSInputs.push_back();
265 fFSInputs.back().setType(type);
266 fFSInputs.back().setTypeModifier(GrGLShaderVar::kIn_TypeModifier);
267 fFSInputs.back().setName(*fsName);
268 if (fsInName) {
269 *fsInName = fsName->c_str();
270 }
271}
272
bsalomon@google.coma1bf0ff2012-08-07 17:36:29 +0000273void GrGLShaderBuilder::emitFunction(ShaderType shader,
274 GrSLType returnType,
275 const char* name,
276 int argCnt,
277 const GrGLShaderVar* args,
278 const char* body,
279 SkString* outName) {
280 GrAssert(kFragment_ShaderType == shader);
281 fFSFunctions.append(GrGLShaderVar::TypeString(returnType));
282 if (kNonStageIdx != fCurrentStage) {
283 outName->printf(" %s_%d", name, fCurrentStage);
284 } else {
285 *outName = name;
286 }
287 fFSFunctions.append(*outName);
288 fFSFunctions.append("(");
289 for (int i = 0; i < argCnt; ++i) {
290 args[i].appendDecl(fContext, &fFSFunctions);
291 if (i < argCnt - 1) {
292 fFSFunctions.append(", ");
293 }
294 }
295 fFSFunctions.append(") {\n");
296 fFSFunctions.append(body);
297 fFSFunctions.append("}\n\n");
298}
tomhudson@google.com23cb2292012-05-30 18:26:03 +0000299
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000300namespace {
bsalomon@google.comd7727ce2012-07-12 16:40:03 +0000301
302inline void append_default_precision_qualifier(GrGLShaderVar::Precision p,
303 GrGLBinding binding,
304 SkString* str) {
305 // Desktop GLSL has added precision qualifiers but they don't do anything.
306 if (kES2_GrGLBinding == binding) {
307 switch (p) {
308 case GrGLShaderVar::kHigh_Precision:
309 str->append("precision highp float;\n");
310 break;
311 case GrGLShaderVar::kMedium_Precision:
312 str->append("precision mediump float;\n");
313 break;
314 case GrGLShaderVar::kLow_Precision:
315 str->append("precision lowp float;\n");
316 break;
317 case GrGLShaderVar::kDefault_Precision:
318 GrCrash("Default precision now allowed.");
319 default:
320 GrCrash("Unknown precision value.");
321 }
322 }
323}
bsalomon@google.com032b2212012-07-16 13:36:18 +0000324}
bsalomon@google.comd7727ce2012-07-12 16:40:03 +0000325
bsalomon@google.com032b2212012-07-16 13:36:18 +0000326void GrGLShaderBuilder::appendDecls(const VarArray& vars, SkString* out) const {
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000327 for (int i = 0; i < vars.count(); ++i) {
bsalomon@google.com032b2212012-07-16 13:36:18 +0000328 vars[i].appendDecl(fContext, out);
bsalomon@google.coma1bf0ff2012-08-07 17:36:29 +0000329 out->append(";\n");
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000330 }
331}
bsalomon@google.com032b2212012-07-16 13:36:18 +0000332
333void GrGLShaderBuilder::appendUniformDecls(ShaderType stype, SkString* out) const {
334 for (int i = 0; i < fUniforms.count(); ++i) {
335 if (fUniforms[i].fVisibility & stype) {
336 fUniforms[i].fVariable.appendDecl(fContext, out);
bsalomon@google.coma1bf0ff2012-08-07 17:36:29 +0000337 out->append(";\n");
bsalomon@google.com032b2212012-07-16 13:36:18 +0000338 }
339 }
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000340}
341
342void GrGLShaderBuilder::getShader(ShaderType type, SkString* shaderStr) const {
343 switch (type) {
344 case kVertex_ShaderType:
345 *shaderStr = fHeader;
bsalomon@google.com032b2212012-07-16 13:36:18 +0000346 this->appendUniformDecls(kVertex_ShaderType, shaderStr);
347 this->appendDecls(fVSAttrs, shaderStr);
348 this->appendDecls(fVSOutputs, shaderStr);
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000349 shaderStr->append(fVSCode);
350 break;
351 case kGeometry_ShaderType:
352 if (fUsesGS) {
353 *shaderStr = fHeader;
354 shaderStr->append(fGSHeader);
bsalomon@google.com032b2212012-07-16 13:36:18 +0000355 this->appendDecls(fGSInputs, shaderStr);
356 this->appendDecls(fGSOutputs, shaderStr);
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000357 shaderStr->append(fGSCode);
358 } else {
359 shaderStr->reset();
360 }
361 break;
362 case kFragment_ShaderType:
363 *shaderStr = fHeader;
bsalomon@google.comd7727ce2012-07-12 16:40:03 +0000364 append_default_precision_qualifier(kDefaultFragmentPrecision,
365 fContext.binding(),
366 shaderStr);
bsalomon@google.com032b2212012-07-16 13:36:18 +0000367 this->appendUniformDecls(kFragment_ShaderType, shaderStr);
368 this->appendDecls(fFSInputs, shaderStr);
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000369 // We shouldn't have declared outputs on 1.10
370 GrAssert(k110_GrGLSLGeneration != fContext.glslGeneration() || fFSOutputs.empty());
bsalomon@google.com032b2212012-07-16 13:36:18 +0000371 this->appendDecls(fFSOutputs, shaderStr);
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000372 shaderStr->append(fFSFunctions);
373 shaderStr->append(fFSCode);
374 break;
375 }
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000376 }
bsalomon@google.comd7727ce2012-07-12 16:40:03 +0000377
bsalomon@google.comdbbc4e22012-07-25 17:48:39 +0000378void GrGLShaderBuilder::finished(GrGLuint programID) {
379 fUniformManager.getUniformLocations(programID, fUniforms);
380}