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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.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
bsalomon@google.comdbbc4e22012-07-25 17:48:39 +000084GrGLShaderBuilder::GrGLShaderBuilder(const GrGLContextInfo& ctx, GrGLUniformManager& uniformManager)
bsalomon@google.com032b2212012-07-16 13:36:18 +000085 : fUniforms(kVarsPerBlock)
bsalomon@google.comeb715c82012-07-11 15:03:31 +000086 , fVSAttrs(kVarsPerBlock)
87 , fVSOutputs(kVarsPerBlock)
88 , fGSInputs(kVarsPerBlock)
89 , fGSOutputs(kVarsPerBlock)
90 , fFSInputs(kVarsPerBlock)
bsalomon@google.comeb715c82012-07-11 15:03:31 +000091 , fFSOutputs(kMaxFSOutputs)
tomhudson@google.com040c41a2012-05-18 14:57:40 +000092 , fUsesGS(false)
bsalomon@google.comdbbc4e22012-07-25 17:48:39 +000093 , fContext(ctx)
bsalomon@google.com777c3aa2012-07-25 20:58:20 +000094 , fUniformManager(uniformManager)
bsalomon@google.com08283af2012-10-26 13:01:20 +000095 , fCurrentStageIdx(kNonStageIdx)
bsalomon@google.com706f6682012-10-23 14:53:55 +000096 , fSetupFragPosition(false)
bsalomon@google.comdbe49f72012-11-05 16:36:02 +000097 , fRTHeightUniform(GrGLUniformManager::kInvalidUniformHandle) {
skia.committer@gmail.come862d162012-10-31 02:01:18 +000098
bsalomon@google.com17504f52012-10-30 12:34:25 +000099 fPositionVar = &fVSAttrs.push_back();
100 fPositionVar->set(kVec2f_GrSLType, GrGLShaderVar::kAttribute_TypeModifier, "aPosition");
tomhudson@google.comf9ad8862012-05-11 20:38:48 +0000101}
102
bsalomon@google.com868a8e72012-08-30 19:11:34 +0000103void GrGLShaderBuilder::appendTextureLookup(SkString* out,
bsalomon@google.comf06df1b2012-09-06 20:22:31 +0000104 const GrGLShaderBuilder::TextureSampler& sampler,
bsalomon@google.com868a8e72012-08-30 19:11:34 +0000105 const char* coordName,
106 GrSLType varyingType) const {
bsalomon@google.com2d8edaf2012-09-07 14:47:31 +0000107 GrAssert(NULL != sampler.textureAccess());
bsalomon@google.comdbe49f72012-11-05 16:36:02 +0000108 GrAssert(NULL != coordName);
bsalomon@google.com2d8edaf2012-09-07 14:47:31 +0000109
bsalomon@google.com6d003d12012-09-11 15:45:20 +0000110 out->appendf("%s(%s, %s)",
bsalomon@google.comf06df1b2012-09-06 20:22:31 +0000111 sample_function_name(varyingType),
112 this->getUniformCStr(sampler.fSamplerUniform),
bsalomon@google.com6d003d12012-09-11 15:45:20 +0000113 coordName);
114 append_swizzle(out, *sampler.textureAccess(), fContext.caps());
tomhudson@google.com52598142012-05-24 17:44:30 +0000115}
116
bsalomon@google.comf06df1b2012-09-06 20:22:31 +0000117void GrGLShaderBuilder::appendTextureLookupAndModulate(
118 SkString* out,
119 const char* modulation,
120 const GrGLShaderBuilder::TextureSampler& sampler,
121 const char* coordName,
122 GrSLType varyingType) const {
bsalomon@google.com868a8e72012-08-30 19:11:34 +0000123 GrAssert(NULL != out);
124 SkString lookup;
bsalomon@google.comf06df1b2012-09-06 20:22:31 +0000125 this->appendTextureLookup(&lookup, sampler, coordName, varyingType);
bsalomon@google.com868a8e72012-08-30 19:11:34 +0000126 GrGLSLModulate4f(out, modulation, lookup.c_str());
tomhudson@google.com52598142012-05-24 17:44:30 +0000127}
128
bsalomon@google.com2eaaefd2012-10-29 19:51:22 +0000129GrBackendEffectFactory::EffectKey GrGLShaderBuilder::KeyForTextureAccess(
130 const GrTextureAccess& access,
131 const GrGLCaps& caps) {
132 GrBackendEffectFactory::EffectKey key = 0;
bsalomon@google.comd4726202012-08-03 14:34:46 +0000133
twiz@google.coma5e65ec2012-08-02 15:15:16 +0000134 // Assume that swizzle support implies that we never have to modify a shader to adjust
135 // for texture format/swizzle settings.
bsalomon@google.com6d003d12012-09-11 15:45:20 +0000136 if (!caps.textureSwizzleSupport() && swizzle_requires_alpha_remapping(caps, access)) {
twiz@google.coma5e65ec2012-08-02 15:15:16 +0000137 key = 1;
138 }
bsalomon@google.com73d5b2f2012-10-04 13:26:32 +0000139#if GR_DEBUG
140 // Assert that key is set iff the swizzle will be modified.
141 SkString origString(access.getSwizzle());
142 origString.prepend(".");
143 SkString modifiedString;
144 append_swizzle(&modifiedString, access, caps);
145 if (!modifiedString.size()) {
146 modifiedString = ".rgba";
147 }
148 GrAssert(SkToBool(key) == (modifiedString != origString));
149#endif
twiz@google.coma5e65ec2012-08-02 15:15:16 +0000150 return key;
151}
152
bsalomon@google.com6d003d12012-09-11 15:45:20 +0000153const GrGLenum* GrGLShaderBuilder::GetTexParamSwizzle(GrPixelConfig config, const GrGLCaps& caps) {
154 if (caps.textureSwizzleSupport() && GrPixelConfigIsAlphaOnly(config)) {
155 if (caps.textureRedSupport()) {
156 static const GrGLenum gRedSmear[] = { GR_GL_RED, GR_GL_RED, GR_GL_RED, GR_GL_RED };
157 return gRedSmear;
158 } else {
159 static const GrGLenum gAlphaSmear[] = { GR_GL_ALPHA, GR_GL_ALPHA,
160 GR_GL_ALPHA, GR_GL_ALPHA };
161 return gAlphaSmear;
162 }
163 } else {
164 static const GrGLenum gStraight[] = { GR_GL_RED, GR_GL_GREEN, GR_GL_BLUE, GR_GL_ALPHA };
165 return gStraight;
166 }
167}
168
bsalomon@google.com777c3aa2012-07-25 20:58:20 +0000169GrGLUniformManager::UniformHandle GrGLShaderBuilder::addUniformArray(uint32_t visibility,
170 GrSLType type,
171 const char* name,
172 int count,
173 const char** outName) {
tomhudson@google.com242ed6f2012-05-30 17:38:57 +0000174 GrAssert(name && strlen(name));
bsalomon@google.comeb715c82012-07-11 15:03:31 +0000175 static const uint32_t kVisibilityMask = kVertex_ShaderType | kFragment_ShaderType;
176 GrAssert(0 == (~kVisibilityMask & visibility));
177 GrAssert(0 != visibility);
tomhudson@google.com242ed6f2012-05-30 17:38:57 +0000178
bsalomon@google.comdbbc4e22012-07-25 17:48:39 +0000179 BuilderUniform& uni = fUniforms.push_back();
bsalomon@google.com032b2212012-07-16 13:36:18 +0000180 UniformHandle h = index_to_handle(fUniforms.count() - 1);
bsalomon@google.comdbbc4e22012-07-25 17:48:39 +0000181 GR_DEBUGCODE(UniformHandle h2 =)
182 fUniformManager.appendUniform(type, count);
183 // We expect the uniform manager to initially have no uniforms and that all uniforms are added
184 // by this function. Therefore, the handles should match.
185 GrAssert(h2 == h);
bsalomon@google.com032b2212012-07-16 13:36:18 +0000186 uni.fVariable.setType(type);
187 uni.fVariable.setTypeModifier(GrGLShaderVar::kUniform_TypeModifier);
bsalomon@google.com777c3aa2012-07-25 20:58:20 +0000188 SkString* uniName = uni.fVariable.accessName();
bsalomon@google.com08283af2012-10-26 13:01:20 +0000189 if (kNonStageIdx == fCurrentStageIdx) {
bsalomon@google.com777c3aa2012-07-25 20:58:20 +0000190 uniName->printf("u%s", name);
191 } else {
bsalomon@google.com08283af2012-10-26 13:01:20 +0000192 uniName->printf("u%s%d", name, fCurrentStageIdx);
tomhudson@google.com242ed6f2012-05-30 17:38:57 +0000193 }
bsalomon@google.com032b2212012-07-16 13:36:18 +0000194 uni.fVariable.setArrayCount(count);
195 uni.fVisibility = visibility;
tomhudson@google.com242ed6f2012-05-30 17:38:57 +0000196
bsalomon@google.com032b2212012-07-16 13:36:18 +0000197 // If it is visible in both the VS and FS, the precision must match.
198 // We declare a default FS precision, but not a default VS. So set the var
199 // to use the default FS precision.
bsalomon@google.comeb715c82012-07-11 15:03:31 +0000200 if ((kVertex_ShaderType | kFragment_ShaderType) == visibility) {
bsalomon@google.comd7727ce2012-07-12 16:40:03 +0000201 // the fragment and vertex precisions must match
bsalomon@google.com032b2212012-07-16 13:36:18 +0000202 uni.fVariable.setPrecision(kDefaultFragmentPrecision);
tomhudson@google.com242ed6f2012-05-30 17:38:57 +0000203 }
204
bsalomon@google.com777c3aa2012-07-25 20:58:20 +0000205 if (NULL != outName) {
206 *outName = uni.fVariable.c_str();
207 }
208
bsalomon@google.com032b2212012-07-16 13:36:18 +0000209 return h;
210}
211
212const GrGLShaderVar& GrGLShaderBuilder::getUniformVariable(UniformHandle u) const {
213 return fUniforms[handle_to_index(u)].fVariable;
tomhudson@google.com242ed6f2012-05-30 17:38:57 +0000214}
tomhudson@google.com23cb2292012-05-30 18:26:03 +0000215
216void GrGLShaderBuilder::addVarying(GrSLType type,
217 const char* name,
218 const char** vsOutName,
219 const char** fsInName) {
220 fVSOutputs.push_back();
221 fVSOutputs.back().setType(type);
222 fVSOutputs.back().setTypeModifier(GrGLShaderVar::kOut_TypeModifier);
bsalomon@google.com08283af2012-10-26 13:01:20 +0000223 if (kNonStageIdx == fCurrentStageIdx) {
bsalomon@google.com777c3aa2012-07-25 20:58:20 +0000224 fVSOutputs.back().accessName()->printf("v%s", name);
225 } else {
bsalomon@google.com08283af2012-10-26 13:01:20 +0000226 fVSOutputs.back().accessName()->printf("v%s%d", name, fCurrentStageIdx);
bsalomon@google.com777c3aa2012-07-25 20:58:20 +0000227 }
tomhudson@google.com23cb2292012-05-30 18:26:03 +0000228 if (vsOutName) {
229 *vsOutName = fVSOutputs.back().getName().c_str();
230 }
231 // input to FS comes either from VS or GS
bsalomon@google.comf0a104e2012-07-10 17:51:07 +0000232 const SkString* fsName;
tomhudson@google.com23cb2292012-05-30 18:26:03 +0000233 if (fUsesGS) {
234 // if we have a GS take each varying in as an array
235 // and output as non-array.
236 fGSInputs.push_back();
237 fGSInputs.back().setType(type);
238 fGSInputs.back().setTypeModifier(GrGLShaderVar::kIn_TypeModifier);
239 fGSInputs.back().setUnsizedArray();
240 *fGSInputs.back().accessName() = fVSOutputs.back().getName();
241 fGSOutputs.push_back();
242 fGSOutputs.back().setType(type);
243 fGSOutputs.back().setTypeModifier(GrGLShaderVar::kOut_TypeModifier);
bsalomon@google.com08283af2012-10-26 13:01:20 +0000244 if (kNonStageIdx == fCurrentStageIdx) {
bsalomon@google.comd4726202012-08-03 14:34:46 +0000245 fGSOutputs.back().accessName()->printf("g%s", name);
246 } else {
bsalomon@google.com08283af2012-10-26 13:01:20 +0000247 fGSOutputs.back().accessName()->printf("g%s%d", name, fCurrentStageIdx);
bsalomon@google.comd4726202012-08-03 14:34:46 +0000248 }
tomhudson@google.com23cb2292012-05-30 18:26:03 +0000249 fsName = fGSOutputs.back().accessName();
250 } else {
251 fsName = fVSOutputs.back().accessName();
252 }
253 fFSInputs.push_back();
254 fFSInputs.back().setType(type);
255 fFSInputs.back().setTypeModifier(GrGLShaderVar::kIn_TypeModifier);
256 fFSInputs.back().setName(*fsName);
257 if (fsInName) {
258 *fsInName = fsName->c_str();
259 }
260}
261
bsalomon@google.com706f6682012-10-23 14:53:55 +0000262const char* GrGLShaderBuilder::fragmentPosition() {
263 if (fContext.caps().fragCoordConventionsSupport()) {
264 if (!fSetupFragPosition) {
265 fFSHeader.append("#extension GL_ARB_fragment_coord_conventions: require\n");
bsalomon@google.com5fa21072012-10-25 14:57:46 +0000266 fFSInputs.push_back().set(kVec4f_GrSLType,
267 GrGLShaderVar::kIn_TypeModifier,
268 "gl_FragCoord",
269 GrGLShaderVar::kDefault_Precision,
270 GrGLShaderVar::kUpperLeft_Origin);
bsalomon@google.com706f6682012-10-23 14:53:55 +0000271 fSetupFragPosition = true;
272 }
skia.committer@gmail.com1e34ff72012-10-24 02:01:24 +0000273 return "gl_FragCoord";
bsalomon@google.com706f6682012-10-23 14:53:55 +0000274 } else {
275 static const char* kCoordName = "fragCoordYDown";
276 if (!fSetupFragPosition) {
277 GrAssert(GrGLUniformManager::kInvalidUniformHandle == fRTHeightUniform);
278 const char* rtHeightName;
skia.committer@gmail.com1e34ff72012-10-24 02:01:24 +0000279
bsalomon@google.com706f6682012-10-23 14:53:55 +0000280 // temporarily change the stage index because we're inserting a uniform whose name
281 // shouldn't be mangled to be stage-specific.
bsalomon@google.com08283af2012-10-26 13:01:20 +0000282 int oldStageIdx = fCurrentStageIdx;
283 fCurrentStageIdx = kNonStageIdx;
bsalomon@google.com706f6682012-10-23 14:53:55 +0000284 fRTHeightUniform = this->addUniform(kFragment_ShaderType,
285 kFloat_GrSLType,
286 "RTHeight",
287 &rtHeightName);
bsalomon@google.com08283af2012-10-26 13:01:20 +0000288 fCurrentStageIdx = oldStageIdx;
skia.committer@gmail.com1e34ff72012-10-24 02:01:24 +0000289
bsalomon@google.com706f6682012-10-23 14:53:55 +0000290 this->fFSCode.prependf("\tvec4 %s = vec4(gl_FragCoord.x, %s - gl_FragCoord.y, gl_FragCoord.zw);\n",
291 kCoordName, rtHeightName);
292 fSetupFragPosition = true;
293 }
294 GrAssert(GrGLUniformManager::kInvalidUniformHandle != fRTHeightUniform);
295 return kCoordName;
296 }
297}
298
299
bsalomon@google.coma1bf0ff2012-08-07 17:36:29 +0000300void GrGLShaderBuilder::emitFunction(ShaderType shader,
301 GrSLType returnType,
302 const char* name,
303 int argCnt,
304 const GrGLShaderVar* args,
305 const char* body,
306 SkString* outName) {
307 GrAssert(kFragment_ShaderType == shader);
308 fFSFunctions.append(GrGLShaderVar::TypeString(returnType));
bsalomon@google.com08283af2012-10-26 13:01:20 +0000309 if (kNonStageIdx != fCurrentStageIdx) {
310 outName->printf(" %s_%d", name, fCurrentStageIdx);
bsalomon@google.coma1bf0ff2012-08-07 17:36:29 +0000311 } else {
312 *outName = name;
313 }
314 fFSFunctions.append(*outName);
315 fFSFunctions.append("(");
316 for (int i = 0; i < argCnt; ++i) {
317 args[i].appendDecl(fContext, &fFSFunctions);
318 if (i < argCnt - 1) {
319 fFSFunctions.append(", ");
320 }
321 }
322 fFSFunctions.append(") {\n");
323 fFSFunctions.append(body);
324 fFSFunctions.append("}\n\n");
325}
tomhudson@google.com23cb2292012-05-30 18:26:03 +0000326
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000327namespace {
bsalomon@google.comd7727ce2012-07-12 16:40:03 +0000328
329inline void append_default_precision_qualifier(GrGLShaderVar::Precision p,
330 GrGLBinding binding,
331 SkString* str) {
332 // Desktop GLSL has added precision qualifiers but they don't do anything.
333 if (kES2_GrGLBinding == binding) {
334 switch (p) {
335 case GrGLShaderVar::kHigh_Precision:
336 str->append("precision highp float;\n");
337 break;
338 case GrGLShaderVar::kMedium_Precision:
339 str->append("precision mediump float;\n");
340 break;
341 case GrGLShaderVar::kLow_Precision:
342 str->append("precision lowp float;\n");
343 break;
344 case GrGLShaderVar::kDefault_Precision:
345 GrCrash("Default precision now allowed.");
346 default:
347 GrCrash("Unknown precision value.");
348 }
349 }
350}
bsalomon@google.com032b2212012-07-16 13:36:18 +0000351}
bsalomon@google.comd7727ce2012-07-12 16:40:03 +0000352
bsalomon@google.com032b2212012-07-16 13:36:18 +0000353void GrGLShaderBuilder::appendDecls(const VarArray& vars, SkString* out) const {
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000354 for (int i = 0; i < vars.count(); ++i) {
bsalomon@google.com032b2212012-07-16 13:36:18 +0000355 vars[i].appendDecl(fContext, out);
bsalomon@google.coma1bf0ff2012-08-07 17:36:29 +0000356 out->append(";\n");
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000357 }
358}
bsalomon@google.com032b2212012-07-16 13:36:18 +0000359
360void GrGLShaderBuilder::appendUniformDecls(ShaderType stype, SkString* out) const {
361 for (int i = 0; i < fUniforms.count(); ++i) {
362 if (fUniforms[i].fVisibility & stype) {
363 fUniforms[i].fVariable.appendDecl(fContext, out);
bsalomon@google.coma1bf0ff2012-08-07 17:36:29 +0000364 out->append(";\n");
bsalomon@google.com032b2212012-07-16 13:36:18 +0000365 }
366 }
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000367}
368
369void GrGLShaderBuilder::getShader(ShaderType type, SkString* shaderStr) const {
370 switch (type) {
371 case kVertex_ShaderType:
372 *shaderStr = fHeader;
bsalomon@google.com032b2212012-07-16 13:36:18 +0000373 this->appendUniformDecls(kVertex_ShaderType, shaderStr);
374 this->appendDecls(fVSAttrs, shaderStr);
375 this->appendDecls(fVSOutputs, shaderStr);
bsalomon@google.comd7bafb72012-10-22 14:30:50 +0000376 shaderStr->append("void main() {\n");
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000377 shaderStr->append(fVSCode);
bsalomon@google.comd7bafb72012-10-22 14:30:50 +0000378 shaderStr->append("}\n");
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000379 break;
380 case kGeometry_ShaderType:
381 if (fUsesGS) {
382 *shaderStr = fHeader;
383 shaderStr->append(fGSHeader);
bsalomon@google.com032b2212012-07-16 13:36:18 +0000384 this->appendDecls(fGSInputs, shaderStr);
385 this->appendDecls(fGSOutputs, shaderStr);
bsalomon@google.comd7bafb72012-10-22 14:30:50 +0000386 shaderStr->append("void main() {\n");
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000387 shaderStr->append(fGSCode);
bsalomon@google.comd7bafb72012-10-22 14:30:50 +0000388 shaderStr->append("}\n");
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000389 } else {
390 shaderStr->reset();
391 }
392 break;
393 case kFragment_ShaderType:
394 *shaderStr = fHeader;
bsalomon@google.comd7727ce2012-07-12 16:40:03 +0000395 append_default_precision_qualifier(kDefaultFragmentPrecision,
396 fContext.binding(),
397 shaderStr);
bsalomon@google.com706f6682012-10-23 14:53:55 +0000398 shaderStr->append(fFSHeader);
bsalomon@google.com032b2212012-07-16 13:36:18 +0000399 this->appendUniformDecls(kFragment_ShaderType, shaderStr);
400 this->appendDecls(fFSInputs, shaderStr);
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000401 // We shouldn't have declared outputs on 1.10
402 GrAssert(k110_GrGLSLGeneration != fContext.glslGeneration() || fFSOutputs.empty());
bsalomon@google.com032b2212012-07-16 13:36:18 +0000403 this->appendDecls(fFSOutputs, shaderStr);
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000404 shaderStr->append(fFSFunctions);
bsalomon@google.comd7bafb72012-10-22 14:30:50 +0000405 shaderStr->append("void main() {\n");
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000406 shaderStr->append(fFSCode);
bsalomon@google.comd7bafb72012-10-22 14:30:50 +0000407 shaderStr->append("}\n");
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000408 break;
409 }
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000410 }
bsalomon@google.comd7727ce2012-07-12 16:40:03 +0000411
bsalomon@google.comdbbc4e22012-07-25 17:48:39 +0000412void GrGLShaderBuilder::finished(GrGLuint programID) {
413 fUniformManager.getUniformLocations(programID, fUniforms);
414}
bsalomon@google.com34cccde2013-01-04 18:34:30 +0000415
416GrGLEffect* GrGLShaderBuilder::createAndEmitGLEffect(
417 const GrEffectStage& stage,
418 GrGLEffect::EffectKey key,
419 const char* fsInColor,
420 const char* fsOutColor,
421 const char* vsInCoord,
422 SkTArray<GrGLUniformManager::UniformHandle, true>* samplerHandles) {
423 GrAssert(NULL != stage.getEffect());
424
425 const GrEffect& effect = *stage.getEffect();
426 int numTextures = effect.numTextures();
427 SkSTArray<8, GrGLShaderBuilder::TextureSampler> textureSamplers;
428 textureSamplers.push_back_n(numTextures);
429 for (int i = 0; i < numTextures; ++i) {
430 textureSamplers[i].init(this, &effect.textureAccess(i), i);
431 samplerHandles->push_back(textureSamplers[i].fSamplerUniform);
432 }
433
434 GrGLEffect* glEffect = effect.getFactory().createGLInstance(effect);
435
436 // Enclose custom code in a block to avoid namespace conflicts
437 this->fVSCode.appendf("\t{ // %s\n", glEffect->name());
438 this->fFSCode.appendf("\t{ // %s \n", glEffect->name());
439 glEffect->emitCode(this,
440 stage,
441 key,
442 vsInCoord,
443 fsOutColor,
444 fsInColor,
445 textureSamplers);
446 this->fVSCode.appendf("\t}\n");
447 this->fFSCode.appendf("\t}\n");
448
449 return glEffect;
450}