blob: 43bd1b4ab5f9a981a55666cc4dbb2af0bc6c1631 [file] [log] [blame]
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 }
69 outAppend->appendf(".%s", swizzle);
twiz@google.coma5e65ec2012-08-02 15:15:16 +000070}
71
bsalomon@google.com34bcb9f2012-08-28 18:20:18 +000072}
73
twiz@google.coma5e65ec2012-08-02 15:15:16 +000074///////////////////////////////////////////////////////////////////////////////
75
tomhudson@google.com9c639a42012-05-14 19:58:06 +000076// Architectural assumption: always 2-d input coords.
77// Likely to become non-constant and non-static, perhaps even
78// varying by stage, if we use 1D textures for gradients!
79//const int GrGLShaderBuilder::fCoordDims = 2;
80
bsalomon@google.comdbbc4e22012-07-25 17:48:39 +000081GrGLShaderBuilder::GrGLShaderBuilder(const GrGLContextInfo& ctx, GrGLUniformManager& uniformManager)
bsalomon@google.com032b2212012-07-16 13:36:18 +000082 : fUniforms(kVarsPerBlock)
bsalomon@google.comeb715c82012-07-11 15:03:31 +000083 , fVSAttrs(kVarsPerBlock)
84 , fVSOutputs(kVarsPerBlock)
85 , fGSInputs(kVarsPerBlock)
86 , fGSOutputs(kVarsPerBlock)
87 , fFSInputs(kVarsPerBlock)
bsalomon@google.comeb715c82012-07-11 15:03:31 +000088 , fFSOutputs(kMaxFSOutputs)
tomhudson@google.com040c41a2012-05-18 14:57:40 +000089 , fUsesGS(false)
bsalomon@google.comdbbc4e22012-07-25 17:48:39 +000090 , fContext(ctx)
bsalomon@google.com777c3aa2012-07-25 20:58:20 +000091 , fUniformManager(uniformManager)
bsalomon@google.comd9e01812012-08-29 19:35:44 +000092 , fCurrentStage(kNonStageIdx)
93 , fTexCoordVaryingType(kVoid_GrSLType) {
tomhudson@google.comf9ad8862012-05-11 20:38:48 +000094}
95
bsalomon@google.com34bcb9f2012-08-28 18:20:18 +000096void GrGLShaderBuilder::setupTextureAccess(const char* varyingFSName, GrSLType varyingType) {
97 // FIXME: We don't know how the custom stage will manipulate the coords. So we give up on using
98 // projective texturing and always give the stage 2D coords. This will be fixed when custom
99 // stages are repsonsible for setting up their own tex coords / tex matrices.
100 switch (varyingType) {
101 case kVec2f_GrSLType:
102 fDefaultTexCoordsName = varyingFSName;
103 fTexCoordVaryingType = kVec2f_GrSLType;
104 break;
105 case kVec3f_GrSLType: {
106 fDefaultTexCoordsName = "inCoord";
107 GrAssert(kNonStageIdx != fCurrentStage);
108 fDefaultTexCoordsName.appendS32(fCurrentStage);
109 fTexCoordVaryingType = kVec3f_GrSLType;
110 fFSCode.appendf("\t%s %s = %s.xy / %s.z;\n",
111 GrGLShaderVar::TypeString(kVec2f_GrSLType),
112 fDefaultTexCoordsName.c_str(),
113 varyingFSName,
114 varyingFSName);
115 break;
116 }
117 default:
118 GrCrash("Tex coords must either be Vec2f or Vec3f");
tomhudson@google.comde788232012-08-02 20:13:12 +0000119 }
tomhudson@google.com52598142012-05-24 17:44:30 +0000120}
121
bsalomon@google.com868a8e72012-08-30 19:11:34 +0000122void GrGLShaderBuilder::appendTextureLookup(SkString* out,
bsalomon@google.comf06df1b2012-09-06 20:22:31 +0000123 const GrGLShaderBuilder::TextureSampler& sampler,
bsalomon@google.com868a8e72012-08-30 19:11:34 +0000124 const char* coordName,
125 GrSLType varyingType) const {
bsalomon@google.com2d8edaf2012-09-07 14:47:31 +0000126 GrAssert(NULL != sampler.textureAccess());
bsalomon@google.com2d8edaf2012-09-07 14:47:31 +0000127
tomhudson@google.com52598142012-05-24 17:44:30 +0000128 if (NULL == coordName) {
bsalomon@google.com34bcb9f2012-08-28 18:20:18 +0000129 coordName = fDefaultTexCoordsName.c_str();
130 varyingType = kVec2f_GrSLType;
tomhudson@google.com52598142012-05-24 17:44:30 +0000131 }
bsalomon@google.com6d003d12012-09-11 15:45:20 +0000132 out->appendf("%s(%s, %s)",
bsalomon@google.comf06df1b2012-09-06 20:22:31 +0000133 sample_function_name(varyingType),
134 this->getUniformCStr(sampler.fSamplerUniform),
bsalomon@google.com6d003d12012-09-11 15:45:20 +0000135 coordName);
136 append_swizzle(out, *sampler.textureAccess(), fContext.caps());
tomhudson@google.com52598142012-05-24 17:44:30 +0000137}
138
bsalomon@google.comf06df1b2012-09-06 20:22:31 +0000139void GrGLShaderBuilder::appendTextureLookupAndModulate(
140 SkString* out,
141 const char* modulation,
142 const GrGLShaderBuilder::TextureSampler& sampler,
143 const char* coordName,
144 GrSLType varyingType) const {
bsalomon@google.com868a8e72012-08-30 19:11:34 +0000145 GrAssert(NULL != out);
146 SkString lookup;
bsalomon@google.comf06df1b2012-09-06 20:22:31 +0000147 this->appendTextureLookup(&lookup, sampler, coordName, varyingType);
bsalomon@google.com868a8e72012-08-30 19:11:34 +0000148 GrGLSLModulate4f(out, modulation, lookup.c_str());
tomhudson@google.com52598142012-05-24 17:44:30 +0000149}
150
twiz@google.coma5e65ec2012-08-02 15:15:16 +0000151GrCustomStage::StageKey GrGLShaderBuilder::KeyForTextureAccess(const GrTextureAccess& access,
152 const GrGLCaps& caps) {
153 GrCustomStage::StageKey key = 0;
bsalomon@google.comd4726202012-08-03 14:34:46 +0000154
twiz@google.coma5e65ec2012-08-02 15:15:16 +0000155 // Assume that swizzle support implies that we never have to modify a shader to adjust
156 // for texture format/swizzle settings.
bsalomon@google.com6d003d12012-09-11 15:45:20 +0000157 if (!caps.textureSwizzleSupport() && swizzle_requires_alpha_remapping(caps, access)) {
twiz@google.coma5e65ec2012-08-02 15:15:16 +0000158 key = 1;
159 }
bsalomon@google.com6d003d12012-09-11 15:45:20 +0000160 #if GR_DEBUG
161 // Assert that key is set iff the swizzle will be modified.
162 SkString origString(access.getSwizzle());
163 origString.prepend(".");
164 SkString modifiedString;
165 append_swizzle(&modifiedString, access, caps);
166 GrAssert(SkToBool(key) == (modifiedString != origString));
167 #endif
twiz@google.coma5e65ec2012-08-02 15:15:16 +0000168 return key;
169}
170
bsalomon@google.com6d003d12012-09-11 15:45:20 +0000171const GrGLenum* GrGLShaderBuilder::GetTexParamSwizzle(GrPixelConfig config, const GrGLCaps& caps) {
172 if (caps.textureSwizzleSupport() && GrPixelConfigIsAlphaOnly(config)) {
173 if (caps.textureRedSupport()) {
174 static const GrGLenum gRedSmear[] = { GR_GL_RED, GR_GL_RED, GR_GL_RED, GR_GL_RED };
175 return gRedSmear;
176 } else {
177 static const GrGLenum gAlphaSmear[] = { GR_GL_ALPHA, GR_GL_ALPHA,
178 GR_GL_ALPHA, GR_GL_ALPHA };
179 return gAlphaSmear;
180 }
181 } else {
182 static const GrGLenum gStraight[] = { GR_GL_RED, GR_GL_GREEN, GR_GL_BLUE, GR_GL_ALPHA };
183 return gStraight;
184 }
185}
186
bsalomon@google.com777c3aa2012-07-25 20:58:20 +0000187GrGLUniformManager::UniformHandle GrGLShaderBuilder::addUniformArray(uint32_t visibility,
188 GrSLType type,
189 const char* name,
190 int count,
191 const char** outName) {
tomhudson@google.com242ed6f2012-05-30 17:38:57 +0000192 GrAssert(name && strlen(name));
bsalomon@google.comeb715c82012-07-11 15:03:31 +0000193 static const uint32_t kVisibilityMask = kVertex_ShaderType | kFragment_ShaderType;
194 GrAssert(0 == (~kVisibilityMask & visibility));
195 GrAssert(0 != visibility);
tomhudson@google.com242ed6f2012-05-30 17:38:57 +0000196
bsalomon@google.comdbbc4e22012-07-25 17:48:39 +0000197 BuilderUniform& uni = fUniforms.push_back();
bsalomon@google.com032b2212012-07-16 13:36:18 +0000198 UniformHandle h = index_to_handle(fUniforms.count() - 1);
bsalomon@google.comdbbc4e22012-07-25 17:48:39 +0000199 GR_DEBUGCODE(UniformHandle h2 =)
200 fUniformManager.appendUniform(type, count);
201 // We expect the uniform manager to initially have no uniforms and that all uniforms are added
202 // by this function. Therefore, the handles should match.
203 GrAssert(h2 == h);
bsalomon@google.com032b2212012-07-16 13:36:18 +0000204 uni.fVariable.setType(type);
205 uni.fVariable.setTypeModifier(GrGLShaderVar::kUniform_TypeModifier);
bsalomon@google.com777c3aa2012-07-25 20:58:20 +0000206 SkString* uniName = uni.fVariable.accessName();
207 if (kNonStageIdx == fCurrentStage) {
208 uniName->printf("u%s", name);
209 } else {
210 uniName->printf("u%s%d", name, fCurrentStage);
tomhudson@google.com242ed6f2012-05-30 17:38:57 +0000211 }
bsalomon@google.com032b2212012-07-16 13:36:18 +0000212 uni.fVariable.setArrayCount(count);
213 uni.fVisibility = visibility;
tomhudson@google.com242ed6f2012-05-30 17:38:57 +0000214
bsalomon@google.com032b2212012-07-16 13:36:18 +0000215 // If it is visible in both the VS and FS, the precision must match.
216 // We declare a default FS precision, but not a default VS. So set the var
217 // to use the default FS precision.
bsalomon@google.comeb715c82012-07-11 15:03:31 +0000218 if ((kVertex_ShaderType | kFragment_ShaderType) == visibility) {
bsalomon@google.comd7727ce2012-07-12 16:40:03 +0000219 // the fragment and vertex precisions must match
bsalomon@google.com032b2212012-07-16 13:36:18 +0000220 uni.fVariable.setPrecision(kDefaultFragmentPrecision);
tomhudson@google.com242ed6f2012-05-30 17:38:57 +0000221 }
222
bsalomon@google.com777c3aa2012-07-25 20:58:20 +0000223 if (NULL != outName) {
224 *outName = uni.fVariable.c_str();
225 }
226
bsalomon@google.com032b2212012-07-16 13:36:18 +0000227 return h;
228}
229
230const GrGLShaderVar& GrGLShaderBuilder::getUniformVariable(UniformHandle u) const {
231 return fUniforms[handle_to_index(u)].fVariable;
tomhudson@google.com242ed6f2012-05-30 17:38:57 +0000232}
tomhudson@google.com23cb2292012-05-30 18:26:03 +0000233
234void GrGLShaderBuilder::addVarying(GrSLType type,
235 const char* name,
236 const char** vsOutName,
237 const char** fsInName) {
238 fVSOutputs.push_back();
239 fVSOutputs.back().setType(type);
240 fVSOutputs.back().setTypeModifier(GrGLShaderVar::kOut_TypeModifier);
bsalomon@google.com777c3aa2012-07-25 20:58:20 +0000241 if (kNonStageIdx == fCurrentStage) {
242 fVSOutputs.back().accessName()->printf("v%s", name);
243 } else {
244 fVSOutputs.back().accessName()->printf("v%s%d", name, fCurrentStage);
245 }
tomhudson@google.com23cb2292012-05-30 18:26:03 +0000246 if (vsOutName) {
247 *vsOutName = fVSOutputs.back().getName().c_str();
248 }
249 // input to FS comes either from VS or GS
bsalomon@google.comf0a104e2012-07-10 17:51:07 +0000250 const SkString* fsName;
tomhudson@google.com23cb2292012-05-30 18:26:03 +0000251 if (fUsesGS) {
252 // if we have a GS take each varying in as an array
253 // and output as non-array.
254 fGSInputs.push_back();
255 fGSInputs.back().setType(type);
256 fGSInputs.back().setTypeModifier(GrGLShaderVar::kIn_TypeModifier);
257 fGSInputs.back().setUnsizedArray();
258 *fGSInputs.back().accessName() = fVSOutputs.back().getName();
259 fGSOutputs.push_back();
260 fGSOutputs.back().setType(type);
261 fGSOutputs.back().setTypeModifier(GrGLShaderVar::kOut_TypeModifier);
bsalomon@google.comd4726202012-08-03 14:34:46 +0000262 if (kNonStageIdx == fCurrentStage) {
263 fGSOutputs.back().accessName()->printf("g%s", name);
264 } else {
265 fGSOutputs.back().accessName()->printf("g%s%d", name, fCurrentStage);
266 }
tomhudson@google.com23cb2292012-05-30 18:26:03 +0000267 fsName = fGSOutputs.back().accessName();
268 } else {
269 fsName = fVSOutputs.back().accessName();
270 }
271 fFSInputs.push_back();
272 fFSInputs.back().setType(type);
273 fFSInputs.back().setTypeModifier(GrGLShaderVar::kIn_TypeModifier);
274 fFSInputs.back().setName(*fsName);
275 if (fsInName) {
276 *fsInName = fsName->c_str();
277 }
278}
279
bsalomon@google.coma1bf0ff2012-08-07 17:36:29 +0000280void GrGLShaderBuilder::emitFunction(ShaderType shader,
281 GrSLType returnType,
282 const char* name,
283 int argCnt,
284 const GrGLShaderVar* args,
285 const char* body,
286 SkString* outName) {
287 GrAssert(kFragment_ShaderType == shader);
288 fFSFunctions.append(GrGLShaderVar::TypeString(returnType));
289 if (kNonStageIdx != fCurrentStage) {
290 outName->printf(" %s_%d", name, fCurrentStage);
291 } else {
292 *outName = name;
293 }
294 fFSFunctions.append(*outName);
295 fFSFunctions.append("(");
296 for (int i = 0; i < argCnt; ++i) {
297 args[i].appendDecl(fContext, &fFSFunctions);
298 if (i < argCnt - 1) {
299 fFSFunctions.append(", ");
300 }
301 }
302 fFSFunctions.append(") {\n");
303 fFSFunctions.append(body);
304 fFSFunctions.append("}\n\n");
305}
tomhudson@google.com23cb2292012-05-30 18:26:03 +0000306
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000307namespace {
bsalomon@google.comd7727ce2012-07-12 16:40:03 +0000308
309inline void append_default_precision_qualifier(GrGLShaderVar::Precision p,
310 GrGLBinding binding,
311 SkString* str) {
312 // Desktop GLSL has added precision qualifiers but they don't do anything.
313 if (kES2_GrGLBinding == binding) {
314 switch (p) {
315 case GrGLShaderVar::kHigh_Precision:
316 str->append("precision highp float;\n");
317 break;
318 case GrGLShaderVar::kMedium_Precision:
319 str->append("precision mediump float;\n");
320 break;
321 case GrGLShaderVar::kLow_Precision:
322 str->append("precision lowp float;\n");
323 break;
324 case GrGLShaderVar::kDefault_Precision:
325 GrCrash("Default precision now allowed.");
326 default:
327 GrCrash("Unknown precision value.");
328 }
329 }
330}
bsalomon@google.com032b2212012-07-16 13:36:18 +0000331}
bsalomon@google.comd7727ce2012-07-12 16:40:03 +0000332
bsalomon@google.com032b2212012-07-16 13:36:18 +0000333void GrGLShaderBuilder::appendDecls(const VarArray& vars, SkString* out) const {
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000334 for (int i = 0; i < vars.count(); ++i) {
bsalomon@google.com032b2212012-07-16 13:36:18 +0000335 vars[i].appendDecl(fContext, out);
bsalomon@google.coma1bf0ff2012-08-07 17:36:29 +0000336 out->append(";\n");
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000337 }
338}
bsalomon@google.com032b2212012-07-16 13:36:18 +0000339
340void GrGLShaderBuilder::appendUniformDecls(ShaderType stype, SkString* out) const {
341 for (int i = 0; i < fUniforms.count(); ++i) {
342 if (fUniforms[i].fVisibility & stype) {
343 fUniforms[i].fVariable.appendDecl(fContext, out);
bsalomon@google.coma1bf0ff2012-08-07 17:36:29 +0000344 out->append(";\n");
bsalomon@google.com032b2212012-07-16 13:36:18 +0000345 }
346 }
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000347}
348
349void GrGLShaderBuilder::getShader(ShaderType type, SkString* shaderStr) const {
350 switch (type) {
351 case kVertex_ShaderType:
352 *shaderStr = fHeader;
bsalomon@google.com032b2212012-07-16 13:36:18 +0000353 this->appendUniformDecls(kVertex_ShaderType, shaderStr);
354 this->appendDecls(fVSAttrs, shaderStr);
355 this->appendDecls(fVSOutputs, shaderStr);
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000356 shaderStr->append(fVSCode);
357 break;
358 case kGeometry_ShaderType:
359 if (fUsesGS) {
360 *shaderStr = fHeader;
361 shaderStr->append(fGSHeader);
bsalomon@google.com032b2212012-07-16 13:36:18 +0000362 this->appendDecls(fGSInputs, shaderStr);
363 this->appendDecls(fGSOutputs, shaderStr);
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000364 shaderStr->append(fGSCode);
365 } else {
366 shaderStr->reset();
367 }
368 break;
369 case kFragment_ShaderType:
370 *shaderStr = fHeader;
bsalomon@google.comd7727ce2012-07-12 16:40:03 +0000371 append_default_precision_qualifier(kDefaultFragmentPrecision,
372 fContext.binding(),
373 shaderStr);
bsalomon@google.com032b2212012-07-16 13:36:18 +0000374 this->appendUniformDecls(kFragment_ShaderType, shaderStr);
375 this->appendDecls(fFSInputs, shaderStr);
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000376 // We shouldn't have declared outputs on 1.10
377 GrAssert(k110_GrGLSLGeneration != fContext.glslGeneration() || fFSOutputs.empty());
bsalomon@google.com032b2212012-07-16 13:36:18 +0000378 this->appendDecls(fFSOutputs, shaderStr);
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000379 shaderStr->append(fFSFunctions);
380 shaderStr->append(fFSCode);
381 break;
382 }
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000383 }
bsalomon@google.comd7727ce2012-07-12 16:40:03 +0000384
bsalomon@google.comdbbc4e22012-07-25 17:48:39 +0000385void GrGLShaderBuilder::finished(GrGLuint programID) {
386 fUniformManager.getUniformLocations(programID, fUniforms);
387}