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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.comdbbc4e22012-07-25 17:48:39 +000080 , fContext(ctx)
bsalomon@google.com777c3aa2012-07-25 20:58:20 +000081 , fUniformManager(uniformManager)
bsalomon@google.comd9e01812012-08-29 19:35:44 +000082 , fCurrentStage(kNonStageIdx)
83 , fTexCoordVaryingType(kVoid_GrSLType) {
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
bsalomon@google.com34bcb9f2012-08-28 18:20:18 +000099void GrGLShaderBuilder::setupTextureAccess(const char* varyingFSName, GrSLType varyingType) {
100 // FIXME: We don't know how the custom stage will manipulate the coords. So we give up on using
101 // projective texturing and always give the stage 2D coords. This will be fixed when custom
102 // stages are repsonsible for setting up their own tex coords / tex matrices.
103 switch (varyingType) {
104 case kVec2f_GrSLType:
105 fDefaultTexCoordsName = varyingFSName;
106 fTexCoordVaryingType = kVec2f_GrSLType;
107 break;
108 case kVec3f_GrSLType: {
109 fDefaultTexCoordsName = "inCoord";
110 GrAssert(kNonStageIdx != fCurrentStage);
111 fDefaultTexCoordsName.appendS32(fCurrentStage);
112 fTexCoordVaryingType = kVec3f_GrSLType;
113 fFSCode.appendf("\t%s %s = %s.xy / %s.z;\n",
114 GrGLShaderVar::TypeString(kVec2f_GrSLType),
115 fDefaultTexCoordsName.c_str(),
116 varyingFSName,
117 varyingFSName);
118 break;
119 }
120 default:
121 GrCrash("Tex coords must either be Vec2f or Vec3f");
tomhudson@google.comde788232012-08-02 20:13:12 +0000122 }
tomhudson@google.com52598142012-05-24 17:44:30 +0000123}
124
bsalomon@google.com868a8e72012-08-30 19:11:34 +0000125void GrGLShaderBuilder::appendTextureLookup(SkString* out,
126 const char* samplerName,
127 const char* coordName,
128 GrSLType varyingType) const {
tomhudson@google.com52598142012-05-24 17:44:30 +0000129 if (NULL == coordName) {
bsalomon@google.com34bcb9f2012-08-28 18:20:18 +0000130 coordName = fDefaultTexCoordsName.c_str();
131 varyingType = kVec2f_GrSLType;
tomhudson@google.com52598142012-05-24 17:44:30 +0000132 }
bsalomon@google.com868a8e72012-08-30 19:11:34 +0000133 out->appendf("%s(%s, %s)", sample_function_name(varyingType), samplerName, coordName);
tomhudson@google.com52598142012-05-24 17:44:30 +0000134}
135
bsalomon@google.com868a8e72012-08-30 19:11:34 +0000136void GrGLShaderBuilder::appendTextureLookupAndModulate(SkString* out,
137 const char* modulation,
138 const char* samplerName,
139 const char* coordName,
140 GrSLType varyingType) const {
141 GrAssert(NULL != out);
142 SkString lookup;
143 this->appendTextureLookup(&lookup, samplerName, coordName, varyingType);
144 lookup.append(fSwizzle.c_str());
145 GrGLSLModulate4f(out, modulation, lookup.c_str());
tomhudson@google.com52598142012-05-24 17:44:30 +0000146}
147
bsalomon@google.com34bcb9f2012-08-28 18:20:18 +0000148void GrGLShaderBuilder::emitCustomTextureLookup(const GrTextureAccess& textureAccess,
twiz@google.coma5e65ec2012-08-02 15:15:16 +0000149 const char* samplerName,
bsalomon@google.com34bcb9f2012-08-28 18:20:18 +0000150 const char* coordName,
151 GrSLType varyingType) {
twiz@google.coma5e65ec2012-08-02 15:15:16 +0000152 GrAssert(samplerName && coordName);
twiz@google.coma5e65ec2012-08-02 15:15:16 +0000153 SkString swizzle = build_swizzle_string(textureAccess, fContext.caps());
154
bsalomon@google.com34bcb9f2012-08-28 18:20:18 +0000155 fFSCode.appendf("%s( %s, %s)%s;\n", sample_function_name(varyingType), samplerName,
twiz@google.coma5e65ec2012-08-02 15:15:16 +0000156 coordName, swizzle.c_str());
157}
158
159GrCustomStage::StageKey GrGLShaderBuilder::KeyForTextureAccess(const GrTextureAccess& access,
160 const GrGLCaps& caps) {
161 GrCustomStage::StageKey key = 0;
bsalomon@google.comd4726202012-08-03 14:34:46 +0000162
twiz@google.coma5e65ec2012-08-02 15:15:16 +0000163 // Assume that swizzle support implies that we never have to modify a shader to adjust
164 // for texture format/swizzle settings.
165 if (caps.textureSwizzleSupport()) {
166 return key;
167 }
168
169 if (texture_requires_alpha_to_red_swizzle(caps, access)) {
170 key = 1;
171 }
172
173 return key;
174}
175
bsalomon@google.com777c3aa2012-07-25 20:58:20 +0000176GrGLUniformManager::UniformHandle GrGLShaderBuilder::addUniformArray(uint32_t visibility,
177 GrSLType type,
178 const char* name,
179 int count,
180 const char** outName) {
tomhudson@google.com242ed6f2012-05-30 17:38:57 +0000181 GrAssert(name && strlen(name));
bsalomon@google.comeb715c82012-07-11 15:03:31 +0000182 static const uint32_t kVisibilityMask = kVertex_ShaderType | kFragment_ShaderType;
183 GrAssert(0 == (~kVisibilityMask & visibility));
184 GrAssert(0 != visibility);
tomhudson@google.com242ed6f2012-05-30 17:38:57 +0000185
bsalomon@google.comdbbc4e22012-07-25 17:48:39 +0000186 BuilderUniform& uni = fUniforms.push_back();
bsalomon@google.com032b2212012-07-16 13:36:18 +0000187 UniformHandle h = index_to_handle(fUniforms.count() - 1);
bsalomon@google.comdbbc4e22012-07-25 17:48:39 +0000188 GR_DEBUGCODE(UniformHandle h2 =)
189 fUniformManager.appendUniform(type, count);
190 // We expect the uniform manager to initially have no uniforms and that all uniforms are added
191 // by this function. Therefore, the handles should match.
192 GrAssert(h2 == h);
bsalomon@google.com032b2212012-07-16 13:36:18 +0000193 uni.fVariable.setType(type);
194 uni.fVariable.setTypeModifier(GrGLShaderVar::kUniform_TypeModifier);
bsalomon@google.com777c3aa2012-07-25 20:58:20 +0000195 SkString* uniName = uni.fVariable.accessName();
196 if (kNonStageIdx == fCurrentStage) {
197 uniName->printf("u%s", name);
198 } else {
199 uniName->printf("u%s%d", name, fCurrentStage);
tomhudson@google.com242ed6f2012-05-30 17:38:57 +0000200 }
bsalomon@google.com032b2212012-07-16 13:36:18 +0000201 uni.fVariable.setArrayCount(count);
202 uni.fVisibility = visibility;
tomhudson@google.com242ed6f2012-05-30 17:38:57 +0000203
bsalomon@google.com032b2212012-07-16 13:36:18 +0000204 // If it is visible in both the VS and FS, the precision must match.
205 // We declare a default FS precision, but not a default VS. So set the var
206 // to use the default FS precision.
bsalomon@google.comeb715c82012-07-11 15:03:31 +0000207 if ((kVertex_ShaderType | kFragment_ShaderType) == visibility) {
bsalomon@google.comd7727ce2012-07-12 16:40:03 +0000208 // the fragment and vertex precisions must match
bsalomon@google.com032b2212012-07-16 13:36:18 +0000209 uni.fVariable.setPrecision(kDefaultFragmentPrecision);
tomhudson@google.com242ed6f2012-05-30 17:38:57 +0000210 }
211
bsalomon@google.com777c3aa2012-07-25 20:58:20 +0000212 if (NULL != outName) {
213 *outName = uni.fVariable.c_str();
214 }
215
bsalomon@google.com032b2212012-07-16 13:36:18 +0000216 return h;
217}
218
219const GrGLShaderVar& GrGLShaderBuilder::getUniformVariable(UniformHandle u) const {
220 return fUniforms[handle_to_index(u)].fVariable;
tomhudson@google.com242ed6f2012-05-30 17:38:57 +0000221}
tomhudson@google.com23cb2292012-05-30 18:26:03 +0000222
223void GrGLShaderBuilder::addVarying(GrSLType type,
224 const char* name,
225 const char** vsOutName,
226 const char** fsInName) {
227 fVSOutputs.push_back();
228 fVSOutputs.back().setType(type);
229 fVSOutputs.back().setTypeModifier(GrGLShaderVar::kOut_TypeModifier);
bsalomon@google.com777c3aa2012-07-25 20:58:20 +0000230 if (kNonStageIdx == fCurrentStage) {
231 fVSOutputs.back().accessName()->printf("v%s", name);
232 } else {
233 fVSOutputs.back().accessName()->printf("v%s%d", name, fCurrentStage);
234 }
tomhudson@google.com23cb2292012-05-30 18:26:03 +0000235 if (vsOutName) {
236 *vsOutName = fVSOutputs.back().getName().c_str();
237 }
238 // input to FS comes either from VS or GS
bsalomon@google.comf0a104e2012-07-10 17:51:07 +0000239 const SkString* fsName;
tomhudson@google.com23cb2292012-05-30 18:26:03 +0000240 if (fUsesGS) {
241 // if we have a GS take each varying in as an array
242 // and output as non-array.
243 fGSInputs.push_back();
244 fGSInputs.back().setType(type);
245 fGSInputs.back().setTypeModifier(GrGLShaderVar::kIn_TypeModifier);
246 fGSInputs.back().setUnsizedArray();
247 *fGSInputs.back().accessName() = fVSOutputs.back().getName();
248 fGSOutputs.push_back();
249 fGSOutputs.back().setType(type);
250 fGSOutputs.back().setTypeModifier(GrGLShaderVar::kOut_TypeModifier);
bsalomon@google.comd4726202012-08-03 14:34:46 +0000251 if (kNonStageIdx == fCurrentStage) {
252 fGSOutputs.back().accessName()->printf("g%s", name);
253 } else {
254 fGSOutputs.back().accessName()->printf("g%s%d", name, fCurrentStage);
255 }
tomhudson@google.com23cb2292012-05-30 18:26:03 +0000256 fsName = fGSOutputs.back().accessName();
257 } else {
258 fsName = fVSOutputs.back().accessName();
259 }
260 fFSInputs.push_back();
261 fFSInputs.back().setType(type);
262 fFSInputs.back().setTypeModifier(GrGLShaderVar::kIn_TypeModifier);
263 fFSInputs.back().setName(*fsName);
264 if (fsInName) {
265 *fsInName = fsName->c_str();
266 }
267}
268
bsalomon@google.coma1bf0ff2012-08-07 17:36:29 +0000269void GrGLShaderBuilder::emitFunction(ShaderType shader,
270 GrSLType returnType,
271 const char* name,
272 int argCnt,
273 const GrGLShaderVar* args,
274 const char* body,
275 SkString* outName) {
276 GrAssert(kFragment_ShaderType == shader);
277 fFSFunctions.append(GrGLShaderVar::TypeString(returnType));
278 if (kNonStageIdx != fCurrentStage) {
279 outName->printf(" %s_%d", name, fCurrentStage);
280 } else {
281 *outName = name;
282 }
283 fFSFunctions.append(*outName);
284 fFSFunctions.append("(");
285 for (int i = 0; i < argCnt; ++i) {
286 args[i].appendDecl(fContext, &fFSFunctions);
287 if (i < argCnt - 1) {
288 fFSFunctions.append(", ");
289 }
290 }
291 fFSFunctions.append(") {\n");
292 fFSFunctions.append(body);
293 fFSFunctions.append("}\n\n");
294}
tomhudson@google.com23cb2292012-05-30 18:26:03 +0000295
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000296namespace {
bsalomon@google.comd7727ce2012-07-12 16:40:03 +0000297
298inline void append_default_precision_qualifier(GrGLShaderVar::Precision p,
299 GrGLBinding binding,
300 SkString* str) {
301 // Desktop GLSL has added precision qualifiers but they don't do anything.
302 if (kES2_GrGLBinding == binding) {
303 switch (p) {
304 case GrGLShaderVar::kHigh_Precision:
305 str->append("precision highp float;\n");
306 break;
307 case GrGLShaderVar::kMedium_Precision:
308 str->append("precision mediump float;\n");
309 break;
310 case GrGLShaderVar::kLow_Precision:
311 str->append("precision lowp float;\n");
312 break;
313 case GrGLShaderVar::kDefault_Precision:
314 GrCrash("Default precision now allowed.");
315 default:
316 GrCrash("Unknown precision value.");
317 }
318 }
319}
bsalomon@google.com032b2212012-07-16 13:36:18 +0000320}
bsalomon@google.comd7727ce2012-07-12 16:40:03 +0000321
bsalomon@google.com032b2212012-07-16 13:36:18 +0000322void GrGLShaderBuilder::appendDecls(const VarArray& vars, SkString* out) const {
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000323 for (int i = 0; i < vars.count(); ++i) {
bsalomon@google.com032b2212012-07-16 13:36:18 +0000324 vars[i].appendDecl(fContext, out);
bsalomon@google.coma1bf0ff2012-08-07 17:36:29 +0000325 out->append(";\n");
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000326 }
327}
bsalomon@google.com032b2212012-07-16 13:36:18 +0000328
329void GrGLShaderBuilder::appendUniformDecls(ShaderType stype, SkString* out) const {
330 for (int i = 0; i < fUniforms.count(); ++i) {
331 if (fUniforms[i].fVisibility & stype) {
332 fUniforms[i].fVariable.appendDecl(fContext, out);
bsalomon@google.coma1bf0ff2012-08-07 17:36:29 +0000333 out->append(";\n");
bsalomon@google.com032b2212012-07-16 13:36:18 +0000334 }
335 }
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000336}
337
338void GrGLShaderBuilder::getShader(ShaderType type, SkString* shaderStr) const {
339 switch (type) {
340 case kVertex_ShaderType:
341 *shaderStr = fHeader;
bsalomon@google.com032b2212012-07-16 13:36:18 +0000342 this->appendUniformDecls(kVertex_ShaderType, shaderStr);
343 this->appendDecls(fVSAttrs, shaderStr);
344 this->appendDecls(fVSOutputs, shaderStr);
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000345 shaderStr->append(fVSCode);
346 break;
347 case kGeometry_ShaderType:
348 if (fUsesGS) {
349 *shaderStr = fHeader;
350 shaderStr->append(fGSHeader);
bsalomon@google.com032b2212012-07-16 13:36:18 +0000351 this->appendDecls(fGSInputs, shaderStr);
352 this->appendDecls(fGSOutputs, shaderStr);
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000353 shaderStr->append(fGSCode);
354 } else {
355 shaderStr->reset();
356 }
357 break;
358 case kFragment_ShaderType:
359 *shaderStr = fHeader;
bsalomon@google.comd7727ce2012-07-12 16:40:03 +0000360 append_default_precision_qualifier(kDefaultFragmentPrecision,
361 fContext.binding(),
362 shaderStr);
bsalomon@google.com032b2212012-07-16 13:36:18 +0000363 this->appendUniformDecls(kFragment_ShaderType, shaderStr);
364 this->appendDecls(fFSInputs, shaderStr);
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000365 // We shouldn't have declared outputs on 1.10
366 GrAssert(k110_GrGLSLGeneration != fContext.glslGeneration() || fFSOutputs.empty());
bsalomon@google.com032b2212012-07-16 13:36:18 +0000367 this->appendDecls(fFSOutputs, shaderStr);
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000368 shaderStr->append(fFSFunctions);
369 shaderStr->append(fFSCode);
370 break;
371 }
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000372 }
bsalomon@google.comd7727ce2012-07-12 16:40:03 +0000373
bsalomon@google.comdbbc4e22012-07-25 17:48:39 +0000374void GrGLShaderBuilder::finished(GrGLuint programID) {
375 fUniformManager.getUniformLocations(programID, fUniforms);
376}