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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
twiz@google.coma5e65ec2012-08-02 15:15:16 +000025static SkString build_sampler_string(GrGLShaderBuilder::SamplerMode samplerMode) {
26 SkString sampler("texture2D");
27 switch (samplerMode) {
28 case GrGLShaderBuilder::kDefault_SamplerMode:
29 break;
30 case GrGLShaderBuilder::kProj_SamplerMode:
31 sampler.append("Proj");
32 break;
33 case GrGLShaderBuilder::kExplicitDivide_SamplerMode:
34 GrAssert(false); // Not Implemented
35 break;
36 }
37
38 return sampler;
39}
40
41static bool texture_requires_alpha_to_red_swizzle(const GrGLCaps& caps,
42 const GrTextureAccess& access) {
43 return GrPixelConfigIsAlphaOnly(access.getTexture()->config()) && caps.textureRedSupport() &&
44 access.referencesAlpha();
45}
46
47static SkString build_swizzle_string(const GrTextureAccess& textureAccess,
48 const GrGLCaps& caps) {
49 const GrTextureAccess::Swizzle& swizzle = textureAccess.getSwizzle();
50 if (0 == swizzle[0]) {
51 return SkString("");
52 }
53
54 SkString swizzleOut(".");
55 bool alphaIsRed = texture_requires_alpha_to_red_swizzle(caps, textureAccess);
56 for (int offset = 0; offset < 4 && swizzle[offset]; ++offset) {
57 if (alphaIsRed && 'a' == swizzle[offset]) {
58 swizzleOut.appendf("r");
59 } else {
60 swizzleOut.appendf("%c", swizzle[offset]);
61 }
62 }
63
64 return swizzleOut;
65}
66
67///////////////////////////////////////////////////////////////////////////////
68
tomhudson@google.com9c639a42012-05-14 19:58:06 +000069// Architectural assumption: always 2-d input coords.
70// Likely to become non-constant and non-static, perhaps even
71// varying by stage, if we use 1D textures for gradients!
72//const int GrGLShaderBuilder::fCoordDims = 2;
73
bsalomon@google.comdbbc4e22012-07-25 17:48:39 +000074GrGLShaderBuilder::GrGLShaderBuilder(const GrGLContextInfo& ctx, GrGLUniformManager& uniformManager)
bsalomon@google.com032b2212012-07-16 13:36:18 +000075 : fUniforms(kVarsPerBlock)
bsalomon@google.comeb715c82012-07-11 15:03:31 +000076 , fVSAttrs(kVarsPerBlock)
77 , fVSOutputs(kVarsPerBlock)
78 , fGSInputs(kVarsPerBlock)
79 , fGSOutputs(kVarsPerBlock)
80 , fFSInputs(kVarsPerBlock)
bsalomon@google.comeb715c82012-07-11 15:03:31 +000081 , fFSOutputs(kMaxFSOutputs)
tomhudson@google.com040c41a2012-05-18 14:57:40 +000082 , fUsesGS(false)
tomhudson@google.com9c639a42012-05-14 19:58:06 +000083 , fVaryingDims(0)
bsalomon@google.comad5e9372012-07-11 18:11:27 +000084 , fComplexCoord(false)
bsalomon@google.comdbbc4e22012-07-25 17:48:39 +000085 , fContext(ctx)
bsalomon@google.com777c3aa2012-07-25 20:58:20 +000086 , fUniformManager(uniformManager)
87 , fCurrentStage(kNonStageIdx) {
tomhudson@google.comf9ad8862012-05-11 20:38:48 +000088}
89
tomhudson@google.com52598142012-05-24 17:44:30 +000090void GrGLShaderBuilder::computeSwizzle(uint32_t configFlags) {
91 static const uint32_t kMulByAlphaMask =
92 (GrGLProgram::StageDesc::kMulRGBByAlpha_RoundUp_InConfigFlag |
93 GrGLProgram::StageDesc::kMulRGBByAlpha_RoundDown_InConfigFlag);
94
95 fSwizzle = "";
96 if (configFlags & GrGLProgram::StageDesc::kSwapRAndB_InConfigFlag) {
97 GrAssert(!(configFlags &
98 GrGLProgram::StageDesc::kSmearAlpha_InConfigFlag));
99 GrAssert(!(configFlags &
100 GrGLProgram::StageDesc::kSmearRed_InConfigFlag));
101 fSwizzle = ".bgra";
102 } else if (configFlags & GrGLProgram::StageDesc::kSmearAlpha_InConfigFlag) {
103 GrAssert(!(configFlags & kMulByAlphaMask));
104 GrAssert(!(configFlags &
105 GrGLProgram::StageDesc::kSmearRed_InConfigFlag));
106 fSwizzle = ".aaaa";
107 } else if (configFlags & GrGLProgram::StageDesc::kSmearRed_InConfigFlag) {
108 GrAssert(!(configFlags & kMulByAlphaMask));
109 GrAssert(!(configFlags &
110 GrGLProgram::StageDesc::kSmearAlpha_InConfigFlag));
111 fSwizzle = ".rrrr";
112 }
113}
114
115void GrGLShaderBuilder::computeModulate(const char* fsInColor) {
116 if (NULL != fsInColor) {
117 fModulate.printf(" * %s", fsInColor);
robertphillips@google.come9b3f7d2012-05-30 12:26:39 +0000118 } else {
119 fModulate.reset();
tomhudson@google.com52598142012-05-24 17:44:30 +0000120 }
121}
122
tomhudson@google.com5440f062012-06-01 15:55:50 +0000123void GrGLShaderBuilder::setupTextureAccess(SamplerMode samplerMode,
124 int stageNum) {
bsalomon@google.comf0a104e2012-07-10 17:51:07 +0000125 SkString retval;
tomhudson@google.com52598142012-05-24 17:44:30 +0000126
tomhudson@google.com5440f062012-06-01 15:55:50 +0000127 fTexFunc = "texture2D";
128 switch (samplerMode) {
tomhudson@google.com52598142012-05-24 17:44:30 +0000129 case kDefault_SamplerMode:
tomhudson@google.com5440f062012-06-01 15:55:50 +0000130 GrAssert(fVaryingDims == fCoordDims);
tomhudson@google.com52598142012-05-24 17:44:30 +0000131 // Do nothing
132 break;
tomhudson@google.com5440f062012-06-01 15:55:50 +0000133 case kProj_SamplerMode:
134 fTexFunc.append("Proj");
135 break;
tomhudson@google.com52598142012-05-24 17:44:30 +0000136 case kExplicitDivide_SamplerMode:
137 retval = "inCoord";
tomhudson@google.com5440f062012-06-01 15:55:50 +0000138 retval.appendS32(stageNum);
139 fFSCode.appendf("\t%s %s = %s%s / %s%s;\n",
tomhudson@google.com52598142012-05-24 17:44:30 +0000140 GrGLShaderVar::TypeString
141 (GrSLFloatVectorType(fCoordDims)),
142 retval.c_str(),
143 fSampleCoords.c_str(),
144 GrGLSLVectorNonhomogCoords(fVaryingDims),
145 fSampleCoords.c_str(),
146 GrGLSLVectorHomogCoord(fVaryingDims));
147 fSampleCoords = retval;
148 break;
149 }
tomhudson@google.com5440f062012-06-01 15:55:50 +0000150 fComplexCoord = false;
tomhudson@google.com52598142012-05-24 17:44:30 +0000151}
152
153void GrGLShaderBuilder::emitTextureLookup(const char* samplerName,
154 const char* coordName) {
155 if (NULL == coordName) {
156 coordName = fSampleCoords.c_str();
157 }
tomhudson@google.com5440f062012-06-01 15:55:50 +0000158 fFSCode.appendf("%s(%s, %s)", fTexFunc.c_str(), samplerName, coordName);
tomhudson@google.com52598142012-05-24 17:44:30 +0000159}
160
161void GrGLShaderBuilder::emitDefaultFetch(const char* outColor,
162 const char* samplerName) {
163 fFSCode.appendf("\t%s = ", outColor);
164 this->emitTextureLookup(samplerName);
165 fFSCode.appendf("%s%s;\n", fSwizzle.c_str(), fModulate.c_str());
166}
167
twiz@google.coma5e65ec2012-08-02 15:15:16 +0000168void GrGLShaderBuilder::emitCustomTextureLookup(SamplerMode samplerMode,
169 const GrTextureAccess& textureAccess,
170 const char* samplerName,
171 const char* coordName) {
172 GrAssert(samplerName && coordName);
173 SkString sampler = build_sampler_string(samplerMode);
174 SkString swizzle = build_swizzle_string(textureAccess, fContext.caps());
175
176 fFSCode.appendf("%s( %s, %s)%s;\n", sampler.c_str(), samplerName,
177 coordName, swizzle.c_str());
178}
179
180GrCustomStage::StageKey GrGLShaderBuilder::KeyForTextureAccess(const GrTextureAccess& access,
181 const GrGLCaps& caps) {
182 GrCustomStage::StageKey key = 0;
183 // Assume that swizzle support implies that we never have to modify a shader to adjust
184 // for texture format/swizzle settings.
185 if (caps.textureSwizzleSupport()) {
186 return key;
187 }
188
189 if (texture_requires_alpha_to_red_swizzle(caps, access)) {
190 key = 1;
191 }
192
193 return key;
194}
195
bsalomon@google.com777c3aa2012-07-25 20:58:20 +0000196GrGLUniformManager::UniformHandle GrGLShaderBuilder::addUniformArray(uint32_t visibility,
197 GrSLType type,
198 const char* name,
199 int count,
200 const char** outName) {
tomhudson@google.com242ed6f2012-05-30 17:38:57 +0000201 GrAssert(name && strlen(name));
bsalomon@google.comeb715c82012-07-11 15:03:31 +0000202 static const uint32_t kVisibilityMask = kVertex_ShaderType | kFragment_ShaderType;
203 GrAssert(0 == (~kVisibilityMask & visibility));
204 GrAssert(0 != visibility);
tomhudson@google.com242ed6f2012-05-30 17:38:57 +0000205
bsalomon@google.comdbbc4e22012-07-25 17:48:39 +0000206 BuilderUniform& uni = fUniforms.push_back();
bsalomon@google.com032b2212012-07-16 13:36:18 +0000207 UniformHandle h = index_to_handle(fUniforms.count() - 1);
bsalomon@google.comdbbc4e22012-07-25 17:48:39 +0000208 GR_DEBUGCODE(UniformHandle h2 =)
209 fUniformManager.appendUniform(type, count);
210 // We expect the uniform manager to initially have no uniforms and that all uniforms are added
211 // by this function. Therefore, the handles should match.
212 GrAssert(h2 == h);
bsalomon@google.com032b2212012-07-16 13:36:18 +0000213 uni.fVariable.setType(type);
214 uni.fVariable.setTypeModifier(GrGLShaderVar::kUniform_TypeModifier);
bsalomon@google.com777c3aa2012-07-25 20:58:20 +0000215 SkString* uniName = uni.fVariable.accessName();
216 if (kNonStageIdx == fCurrentStage) {
217 uniName->printf("u%s", name);
218 } else {
219 uniName->printf("u%s%d", name, fCurrentStage);
tomhudson@google.com242ed6f2012-05-30 17:38:57 +0000220 }
bsalomon@google.com032b2212012-07-16 13:36:18 +0000221 uni.fVariable.setArrayCount(count);
222 uni.fVisibility = visibility;
tomhudson@google.com242ed6f2012-05-30 17:38:57 +0000223
bsalomon@google.com032b2212012-07-16 13:36:18 +0000224 // If it is visible in both the VS and FS, the precision must match.
225 // We declare a default FS precision, but not a default VS. So set the var
226 // to use the default FS precision.
bsalomon@google.comeb715c82012-07-11 15:03:31 +0000227 if ((kVertex_ShaderType | kFragment_ShaderType) == visibility) {
bsalomon@google.comd7727ce2012-07-12 16:40:03 +0000228 // the fragment and vertex precisions must match
bsalomon@google.com032b2212012-07-16 13:36:18 +0000229 uni.fVariable.setPrecision(kDefaultFragmentPrecision);
tomhudson@google.com242ed6f2012-05-30 17:38:57 +0000230 }
231
bsalomon@google.com777c3aa2012-07-25 20:58:20 +0000232 if (NULL != outName) {
233 *outName = uni.fVariable.c_str();
234 }
235
bsalomon@google.com032b2212012-07-16 13:36:18 +0000236 return h;
237}
238
239const GrGLShaderVar& GrGLShaderBuilder::getUniformVariable(UniformHandle u) const {
240 return fUniforms[handle_to_index(u)].fVariable;
tomhudson@google.com242ed6f2012-05-30 17:38:57 +0000241}
tomhudson@google.com23cb2292012-05-30 18:26:03 +0000242
243void GrGLShaderBuilder::addVarying(GrSLType type,
244 const char* name,
245 const char** vsOutName,
246 const char** fsInName) {
247 fVSOutputs.push_back();
248 fVSOutputs.back().setType(type);
249 fVSOutputs.back().setTypeModifier(GrGLShaderVar::kOut_TypeModifier);
bsalomon@google.com777c3aa2012-07-25 20:58:20 +0000250 if (kNonStageIdx == fCurrentStage) {
251 fVSOutputs.back().accessName()->printf("v%s", name);
252 } else {
253 fVSOutputs.back().accessName()->printf("v%s%d", name, fCurrentStage);
254 }
tomhudson@google.com23cb2292012-05-30 18:26:03 +0000255 if (vsOutName) {
256 *vsOutName = fVSOutputs.back().getName().c_str();
257 }
258 // input to FS comes either from VS or GS
bsalomon@google.comf0a104e2012-07-10 17:51:07 +0000259 const SkString* fsName;
tomhudson@google.com23cb2292012-05-30 18:26:03 +0000260 if (fUsesGS) {
261 // if we have a GS take each varying in as an array
262 // and output as non-array.
263 fGSInputs.push_back();
264 fGSInputs.back().setType(type);
265 fGSInputs.back().setTypeModifier(GrGLShaderVar::kIn_TypeModifier);
266 fGSInputs.back().setUnsizedArray();
267 *fGSInputs.back().accessName() = fVSOutputs.back().getName();
268 fGSOutputs.push_back();
269 fGSOutputs.back().setType(type);
270 fGSOutputs.back().setTypeModifier(GrGLShaderVar::kOut_TypeModifier);
271 fGSOutputs.back().accessName()->printf("g%s", name);
272 fsName = fGSOutputs.back().accessName();
273 } else {
274 fsName = fVSOutputs.back().accessName();
275 }
276 fFSInputs.push_back();
277 fFSInputs.back().setType(type);
278 fFSInputs.back().setTypeModifier(GrGLShaderVar::kIn_TypeModifier);
279 fFSInputs.back().setName(*fsName);
280 if (fsInName) {
281 *fsInName = fsName->c_str();
282 }
283}
284
tomhudson@google.com23cb2292012-05-30 18:26:03 +0000285
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000286namespace {
bsalomon@google.comd7727ce2012-07-12 16:40:03 +0000287
288inline void append_default_precision_qualifier(GrGLShaderVar::Precision p,
289 GrGLBinding binding,
290 SkString* str) {
291 // Desktop GLSL has added precision qualifiers but they don't do anything.
292 if (kES2_GrGLBinding == binding) {
293 switch (p) {
294 case GrGLShaderVar::kHigh_Precision:
295 str->append("precision highp float;\n");
296 break;
297 case GrGLShaderVar::kMedium_Precision:
298 str->append("precision mediump float;\n");
299 break;
300 case GrGLShaderVar::kLow_Precision:
301 str->append("precision lowp float;\n");
302 break;
303 case GrGLShaderVar::kDefault_Precision:
304 GrCrash("Default precision now allowed.");
305 default:
306 GrCrash("Unknown precision value.");
307 }
308 }
309}
bsalomon@google.com032b2212012-07-16 13:36:18 +0000310}
bsalomon@google.comd7727ce2012-07-12 16:40:03 +0000311
bsalomon@google.com032b2212012-07-16 13:36:18 +0000312void GrGLShaderBuilder::appendDecls(const VarArray& vars, SkString* out) const {
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000313 for (int i = 0; i < vars.count(); ++i) {
bsalomon@google.com032b2212012-07-16 13:36:18 +0000314 vars[i].appendDecl(fContext, out);
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000315 }
316}
bsalomon@google.com032b2212012-07-16 13:36:18 +0000317
318void GrGLShaderBuilder::appendUniformDecls(ShaderType stype, SkString* out) const {
319 for (int i = 0; i < fUniforms.count(); ++i) {
320 if (fUniforms[i].fVisibility & stype) {
321 fUniforms[i].fVariable.appendDecl(fContext, out);
322 }
323 }
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000324}
325
326void GrGLShaderBuilder::getShader(ShaderType type, SkString* shaderStr) const {
327 switch (type) {
328 case kVertex_ShaderType:
329 *shaderStr = fHeader;
bsalomon@google.com032b2212012-07-16 13:36:18 +0000330 this->appendUniformDecls(kVertex_ShaderType, shaderStr);
331 this->appendDecls(fVSAttrs, shaderStr);
332 this->appendDecls(fVSOutputs, shaderStr);
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000333 shaderStr->append(fVSCode);
334 break;
335 case kGeometry_ShaderType:
336 if (fUsesGS) {
337 *shaderStr = fHeader;
338 shaderStr->append(fGSHeader);
bsalomon@google.com032b2212012-07-16 13:36:18 +0000339 this->appendDecls(fGSInputs, shaderStr);
340 this->appendDecls(fGSOutputs, shaderStr);
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000341 shaderStr->append(fGSCode);
342 } else {
343 shaderStr->reset();
344 }
345 break;
346 case kFragment_ShaderType:
347 *shaderStr = fHeader;
bsalomon@google.comd7727ce2012-07-12 16:40:03 +0000348 append_default_precision_qualifier(kDefaultFragmentPrecision,
349 fContext.binding(),
350 shaderStr);
bsalomon@google.com032b2212012-07-16 13:36:18 +0000351 this->appendUniformDecls(kFragment_ShaderType, shaderStr);
352 this->appendDecls(fFSInputs, shaderStr);
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000353 // We shouldn't have declared outputs on 1.10
354 GrAssert(k110_GrGLSLGeneration != fContext.glslGeneration() || fFSOutputs.empty());
bsalomon@google.com032b2212012-07-16 13:36:18 +0000355 this->appendDecls(fFSOutputs, shaderStr);
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000356 shaderStr->append(fFSFunctions);
357 shaderStr->append(fFSCode);
358 break;
359 }
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000360 }
bsalomon@google.comd7727ce2012-07-12 16:40:03 +0000361
bsalomon@google.comdbbc4e22012-07-25 17:48:39 +0000362void GrGLShaderBuilder::finished(GrGLuint programID) {
363 fUniformManager.getUniformLocations(programID, fUniforms);
364}