joshualitt | 30ba436 | 2014-08-21 20:18:45 -0700 | [diff] [blame] | 1 | /* |
| 2 | * Copyright 2014 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 | #ifndef GrGLProgramBuilder_DEFINED |
| 9 | #define GrGLProgramBuilder_DEFINED |
| 10 | |
| 11 | #include "GrAllocator.h" |
| 12 | #include "GrBackendEffectFactory.h" |
| 13 | #include "GrColor.h" |
| 14 | #include "GrEffect.h" |
| 15 | #include "GrGLFragmentShaderBuilder.h" |
| 16 | #include "GrGLGeometryShaderBuilder.h" |
| 17 | #include "GrGLVertexShaderBuilder.h" |
| 18 | #include "SkTypes.h" |
| 19 | #include "gl/GrGLProgramDesc.h" |
| 20 | #include "gl/GrGLProgramEffects.h" |
| 21 | #include "gl/GrGLSL.h" |
| 22 | #include "gl/GrGLProgramDataManager.h" |
| 23 | |
| 24 | #include <stdarg.h> |
| 25 | |
| 26 | class GrGLContextInfo; |
| 27 | class GrEffectStage; |
| 28 | class GrGLProgramDesc; |
| 29 | |
| 30 | /** |
| 31 | Contains all the incremental state of a shader as it is being built,as well as helpers to |
| 32 | manipulate that state. |
| 33 | */ |
| 34 | class GrGLProgramBuilder { |
| 35 | public: |
| 36 | enum ShaderVisibility { |
| 37 | kVertex_Visibility = 0x1, |
| 38 | kGeometry_Visibility = 0x2, |
| 39 | kFragment_Visibility = 0x4, |
| 40 | }; |
| 41 | |
| 42 | typedef GrGLProgramDataManager::UniformHandle UniformHandle; |
| 43 | |
| 44 | // Handles for program uniforms (other than per-effect uniforms) |
| 45 | struct BuiltinUniformHandles { |
| 46 | UniformHandle fViewMatrixUni; |
| 47 | UniformHandle fRTAdjustmentUni; |
| 48 | UniformHandle fColorUni; |
| 49 | UniformHandle fCoverageUni; |
| 50 | |
| 51 | // We use the render target height to provide a y-down frag coord when specifying |
| 52 | // origin_upper_left is not supported. |
| 53 | UniformHandle fRTHeightUni; |
| 54 | |
| 55 | // Uniforms for computing texture coords to do the dst-copy lookup |
| 56 | UniformHandle fDstCopyTopLeftUni; |
| 57 | UniformHandle fDstCopyScaleUni; |
| 58 | UniformHandle fDstCopySamplerUni; |
| 59 | }; |
| 60 | |
| 61 | struct UniformInfo { |
| 62 | GrGLShaderVar fVariable; |
| 63 | uint32_t fVisibility; |
| 64 | GrGLint fLocation; |
| 65 | }; |
| 66 | |
| 67 | // This uses an allocator rather than array so that the GrGLShaderVars don't move in memory |
| 68 | // after they are inserted. Users of GrGLShaderBuilder get refs to the vars and ptrs to their |
| 69 | // name strings. Otherwise, we'd have to hand out copies. |
| 70 | typedef GrTAllocator<UniformInfo> UniformInfoArray; |
| 71 | |
| 72 | /** Generates a shader program. |
| 73 | * |
| 74 | * The program implements what is specified in the stages given as input. |
| 75 | * After successful generation, the builder result objects are available |
| 76 | * to be used. |
| 77 | * @return true if generation was successful. |
| 78 | */ |
| 79 | bool genProgram(const GrEffectStage* inColorStages[], |
| 80 | const GrEffectStage* inCoverageStages[]); |
| 81 | |
| 82 | // Below are the results of the shader generation. |
| 83 | |
| 84 | GrGLProgramEffects* getColorEffects() const { SkASSERT(fProgramID); return fColorEffects.get(); } |
| 85 | GrGLProgramEffects* getCoverageEffects() const { SkASSERT(fProgramID); return fCoverageEffects.get(); } |
| 86 | const BuiltinUniformHandles& getBuiltinUniformHandles() const { |
| 87 | SkASSERT(fProgramID); |
| 88 | return fUniformHandles; |
| 89 | } |
| 90 | GrGLuint getProgramID() const { SkASSERT(fProgramID); return fProgramID; } |
| 91 | bool hasVertexShader() const { SkASSERT(fProgramID); return !fFragOnly; } |
| 92 | int getTexCoordSetCount() const { SkASSERT(fProgramID); return fTexCoordSetCnt; } |
| 93 | const UniformInfoArray& getUniformInfos() const { return fUniforms; } |
| 94 | |
| 95 | virtual ~GrGLProgramBuilder() {} |
| 96 | |
| 97 | /** Add a uniform variable to the current program, that has visibility in one or more shaders. |
| 98 | visibility is a bitfield of ShaderVisibility values indicating from which shaders the |
| 99 | uniform should be accessible. At least one bit must be set. Geometry shader uniforms are not |
| 100 | supported at this time. The actual uniform name will be mangled. If outName is not NULL then |
| 101 | it will refer to the final uniform name after return. Use the addUniformArray variant to add |
| 102 | an array of uniforms. */ |
| 103 | GrGLProgramDataManager::UniformHandle addUniform(uint32_t visibility, |
| 104 | GrSLType type, |
| 105 | const char* name, |
| 106 | const char** outName = NULL) { |
| 107 | return this->addUniformArray(visibility, type, name, GrGLShaderVar::kNonArray, outName); |
| 108 | } |
| 109 | GrGLProgramDataManager::UniformHandle addUniformArray(uint32_t visibility, |
| 110 | GrSLType type, |
| 111 | const char* name, |
| 112 | int arrayCount, |
| 113 | const char** outName = NULL); |
| 114 | |
| 115 | const GrGLShaderVar& getUniformVariable(GrGLProgramDataManager::UniformHandle u) const { |
| 116 | return fUniforms[u.toShaderBuilderIndex()].fVariable; |
| 117 | } |
| 118 | |
| 119 | /** |
| 120 | * Shortcut for getUniformVariable(u).c_str() |
| 121 | */ |
| 122 | const char* getUniformCStr(GrGLProgramDataManager::UniformHandle u) const { |
| 123 | return this->getUniformVariable(u).c_str(); |
| 124 | } |
| 125 | |
| 126 | const GrGLContextInfo& ctxInfo() const; |
| 127 | |
| 128 | GrGLFragmentShaderBuilder* getFragmentShaderBuilder() { return &fFS; } |
| 129 | |
| 130 | protected: |
| 131 | typedef GrTAllocator<GrGLShaderVar> VarArray; |
| 132 | GrGLProgramBuilder(GrGpuGL*, const GrGLProgramDesc&); |
| 133 | |
| 134 | GrGpuGL* gpu() const { return fGpu; } |
| 135 | |
| 136 | const GrGLProgramDesc& desc() const { return fDesc; } |
| 137 | |
| 138 | // Helper for emitEffects(). |
| 139 | void createAndEmitEffects(GrGLProgramEffectsBuilder*, |
| 140 | const GrEffectStage* effectStages[], |
| 141 | int effectCnt, |
| 142 | const GrGLProgramDesc::EffectKeyProvider&, |
| 143 | GrGLSLExpr4* inOutFSColor); |
| 144 | |
| 145 | // Generates a name for a variable. The generated string will be name prefixed by the prefix |
| 146 | // char (unless the prefix is '\0'). It also mangles the name to be stage-specific if we're |
| 147 | // generating stage code. |
| 148 | void nameVariable(SkString* out, char prefix, const char* name); |
| 149 | |
| 150 | virtual bool compileAndAttachShaders(GrGLuint programId, SkTDArray<GrGLuint>* shaderIds) const; |
| 151 | |
| 152 | virtual void bindProgramLocations(GrGLuint programId); |
| 153 | void resolveProgramLocations(GrGLuint programId); |
| 154 | |
| 155 | void appendDecls(const VarArray&, SkString*) const; |
| 156 | void appendUniformDecls(ShaderVisibility, SkString*) const; |
| 157 | |
| 158 | SkAutoTUnref<GrGLProgramEffects> fColorEffects; |
| 159 | SkAutoTUnref<GrGLProgramEffects> fCoverageEffects; |
| 160 | BuiltinUniformHandles fUniformHandles; |
| 161 | bool fFragOnly; |
| 162 | int fTexCoordSetCnt; |
| 163 | GrGLuint fProgramID; |
| 164 | GrGLFragmentShaderBuilder fFS; |
| 165 | private: |
| 166 | class CodeStage : SkNoncopyable { |
| 167 | public: |
| 168 | CodeStage() : fNextIndex(0), fCurrentIndex(-1), fEffectStage(NULL) {} |
| 169 | |
| 170 | bool inStageCode() const { |
| 171 | this->validate(); |
| 172 | return NULL != fEffectStage; |
| 173 | } |
| 174 | |
| 175 | const GrEffectStage* effectStage() const { |
| 176 | this->validate(); |
| 177 | return fEffectStage; |
| 178 | } |
| 179 | |
| 180 | int stageIndex() const { |
| 181 | this->validate(); |
| 182 | return fCurrentIndex; |
| 183 | } |
| 184 | |
| 185 | class AutoStageRestore : SkNoncopyable { |
| 186 | public: |
| 187 | AutoStageRestore(CodeStage* codeStage, const GrEffectStage* newStage) { |
| 188 | SkASSERT(NULL != codeStage); |
| 189 | fSavedIndex = codeStage->fCurrentIndex; |
| 190 | fSavedEffectStage = codeStage->fEffectStage; |
| 191 | |
| 192 | if (NULL == newStage) { |
| 193 | codeStage->fCurrentIndex = -1; |
| 194 | } else { |
| 195 | codeStage->fCurrentIndex = codeStage->fNextIndex++; |
| 196 | } |
| 197 | codeStage->fEffectStage = newStage; |
| 198 | |
| 199 | fCodeStage = codeStage; |
| 200 | } |
| 201 | ~AutoStageRestore() { |
| 202 | fCodeStage->fCurrentIndex = fSavedIndex; |
| 203 | fCodeStage->fEffectStage = fSavedEffectStage; |
| 204 | } |
| 205 | private: |
| 206 | CodeStage* fCodeStage; |
| 207 | int fSavedIndex; |
| 208 | const GrEffectStage* fSavedEffectStage; |
| 209 | }; |
| 210 | private: |
| 211 | void validate() const { SkASSERT((NULL == fEffectStage) == (-1 == fCurrentIndex)); } |
| 212 | int fNextIndex; |
| 213 | int fCurrentIndex; |
| 214 | const GrEffectStage* fEffectStage; |
| 215 | } fCodeStage; |
| 216 | |
| 217 | /** |
| 218 | * The base class will emit the fragment code that precedes the per-effect code and then call |
| 219 | * this function. The subclass can use it to insert additional fragment code that should |
| 220 | * execute before the effects' code and/or emit other shaders (e.g. geometry, vertex). |
| 221 | * |
| 222 | * The subclass can modify the initial color or coverage |
| 223 | */ |
| 224 | virtual void emitCodeBeforeEffects(GrGLSLExpr4* color, GrGLSLExpr4* coverage) = 0; |
| 225 | |
| 226 | /** |
| 227 | * Adds code for effects and returns a GrGLProgramEffects* object. The caller is responsible for |
| 228 | * deleting it when finished. effectStages contains the effects to add. The effect key provider |
| 229 | * is used to communicate the key each effect created in its GenKey function. inOutFSColor |
| 230 | * specifies the input color to the first stage and is updated to be the output color of the |
| 231 | * last stage. The handles to texture samplers for effectStage[i] are added to |
| 232 | * effectSamplerHandles[i]. |
| 233 | */ |
| 234 | virtual GrGLProgramEffects* createAndEmitEffects(const GrEffectStage* effectStages[], |
| 235 | int effectCnt, |
| 236 | const GrGLProgramDesc::EffectKeyProvider&, |
| 237 | GrGLSLExpr4* inOutFSColor) = 0; |
| 238 | |
| 239 | /** |
| 240 | * Similar to emitCodeBeforeEffects() but called after per-effect code is emitted. |
| 241 | */ |
| 242 | virtual void emitCodeAfterEffects() = 0; |
| 243 | |
| 244 | /** |
| 245 | * Compiles all the shaders, links them into a program, and writes the program id to the output |
| 246 | * struct. |
| 247 | **/ |
| 248 | bool finish(); |
| 249 | |
| 250 | const GrGLProgramDesc& fDesc; |
| 251 | GrGpuGL* fGpu; |
| 252 | UniformInfoArray fUniforms; |
| 253 | |
| 254 | friend class GrGLShaderBuilder; |
| 255 | friend class GrGLVertexShaderBuilder; |
| 256 | friend class GrGLFragmentShaderBuilder; |
| 257 | friend class GrGLGeometryShaderBuilder; |
| 258 | }; |
| 259 | |
| 260 | //////////////////////////////////////////////////////////////////////////////// |
| 261 | |
| 262 | class GrGLFullProgramBuilder : public GrGLProgramBuilder { |
| 263 | public: |
| 264 | GrGLFullProgramBuilder(GrGpuGL*, const GrGLProgramDesc&); |
| 265 | |
| 266 | /** Add a varying variable to the current program to pass values between vertex and fragment |
| 267 | shaders. If the last two parameters are non-NULL, they are filled in with the name |
| 268 | generated. */ |
| 269 | void addVarying(GrSLType type, |
| 270 | const char* name, |
| 271 | const char** vsOutName = NULL, |
| 272 | const char** fsInName = NULL); |
| 273 | |
| 274 | GrGLVertexShaderBuilder* getVertexShaderBuilder() { return &fVS; } |
| 275 | |
| 276 | private: |
| 277 | virtual void emitCodeBeforeEffects(GrGLSLExpr4* color, GrGLSLExpr4* coverage) SK_OVERRIDE; |
| 278 | |
| 279 | virtual GrGLProgramEffects* createAndEmitEffects(const GrEffectStage* effectStages[], |
| 280 | int effectCnt, |
| 281 | const GrGLProgramDesc::EffectKeyProvider&, |
| 282 | GrGLSLExpr4* inOutFSColor) SK_OVERRIDE; |
| 283 | |
| 284 | virtual void emitCodeAfterEffects() SK_OVERRIDE; |
| 285 | |
| 286 | virtual bool compileAndAttachShaders(GrGLuint programId, |
| 287 | SkTDArray<GrGLuint>* shaderIds) const SK_OVERRIDE; |
| 288 | |
| 289 | virtual void bindProgramLocations(GrGLuint programId) SK_OVERRIDE; |
| 290 | |
| 291 | GrGLGeometryShaderBuilder fGS; |
| 292 | GrGLVertexShaderBuilder fVS; |
| 293 | |
| 294 | typedef GrGLProgramBuilder INHERITED; |
| 295 | }; |
| 296 | |
| 297 | //////////////////////////////////////////////////////////////////////////////// |
| 298 | |
| 299 | class GrGLFragmentOnlyProgramBuilder : public GrGLProgramBuilder { |
| 300 | public: |
| 301 | GrGLFragmentOnlyProgramBuilder(GrGpuGL*, const GrGLProgramDesc&); |
| 302 | |
| 303 | int addTexCoordSets(int count); |
| 304 | |
| 305 | private: |
| 306 | virtual void emitCodeBeforeEffects(GrGLSLExpr4* color, GrGLSLExpr4* coverage) SK_OVERRIDE {} |
| 307 | |
| 308 | virtual GrGLProgramEffects* createAndEmitEffects(const GrEffectStage* effectStages[], |
| 309 | int effectCnt, |
| 310 | const GrGLProgramDesc::EffectKeyProvider&, |
| 311 | GrGLSLExpr4* inOutFSColor) SK_OVERRIDE; |
| 312 | |
| 313 | virtual void emitCodeAfterEffects() SK_OVERRIDE {} |
| 314 | |
| 315 | typedef GrGLProgramBuilder INHERITED; |
| 316 | }; |
| 317 | |
| 318 | #endif |