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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,
bsalomon@google.comf06df1b2012-09-06 20:22:31 +0000126 const GrGLShaderBuilder::TextureSampler& sampler,
bsalomon@google.com868a8e72012-08-30 19:11:34 +0000127 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.comf06df1b2012-09-06 20:22:31 +0000133 out->appendf("%s(%s, %s)",
134 sample_function_name(varyingType),
135 this->getUniformCStr(sampler.fSamplerUniform),
136 coordName);
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 lookup.append(fSwizzle.c_str());
149 GrGLSLModulate4f(out, modulation, lookup.c_str());
tomhudson@google.com52598142012-05-24 17:44:30 +0000150}
151
bsalomon@google.comf06df1b2012-09-06 20:22:31 +0000152void GrGLShaderBuilder::emitCustomTextureLookup(const GrGLShaderBuilder::TextureSampler& sampler,
bsalomon@google.com34bcb9f2012-08-28 18:20:18 +0000153 const char* coordName,
154 GrSLType varyingType) {
bsalomon@google.comf06df1b2012-09-06 20:22:31 +0000155 GrAssert(NULL != sampler.textureAccess());
156 SkString swizzle = build_swizzle_string(*sampler.textureAccess(), fContext.caps());
twiz@google.coma5e65ec2012-08-02 15:15:16 +0000157
bsalomon@google.comf06df1b2012-09-06 20:22:31 +0000158 fFSCode.appendf("%s( %s, %s)%s;\n",
159 sample_function_name(varyingType),
160 this->getUniformCStr(sampler.fSamplerUniform),
twiz@google.coma5e65ec2012-08-02 15:15:16 +0000161 coordName, swizzle.c_str());
162}
163
164GrCustomStage::StageKey GrGLShaderBuilder::KeyForTextureAccess(const GrTextureAccess& access,
165 const GrGLCaps& caps) {
166 GrCustomStage::StageKey key = 0;
bsalomon@google.comd4726202012-08-03 14:34:46 +0000167
twiz@google.coma5e65ec2012-08-02 15:15:16 +0000168 // Assume that swizzle support implies that we never have to modify a shader to adjust
169 // for texture format/swizzle settings.
170 if (caps.textureSwizzleSupport()) {
171 return key;
172 }
173
174 if (texture_requires_alpha_to_red_swizzle(caps, access)) {
175 key = 1;
176 }
177
178 return key;
179}
180
bsalomon@google.com777c3aa2012-07-25 20:58:20 +0000181GrGLUniformManager::UniformHandle GrGLShaderBuilder::addUniformArray(uint32_t visibility,
182 GrSLType type,
183 const char* name,
184 int count,
185 const char** outName) {
tomhudson@google.com242ed6f2012-05-30 17:38:57 +0000186 GrAssert(name && strlen(name));
bsalomon@google.comeb715c82012-07-11 15:03:31 +0000187 static const uint32_t kVisibilityMask = kVertex_ShaderType | kFragment_ShaderType;
188 GrAssert(0 == (~kVisibilityMask & visibility));
189 GrAssert(0 != visibility);
tomhudson@google.com242ed6f2012-05-30 17:38:57 +0000190
bsalomon@google.comdbbc4e22012-07-25 17:48:39 +0000191 BuilderUniform& uni = fUniforms.push_back();
bsalomon@google.com032b2212012-07-16 13:36:18 +0000192 UniformHandle h = index_to_handle(fUniforms.count() - 1);
bsalomon@google.comdbbc4e22012-07-25 17:48:39 +0000193 GR_DEBUGCODE(UniformHandle h2 =)
194 fUniformManager.appendUniform(type, count);
195 // We expect the uniform manager to initially have no uniforms and that all uniforms are added
196 // by this function. Therefore, the handles should match.
197 GrAssert(h2 == h);
bsalomon@google.com032b2212012-07-16 13:36:18 +0000198 uni.fVariable.setType(type);
199 uni.fVariable.setTypeModifier(GrGLShaderVar::kUniform_TypeModifier);
bsalomon@google.com777c3aa2012-07-25 20:58:20 +0000200 SkString* uniName = uni.fVariable.accessName();
201 if (kNonStageIdx == fCurrentStage) {
202 uniName->printf("u%s", name);
203 } else {
204 uniName->printf("u%s%d", name, fCurrentStage);
tomhudson@google.com242ed6f2012-05-30 17:38:57 +0000205 }
bsalomon@google.com032b2212012-07-16 13:36:18 +0000206 uni.fVariable.setArrayCount(count);
207 uni.fVisibility = visibility;
tomhudson@google.com242ed6f2012-05-30 17:38:57 +0000208
bsalomon@google.com032b2212012-07-16 13:36:18 +0000209 // If it is visible in both the VS and FS, the precision must match.
210 // We declare a default FS precision, but not a default VS. So set the var
211 // to use the default FS precision.
bsalomon@google.comeb715c82012-07-11 15:03:31 +0000212 if ((kVertex_ShaderType | kFragment_ShaderType) == visibility) {
bsalomon@google.comd7727ce2012-07-12 16:40:03 +0000213 // the fragment and vertex precisions must match
bsalomon@google.com032b2212012-07-16 13:36:18 +0000214 uni.fVariable.setPrecision(kDefaultFragmentPrecision);
tomhudson@google.com242ed6f2012-05-30 17:38:57 +0000215 }
216
bsalomon@google.com777c3aa2012-07-25 20:58:20 +0000217 if (NULL != outName) {
218 *outName = uni.fVariable.c_str();
219 }
220
bsalomon@google.com032b2212012-07-16 13:36:18 +0000221 return h;
222}
223
224const GrGLShaderVar& GrGLShaderBuilder::getUniformVariable(UniformHandle u) const {
225 return fUniforms[handle_to_index(u)].fVariable;
tomhudson@google.com242ed6f2012-05-30 17:38:57 +0000226}
tomhudson@google.com23cb2292012-05-30 18:26:03 +0000227
228void GrGLShaderBuilder::addVarying(GrSLType type,
229 const char* name,
230 const char** vsOutName,
231 const char** fsInName) {
232 fVSOutputs.push_back();
233 fVSOutputs.back().setType(type);
234 fVSOutputs.back().setTypeModifier(GrGLShaderVar::kOut_TypeModifier);
bsalomon@google.com777c3aa2012-07-25 20:58:20 +0000235 if (kNonStageIdx == fCurrentStage) {
236 fVSOutputs.back().accessName()->printf("v%s", name);
237 } else {
238 fVSOutputs.back().accessName()->printf("v%s%d", name, fCurrentStage);
239 }
tomhudson@google.com23cb2292012-05-30 18:26:03 +0000240 if (vsOutName) {
241 *vsOutName = fVSOutputs.back().getName().c_str();
242 }
243 // input to FS comes either from VS or GS
bsalomon@google.comf0a104e2012-07-10 17:51:07 +0000244 const SkString* fsName;
tomhudson@google.com23cb2292012-05-30 18:26:03 +0000245 if (fUsesGS) {
246 // if we have a GS take each varying in as an array
247 // and output as non-array.
248 fGSInputs.push_back();
249 fGSInputs.back().setType(type);
250 fGSInputs.back().setTypeModifier(GrGLShaderVar::kIn_TypeModifier);
251 fGSInputs.back().setUnsizedArray();
252 *fGSInputs.back().accessName() = fVSOutputs.back().getName();
253 fGSOutputs.push_back();
254 fGSOutputs.back().setType(type);
255 fGSOutputs.back().setTypeModifier(GrGLShaderVar::kOut_TypeModifier);
bsalomon@google.comd4726202012-08-03 14:34:46 +0000256 if (kNonStageIdx == fCurrentStage) {
257 fGSOutputs.back().accessName()->printf("g%s", name);
258 } else {
259 fGSOutputs.back().accessName()->printf("g%s%d", name, fCurrentStage);
260 }
tomhudson@google.com23cb2292012-05-30 18:26:03 +0000261 fsName = fGSOutputs.back().accessName();
262 } else {
263 fsName = fVSOutputs.back().accessName();
264 }
265 fFSInputs.push_back();
266 fFSInputs.back().setType(type);
267 fFSInputs.back().setTypeModifier(GrGLShaderVar::kIn_TypeModifier);
268 fFSInputs.back().setName(*fsName);
269 if (fsInName) {
270 *fsInName = fsName->c_str();
271 }
272}
273
bsalomon@google.coma1bf0ff2012-08-07 17:36:29 +0000274void GrGLShaderBuilder::emitFunction(ShaderType shader,
275 GrSLType returnType,
276 const char* name,
277 int argCnt,
278 const GrGLShaderVar* args,
279 const char* body,
280 SkString* outName) {
281 GrAssert(kFragment_ShaderType == shader);
282 fFSFunctions.append(GrGLShaderVar::TypeString(returnType));
283 if (kNonStageIdx != fCurrentStage) {
284 outName->printf(" %s_%d", name, fCurrentStage);
285 } else {
286 *outName = name;
287 }
288 fFSFunctions.append(*outName);
289 fFSFunctions.append("(");
290 for (int i = 0; i < argCnt; ++i) {
291 args[i].appendDecl(fContext, &fFSFunctions);
292 if (i < argCnt - 1) {
293 fFSFunctions.append(", ");
294 }
295 }
296 fFSFunctions.append(") {\n");
297 fFSFunctions.append(body);
298 fFSFunctions.append("}\n\n");
299}
tomhudson@google.com23cb2292012-05-30 18:26:03 +0000300
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000301namespace {
bsalomon@google.comd7727ce2012-07-12 16:40:03 +0000302
303inline void append_default_precision_qualifier(GrGLShaderVar::Precision p,
304 GrGLBinding binding,
305 SkString* str) {
306 // Desktop GLSL has added precision qualifiers but they don't do anything.
307 if (kES2_GrGLBinding == binding) {
308 switch (p) {
309 case GrGLShaderVar::kHigh_Precision:
310 str->append("precision highp float;\n");
311 break;
312 case GrGLShaderVar::kMedium_Precision:
313 str->append("precision mediump float;\n");
314 break;
315 case GrGLShaderVar::kLow_Precision:
316 str->append("precision lowp float;\n");
317 break;
318 case GrGLShaderVar::kDefault_Precision:
319 GrCrash("Default precision now allowed.");
320 default:
321 GrCrash("Unknown precision value.");
322 }
323 }
324}
bsalomon@google.com032b2212012-07-16 13:36:18 +0000325}
bsalomon@google.comd7727ce2012-07-12 16:40:03 +0000326
bsalomon@google.com032b2212012-07-16 13:36:18 +0000327void GrGLShaderBuilder::appendDecls(const VarArray& vars, SkString* out) const {
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000328 for (int i = 0; i < vars.count(); ++i) {
bsalomon@google.com032b2212012-07-16 13:36:18 +0000329 vars[i].appendDecl(fContext, out);
bsalomon@google.coma1bf0ff2012-08-07 17:36:29 +0000330 out->append(";\n");
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000331 }
332}
bsalomon@google.com032b2212012-07-16 13:36:18 +0000333
334void GrGLShaderBuilder::appendUniformDecls(ShaderType stype, SkString* out) const {
335 for (int i = 0; i < fUniforms.count(); ++i) {
336 if (fUniforms[i].fVisibility & stype) {
337 fUniforms[i].fVariable.appendDecl(fContext, out);
bsalomon@google.coma1bf0ff2012-08-07 17:36:29 +0000338 out->append(";\n");
bsalomon@google.com032b2212012-07-16 13:36:18 +0000339 }
340 }
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000341}
342
343void GrGLShaderBuilder::getShader(ShaderType type, SkString* shaderStr) const {
344 switch (type) {
345 case kVertex_ShaderType:
346 *shaderStr = fHeader;
bsalomon@google.com032b2212012-07-16 13:36:18 +0000347 this->appendUniformDecls(kVertex_ShaderType, shaderStr);
348 this->appendDecls(fVSAttrs, shaderStr);
349 this->appendDecls(fVSOutputs, shaderStr);
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000350 shaderStr->append(fVSCode);
351 break;
352 case kGeometry_ShaderType:
353 if (fUsesGS) {
354 *shaderStr = fHeader;
355 shaderStr->append(fGSHeader);
bsalomon@google.com032b2212012-07-16 13:36:18 +0000356 this->appendDecls(fGSInputs, shaderStr);
357 this->appendDecls(fGSOutputs, shaderStr);
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000358 shaderStr->append(fGSCode);
359 } else {
360 shaderStr->reset();
361 }
362 break;
363 case kFragment_ShaderType:
364 *shaderStr = fHeader;
bsalomon@google.comd7727ce2012-07-12 16:40:03 +0000365 append_default_precision_qualifier(kDefaultFragmentPrecision,
366 fContext.binding(),
367 shaderStr);
bsalomon@google.com032b2212012-07-16 13:36:18 +0000368 this->appendUniformDecls(kFragment_ShaderType, shaderStr);
369 this->appendDecls(fFSInputs, shaderStr);
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000370 // We shouldn't have declared outputs on 1.10
371 GrAssert(k110_GrGLSLGeneration != fContext.glslGeneration() || fFSOutputs.empty());
bsalomon@google.com032b2212012-07-16 13:36:18 +0000372 this->appendDecls(fFSOutputs, shaderStr);
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000373 shaderStr->append(fFSFunctions);
374 shaderStr->append(fFSCode);
375 break;
376 }
bsalomon@google.comad5e9372012-07-11 18:11:27 +0000377 }
bsalomon@google.comd7727ce2012-07-12 16:40:03 +0000378
bsalomon@google.comdbbc4e22012-07-25 17:48:39 +0000379void GrGLShaderBuilder::finished(GrGLuint programID) {
380 fUniformManager.getUniformLocations(programID, fUniforms);
381}