Move all ShaderBuilder files to GLSL

BUG=skia:

Review URL: https://codereview.chromium.org/1438003003
diff --git a/src/gpu/glsl/GrGLSLFragmentShaderBuilder.cpp b/src/gpu/glsl/GrGLSLFragmentShaderBuilder.cpp
new file mode 100644
index 0000000..5a3e09d
--- /dev/null
+++ b/src/gpu/glsl/GrGLSLFragmentShaderBuilder.cpp
@@ -0,0 +1,268 @@
+/*
+ * Copyright 2014 Google Inc.
+ *
+ * Use of this source code is governed by a BSD-style license that can be
+ * found in the LICENSE file.
+ */
+
+#include "GrGLSLFragmentShaderBuilder.h"
+#include "GrRenderTarget.h"
+#include "glsl/GrGLSL.h"
+#include "glsl/GrGLSLCaps.h"
+#include "glsl/GrGLSLProgramBuilder.h"
+
+const char* GrGLSLFragmentShaderBuilder::kDstTextureColorName = "_dstColor";
+
+static const char* specific_layout_qualifier_name(GrBlendEquation equation) {
+    SkASSERT(GrBlendEquationIsAdvanced(equation));
+
+    static const char* kLayoutQualifierNames[] = {
+        "blend_support_screen",
+        "blend_support_overlay",
+        "blend_support_darken",
+        "blend_support_lighten",
+        "blend_support_colordodge",
+        "blend_support_colorburn",
+        "blend_support_hardlight",
+        "blend_support_softlight",
+        "blend_support_difference",
+        "blend_support_exclusion",
+        "blend_support_multiply",
+        "blend_support_hsl_hue",
+        "blend_support_hsl_saturation",
+        "blend_support_hsl_color",
+        "blend_support_hsl_luminosity"
+    };
+    return kLayoutQualifierNames[equation - kFirstAdvancedGrBlendEquation];
+
+    GR_STATIC_ASSERT(0 == kScreen_GrBlendEquation - kFirstAdvancedGrBlendEquation);
+    GR_STATIC_ASSERT(1 == kOverlay_GrBlendEquation - kFirstAdvancedGrBlendEquation);
+    GR_STATIC_ASSERT(2 == kDarken_GrBlendEquation - kFirstAdvancedGrBlendEquation);
+    GR_STATIC_ASSERT(3 == kLighten_GrBlendEquation - kFirstAdvancedGrBlendEquation);
+    GR_STATIC_ASSERT(4 == kColorDodge_GrBlendEquation - kFirstAdvancedGrBlendEquation);
+    GR_STATIC_ASSERT(5 == kColorBurn_GrBlendEquation - kFirstAdvancedGrBlendEquation);
+    GR_STATIC_ASSERT(6 == kHardLight_GrBlendEquation - kFirstAdvancedGrBlendEquation);
+    GR_STATIC_ASSERT(7 == kSoftLight_GrBlendEquation - kFirstAdvancedGrBlendEquation);
+    GR_STATIC_ASSERT(8 == kDifference_GrBlendEquation - kFirstAdvancedGrBlendEquation);
+    GR_STATIC_ASSERT(9 == kExclusion_GrBlendEquation - kFirstAdvancedGrBlendEquation);
+    GR_STATIC_ASSERT(10 == kMultiply_GrBlendEquation - kFirstAdvancedGrBlendEquation);
+    GR_STATIC_ASSERT(11 == kHSLHue_GrBlendEquation - kFirstAdvancedGrBlendEquation);
+    GR_STATIC_ASSERT(12 == kHSLSaturation_GrBlendEquation - kFirstAdvancedGrBlendEquation);
+    GR_STATIC_ASSERT(13 == kHSLColor_GrBlendEquation - kFirstAdvancedGrBlendEquation);
+    GR_STATIC_ASSERT(14 == kHSLLuminosity_GrBlendEquation - kFirstAdvancedGrBlendEquation);
+    GR_STATIC_ASSERT(SK_ARRAY_COUNT(kLayoutQualifierNames) ==
+                     kGrBlendEquationCnt - kFirstAdvancedGrBlendEquation);
+}
+
+GrGLSLFragmentShaderBuilder::FragPosKey
+GrGLSLFragmentShaderBuilder::KeyForFragmentPosition(const GrRenderTarget* dst) {
+    if (kTopLeft_GrSurfaceOrigin == dst->origin()) {
+        return kTopLeftFragPosRead_FragPosKey;
+    } else {
+        return kBottomLeftFragPosRead_FragPosKey;
+    }
+}
+
+GrGLSLFragmentShaderBuilder::GrGLSLFragmentShaderBuilder(GrGLSLProgramBuilder* program,
+                                                         uint8_t fragPosKey)
+    : INHERITED(program)
+    , fSetupFragPosition(false)
+    , fTopLeftFragPosRead(kTopLeftFragPosRead_FragPosKey == fragPosKey)
+    , fCustomColorOutputIndex(-1)
+    , fHasReadDstColor(false)
+    , fHasReadFragmentPosition(false) {
+}
+
+bool GrGLSLFragmentShaderBuilder::enableFeature(GLSLFeature feature) {
+    switch (feature) {
+        case kStandardDerivatives_GLSLFeature: {
+            if (!fProgramBuilder->glslCaps()->shaderDerivativeSupport()) {
+                return false;
+            }
+            const char* extension = fProgramBuilder->glslCaps()->shaderDerivativeExtensionString();
+            if (extension) {
+                this->addFeature(1 << kStandardDerivatives_GLSLFeature, extension);
+            }
+            return true;
+        }
+        default:
+            SkFAIL("Unexpected GLSLFeature requested.");
+            return false;
+    }
+}
+
+SkString GrGLSLFragmentShaderBuilder::ensureFSCoords2D(const GrGLSLTransformedCoordsArray& coords,
+                                                       int index) {
+    if (kVec3f_GrSLType != coords[index].getType()) {
+        SkASSERT(kVec2f_GrSLType == coords[index].getType());
+        return coords[index].getName();
+    }
+
+    SkString coords2D("coords2D");
+    if (0 != index) {
+        coords2D.appendf("_%i", index);
+    }
+    this->codeAppendf("\tvec2 %s = %s.xy / %s.z;",
+                      coords2D.c_str(), coords[index].c_str(), coords[index].c_str());
+    return coords2D;
+}
+
+const char* GrGLSLFragmentShaderBuilder::fragmentPosition() {
+    fHasReadFragmentPosition = true;
+
+    const GrGLSLCaps* glslCaps = fProgramBuilder->glslCaps();
+    // We only declare "gl_FragCoord" when we're in the case where we want to use layout qualifiers
+    // to reverse y. Otherwise it isn't necessary and whether the "in" qualifier appears in the
+    // declaration varies in earlier GLSL specs. So it is simpler to omit it.
+    if (fTopLeftFragPosRead) {
+        fSetupFragPosition = true;
+        return "gl_FragCoord";
+    } else if (const char* extension = glslCaps->fragCoordConventionsExtensionString()) {
+        if (!fSetupFragPosition) {
+            if (glslCaps->generation() < k150_GrGLSLGeneration) {
+                this->addFeature(1 << kFragCoordConventions_GLSLPrivateFeature,
+                                 extension);
+            }
+            fInputs.push_back().set(kVec4f_GrSLType,
+                                    GrGLSLShaderVar::kIn_TypeModifier,
+                                    "gl_FragCoord",
+                                    kDefault_GrSLPrecision,
+                                    GrGLSLShaderVar::kUpperLeft_Origin);
+            fSetupFragPosition = true;
+        }
+        return "gl_FragCoord";
+    } else {
+        static const char* kTempName = "tmpXYFragCoord";
+        static const char* kCoordName = "fragCoordYDown";
+        if (!fSetupFragPosition) {
+            SkASSERT(!fProgramBuilder->fUniformHandles.fRTHeightUni.isValid());
+            const char* rtHeightName;
+
+            fProgramBuilder->fUniformHandles.fRTHeightUni =
+                    fProgramBuilder->addFragPosUniform(GrGLSLProgramBuilder::kFragment_Visibility,
+                                                       kFloat_GrSLType,
+                                                       kDefault_GrSLPrecision,
+                                                       "RTHeight",
+                                                       &rtHeightName);
+
+            // The Adreno compiler seems to be very touchy about access to "gl_FragCoord".
+            // Accessing glFragCoord.zw can cause a program to fail to link. Additionally,
+            // depending on the surrounding code, accessing .xy with a uniform involved can
+            // do the same thing. Copying gl_FragCoord.xy into a temp vec2 beforehand 
+            // (and only accessing .xy) seems to "fix" things.
+            this->codePrependf("\tvec4 %s = vec4(%s.x, %s - %s.y, 1.0, 1.0);\n",
+                               kCoordName, kTempName, rtHeightName, kTempName);
+            this->codePrependf("vec2 %s = gl_FragCoord.xy;", kTempName);
+            fSetupFragPosition = true;
+        }
+        SkASSERT(fProgramBuilder->fUniformHandles.fRTHeightUni.isValid());
+        return kCoordName;
+    }
+}
+
+const char* GrGLSLFragmentShaderBuilder::dstColor() {
+    fHasReadDstColor = true;
+
+    const GrGLSLCaps* glslCaps = fProgramBuilder->glslCaps();
+    if (glslCaps->fbFetchSupport()) {
+        this->addFeature(1 << (GrGLSLFragmentShaderBuilder::kLastGLSLPrivateFeature + 1),
+                         glslCaps->fbFetchExtensionString());
+
+        // Some versions of this extension string require declaring custom color output on ES 3.0+
+        const char* fbFetchColorName = glslCaps->fbFetchColorName();
+        if (glslCaps->fbFetchNeedsCustomOutput()) {
+            this->enableCustomOutput();
+            fOutputs[fCustomColorOutputIndex].setTypeModifier(GrShaderVar::kInOut_TypeModifier);
+            fbFetchColorName = DeclaredColorOutputName();
+        }
+        return fbFetchColorName;
+    } else {
+        return kDstTextureColorName;
+    } 
+}
+
+void GrGLSLFragmentShaderBuilder::enableAdvancedBlendEquationIfNeeded(GrBlendEquation equation) {
+    SkASSERT(GrBlendEquationIsAdvanced(equation));
+
+    const GrGLSLCaps& caps = *fProgramBuilder->glslCaps();
+    if (!caps.mustEnableAdvBlendEqs()) {
+        return;
+    }
+
+    this->addFeature(1 << kBlendEquationAdvanced_GLSLPrivateFeature,
+                     "GL_KHR_blend_equation_advanced");
+    if (caps.mustEnableSpecificAdvBlendEqs()) {
+        this->addLayoutQualifier(specific_layout_qualifier_name(equation), kOut_InterfaceQualifier);
+    } else {
+        this->addLayoutQualifier("blend_support_all_equations", kOut_InterfaceQualifier);
+    }
+}
+
+void GrGLSLFragmentShaderBuilder::enableCustomOutput() {
+    if (!fHasCustomColorOutput) {
+        fHasCustomColorOutput = true;
+        fCustomColorOutputIndex = fOutputs.count();
+        fOutputs.push_back().set(kVec4f_GrSLType,
+                                 GrGLSLShaderVar::kOut_TypeModifier,
+                                 DeclaredColorOutputName());
+    }
+}
+
+void GrGLSLFragmentShaderBuilder::enableSecondaryOutput() {
+    SkASSERT(!fHasSecondaryOutput);
+    fHasSecondaryOutput = true;
+    const GrGLSLCaps& caps = *fProgramBuilder->glslCaps();
+    if (const char* extension = caps.secondaryOutputExtensionString()) {
+        this->addFeature(1 << kBlendFuncExtended_GLSLPrivateFeature, extension);
+    }
+
+    // If the primary output is declared, we must declare also the secondary output
+    // and vice versa, since it is not allowed to use a built-in gl_FragColor and a custom
+    // output. The condition also co-incides with the condition in whici GLES SL 2.0
+    // requires the built-in gl_SecondaryFragColorEXT, where as 3.0 requires a custom output.
+    if (caps.mustDeclareFragmentShaderOutput()) {
+        fOutputs.push_back().set(kVec4f_GrSLType, GrGLSLShaderVar::kOut_TypeModifier,
+                                 DeclaredSecondaryColorOutputName());
+    }
+}
+
+const char* GrGLSLFragmentShaderBuilder::getPrimaryColorOutputName() const {
+    return fHasCustomColorOutput ? DeclaredColorOutputName() : "gl_FragColor";
+}
+
+const char* GrGLSLFragmentShaderBuilder::getSecondaryColorOutputName() const {
+    const GrGLSLCaps& caps = *fProgramBuilder->glslCaps();
+    return caps.mustDeclareFragmentShaderOutput() ? DeclaredSecondaryColorOutputName()
+                                                  : "gl_SecondaryFragColorEXT";
+}
+
+void GrGLSLFragmentShaderBuilder::onFinalize() {
+    GrGLSLAppendDefaultFloatPrecisionDeclaration(kDefault_GrSLPrecision,
+                                                 *fProgramBuilder->glslCaps(),
+                                                 &this->precisionQualifier());
+}
+
+void GrGLSLFragmentShaderBuilder::addVarying(GrGLSLVarying* v, GrSLPrecision fsPrec) {
+    v->fFsIn = v->fVsOut;
+    if (v->fGsOut) {
+        v->fFsIn = v->fGsOut;
+    }
+    fInputs.push_back().set(v->fType, GrGLSLShaderVar::kVaryingIn_TypeModifier, v->fFsIn, fsPrec);
+}
+
+void GrGLSLFragmentBuilder::onBeforeChildProcEmitCode() {
+    SkASSERT(fSubstageIndices.count() >= 1);
+    fSubstageIndices.push_back(0);
+    // second-to-last value in the fSubstageIndices stack is the index of the child proc
+    // at that level which is currently emitting code.
+    fMangleString.appendf("_c%d", fSubstageIndices[fSubstageIndices.count() - 2]);
+}
+
+void GrGLSLFragmentBuilder::onAfterChildProcEmitCode() {
+    SkASSERT(fSubstageIndices.count() >= 2);
+    fSubstageIndices.pop_back();
+    fSubstageIndices.back()++;
+    int removeAt = fMangleString.findLastOf('_');
+    fMangleString.remove(removeAt, fMangleString.size() - removeAt);
+}
+