| /* |
| * 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 "GrGLProgramBuilder.h" |
| #include "gl/GrGLProgram.h" |
| #include "gl/GrGLSLPrettyPrint.h" |
| #include "gl/GrGLUniformHandle.h" |
| #include "../GrGLXferProcessor.h" |
| #include "../GrGLGpu.h" |
| #include "GrCoordTransform.h" |
| #include "GrGLLegacyNvprProgramBuilder.h" |
| #include "GrGLNvprProgramBuilder.h" |
| #include "GrGLProgramBuilder.h" |
| #include "GrTexture.h" |
| #include "SkRTConf.h" |
| #include "SkTraceEvent.h" |
| |
| #define GL_CALL(X) GR_GL_CALL(this->gpu()->glInterface(), X) |
| #define GL_CALL_RET(R, X) GR_GL_CALL_RET(this->gpu()->glInterface(), R, X) |
| |
| ////////////////////////////////////////////////////////////////////////////// |
| |
| const int GrGLProgramBuilder::kVarsPerBlock = 8; |
| |
| GrGLProgram* GrGLProgramBuilder::CreateProgram(const GrOptDrawState& optState, GrGLGpu* gpu) { |
| // create a builder. This will be handed off to effects so they can use it to add |
| // uniforms, varyings, textures, etc |
| SkAutoTDelete<GrGLProgramBuilder> builder(CreateProgramBuilder(optState, |
| optState.hasGeometryProcessor(), |
| gpu)); |
| |
| GrGLProgramBuilder* pb = builder.get(); |
| const GrGLProgramDescBuilder::GLKeyHeader& header = GrGLProgramDescBuilder::GetHeader(pb->desc()); |
| |
| // emit code to read the dst copy texture, if necessary |
| if (GrGLFragmentShaderBuilder::kNoDstRead_DstReadKey != header.fDstReadKey && |
| !gpu->glCaps().fbFetchSupport()) { |
| pb->fFS.emitCodeToReadDstTexture(); |
| } |
| |
| // TODO: Once all stages can handle taking a float or vec4 and correctly handling them we can |
| // seed correctly here |
| GrGLSLExpr4 inputColor; |
| GrGLSLExpr4 inputCoverage; |
| |
| pb->emitAndInstallProcs(&inputColor, &inputCoverage); |
| |
| return pb->finalize(); |
| } |
| |
| GrGLProgramBuilder* GrGLProgramBuilder::CreateProgramBuilder(const GrOptDrawState& optState, |
| bool hasGeometryProcessor, |
| GrGLGpu* gpu) { |
| const GrProgramDesc& desc = optState.programDesc(); |
| if (GrGLProgramDescBuilder::GetHeader(desc).fUseNvpr) { |
| SkASSERT(gpu->glCaps().pathRenderingSupport()); |
| SkASSERT(!hasGeometryProcessor); |
| if (gpu->glPathRendering()->texturingMode() == |
| GrGLPathRendering::FixedFunction_TexturingMode) { |
| return SkNEW_ARGS(GrGLLegacyNvprProgramBuilder, (gpu, optState)); |
| } else { |
| return SkNEW_ARGS(GrGLNvprProgramBuilder, (gpu, optState)); |
| } |
| } else { |
| return SkNEW_ARGS(GrGLProgramBuilder, (gpu, optState)); |
| } |
| } |
| |
| ///////////////////////////////////////////////////////////////////////////// |
| |
| GrGLProgramBuilder::GrGLProgramBuilder(GrGLGpu* gpu, const GrOptDrawState& optState) |
| : fVS(this) |
| , fGS(this) |
| , fFS(this, optState.programDesc().header().fFragPosKey) |
| , fOutOfStage(true) |
| , fStageIndex(-1) |
| , fGeometryProcessor(NULL) |
| , fXferProcessor(NULL) |
| , fOptState(optState) |
| , fDesc(optState.programDesc()) |
| , fGpu(gpu) |
| , fUniforms(kVarsPerBlock) { |
| } |
| |
| void GrGLProgramBuilder::addVarying(const char* name, |
| GrGLVarying* varying, |
| GrSLPrecision fsPrecision) { |
| SkASSERT(varying); |
| if (varying->vsVarying()) { |
| fVS.addVarying(name, varying); |
| } |
| if (fOptState.hasGeometryProcessor() && fOptState.getGeometryProcessor()->willUseGeoShader()) { |
| fGS.addVarying(name, varying); |
| } |
| if (varying->fsVarying()) { |
| fFS.addVarying(varying, fsPrecision); |
| } |
| } |
| |
| void GrGLProgramBuilder::addPassThroughAttribute(const GrGeometryProcessor::GrAttribute* input, |
| const char* output) { |
| GrSLType type = GrVertexAttribTypeToSLType(input->fType); |
| GrGLVertToFrag v(type); |
| this->addVarying(input->fName, &v); |
| fVS.codeAppendf("%s = %s;", v.vsOut(), input->fName); |
| fFS.codeAppendf("%s = %s;", output, v.fsIn()); |
| } |
| |
| void GrGLProgramBuilder::nameVariable(SkString* out, char prefix, const char* name) { |
| if ('\0' == prefix) { |
| *out = name; |
| } else { |
| out->printf("%c%s", prefix, name); |
| } |
| if (!fOutOfStage) { |
| if (out->endsWith('_')) { |
| // Names containing "__" are reserved. |
| out->append("x"); |
| } |
| out->appendf("_Stage%d", fStageIndex); |
| } |
| } |
| |
| GrGLProgramDataManager::UniformHandle GrGLProgramBuilder::addUniformArray( |
| uint32_t visibility, |
| GrSLType type, |
| GrSLPrecision precision, |
| const char* name, |
| int count, |
| const char** outName) { |
| SkASSERT(name && strlen(name)); |
| SkDEBUGCODE(static const uint32_t kVisibilityMask = kVertex_Visibility | kFragment_Visibility); |
| SkASSERT(0 == (~kVisibilityMask & visibility)); |
| SkASSERT(0 != visibility); |
| SkASSERT(kDefault_GrSLPrecision == precision || GrSLTypeIsFloatType(type)); |
| |
| UniformInfo& uni = fUniforms.push_back(); |
| uni.fVariable.setType(type); |
| uni.fVariable.setTypeModifier(GrGLShaderVar::kUniform_TypeModifier); |
| // TODO this is a bit hacky, lets think of a better way. Basically we need to be able to use |
| // the uniform view matrix name in the GP, and the GP is immutable so it has to tell the PB |
| // exactly what name it wants to use for the uniform view matrix. If we prefix anythings, then |
| // the names will mismatch. I think the correct solution is to have all GPs which need the |
| // uniform view matrix, they should upload the view matrix in their setData along with regular |
| // uniforms. |
| char prefix = 'u'; |
| if ('u' == name[0]) { |
| prefix = '\0'; |
| } |
| this->nameVariable(uni.fVariable.accessName(), prefix, name); |
| uni.fVariable.setArrayCount(count); |
| uni.fVisibility = visibility; |
| uni.fVariable.setPrecision(precision); |
| |
| if (outName) { |
| *outName = uni.fVariable.c_str(); |
| } |
| return GrGLProgramDataManager::UniformHandle::CreateFromUniformIndex(fUniforms.count() - 1); |
| } |
| |
| void GrGLProgramBuilder::appendUniformDecls(ShaderVisibility visibility, |
| SkString* out) const { |
| for (int i = 0; i < fUniforms.count(); ++i) { |
| if (fUniforms[i].fVisibility & visibility) { |
| fUniforms[i].fVariable.appendDecl(this->ctxInfo(), out); |
| out->append(";\n"); |
| } |
| } |
| } |
| |
| const GrGLContextInfo& GrGLProgramBuilder::ctxInfo() const { |
| return fGpu->ctxInfo(); |
| } |
| |
| void GrGLProgramBuilder::emitAndInstallProcs(GrGLSLExpr4* inputColor, GrGLSLExpr4* inputCoverage) { |
| if (fOptState.hasGeometryProcessor()) { |
| fVS.setupUniformViewMatrix(); |
| |
| fVS.codeAppend("gl_PointSize = 1.0;"); |
| |
| // Setup position |
| // TODO it'd be possible to remove these from the vertexshader builder and have them |
| // be outputs from the emit call. We don't do this because emitargs is constant. It would |
| // be easy to change this though |
| fVS.codeAppendf("vec3 %s;", fVS.glPosition()); |
| fVS.codeAppendf("vec2 %s;", fVS.positionCoords()); |
| fVS.codeAppendf("vec2 %s;", fVS.localCoords()); |
| |
| const GrGeometryProcessor& gp = *fOptState.getGeometryProcessor(); |
| fVS.emitAttributes(gp); |
| } |
| |
| const GrPrimitiveProcessor& primProc = *fOptState.getPrimitiveProcessor(); |
| this->emitAndInstallProc(primProc, inputColor, inputCoverage); |
| |
| fFragmentProcessors.reset(SkNEW(GrGLInstalledFragProcs)); |
| int numProcs = fOptState.numFragmentStages(); |
| this->emitAndInstallFragProcs(0, fOptState.numColorStages(), inputColor); |
| this->emitAndInstallFragProcs(fOptState.numColorStages(), numProcs, inputCoverage); |
| |
| if (fOptState.hasGeometryProcessor()) { |
| fVS.transformToNormalizedDeviceSpace(); |
| } |
| |
| this->emitAndInstallXferProc(*fOptState.getXferProcessor(), *inputColor, *inputCoverage); |
| } |
| |
| void GrGLProgramBuilder::emitAndInstallFragProcs(int procOffset, |
| int numProcs, |
| GrGLSLExpr4* inOut) { |
| for (int e = procOffset; e < numProcs; ++e) { |
| GrGLSLExpr4 output; |
| const GrPendingFragmentStage& stage = fOptState.getFragmentStage(e); |
| this->emitAndInstallProc(stage, e, *inOut, &output); |
| *inOut = output; |
| } |
| } |
| |
| void GrGLProgramBuilder::nameExpression(GrGLSLExpr4* output, const char* baseName) { |
| // create var to hold stage result. If we already have a valid output name, just use that |
| // otherwise create a new mangled one. This name is only valid if we are reordering stages |
| // and have to tell stage exactly where to put its output. |
| SkString outName; |
| if (output->isValid()) { |
| outName = output->c_str(); |
| } else { |
| this->nameVariable(&outName, '\0', baseName); |
| } |
| fFS.codeAppendf("vec4 %s;", outName.c_str()); |
| *output = outName; |
| } |
| |
| // TODO Processors cannot output zeros because an empty string is all 1s |
| // the fix is to allow effects to take the GrGLSLExpr4 directly |
| void GrGLProgramBuilder::emitAndInstallProc(const GrPendingFragmentStage& proc, |
| int index, |
| const GrGLSLExpr4& input, |
| GrGLSLExpr4* output) { |
| // Program builders have a bit of state we need to clear with each effect |
| AutoStageAdvance adv(this); |
| this->nameExpression(output, "output"); |
| |
| // Enclose custom code in a block to avoid namespace conflicts |
| SkString openBrace; |
| openBrace.printf("{ // Stage %d, %s\n", fStageIndex, proc.name()); |
| fFS.codeAppend(openBrace.c_str()); |
| |
| this->emitAndInstallProc(proc, output->c_str(), input.isOnes() ? NULL : input.c_str()); |
| |
| fFS.codeAppend("}"); |
| } |
| |
| void GrGLProgramBuilder::emitAndInstallProc(const GrPrimitiveProcessor& proc, |
| GrGLSLExpr4* outputColor, |
| GrGLSLExpr4* outputCoverage) { |
| // Program builders have a bit of state we need to clear with each effect |
| AutoStageAdvance adv(this); |
| this->nameExpression(outputColor, "outputColor"); |
| this->nameExpression(outputCoverage, "outputCoverage"); |
| |
| // Enclose custom code in a block to avoid namespace conflicts |
| SkString openBrace; |
| openBrace.printf("{ // Stage %d, %s\n", fStageIndex, proc.name()); |
| fFS.codeAppend(openBrace.c_str()); |
| |
| this->emitAndInstallProc(proc, outputColor->c_str(), outputCoverage->c_str()); |
| |
| fFS.codeAppend("}"); |
| } |
| |
| void GrGLProgramBuilder::emitAndInstallProc(const GrPendingFragmentStage& fs, |
| const char* outColor, |
| const char* inColor) { |
| GrGLInstalledFragProc* ifp = SkNEW(GrGLInstalledFragProc); |
| |
| const GrFragmentProcessor& fp = *fs.getProcessor(); |
| ifp->fGLProc.reset(fp.createGLInstance()); |
| |
| SkSTArray<4, GrGLProcessor::TextureSampler> samplers(fp.numTextures()); |
| this->emitSamplers(fp, &samplers, ifp); |
| |
| // Fragment processors can have coord transforms |
| SkSTArray<2, GrGLProcessor::TransformedCoords> coords(fp.numTransforms()); |
| this->emitTransforms(fs, &coords, ifp); |
| |
| ifp->fGLProc->emitCode(this, fp, outColor, inColor, coords, samplers); |
| |
| // We have to check that effects and the code they emit are consistent, ie if an effect |
| // asks for dst color, then the emit code needs to follow suit |
| verify(fp); |
| fFragmentProcessors->fProcs.push_back(ifp); |
| } |
| |
| void GrGLProgramBuilder::emitAndInstallProc(const GrPrimitiveProcessor& gp, |
| const char* outColor, |
| const char* outCoverage) { |
| SkASSERT(!fGeometryProcessor); |
| fGeometryProcessor = SkNEW(GrGLInstalledGeoProc); |
| |
| const GrBatchTracker& bt = fOptState.getBatchTracker(); |
| fGeometryProcessor->fGLProc.reset(gp.createGLInstance(bt)); |
| |
| SkSTArray<4, GrGLProcessor::TextureSampler> samplers(gp.numTextures()); |
| this->emitSamplers(gp, &samplers, fGeometryProcessor); |
| |
| GrGLGeometryProcessor::EmitArgs args(this, gp, bt, outColor, outCoverage, samplers); |
| fGeometryProcessor->fGLProc->emitCode(args); |
| |
| // We have to check that effects and the code they emit are consistent, ie if an effect |
| // asks for dst color, then the emit code needs to follow suit |
| verify(gp); |
| } |
| |
| void GrGLProgramBuilder::emitAndInstallXferProc(const GrXferProcessor& xp, |
| const GrGLSLExpr4& colorIn, |
| const GrGLSLExpr4& coverageIn) { |
| // Program builders have a bit of state we need to clear with each effect |
| AutoStageAdvance adv(this); |
| |
| SkASSERT(!fXferProcessor); |
| fXferProcessor = SkNEW(GrGLInstalledXferProc); |
| |
| fXferProcessor->fGLProc.reset(xp.createGLInstance()); |
| |
| // Enable dual source secondary output if we have one |
| if (xp.hasSecondaryOutput()) { |
| fFS.enableSecondaryOutput(); |
| } |
| |
| // On any post 1.10 GLSL supporting GPU, we declare custom output |
| if (k110_GrGLSLGeneration != fFS.fProgramBuilder->gpu()->glslGeneration()) { |
| fFS.enableCustomOutput(); |
| } |
| |
| SkString openBrace; |
| openBrace.printf("{ // Xfer Processor: %s\n", xp.name()); |
| fFS.codeAppend(openBrace.c_str()); |
| |
| SkSTArray<4, GrGLProcessor::TextureSampler> samplers(xp.numTextures()); |
| this->emitSamplers(xp, &samplers, fXferProcessor); |
| |
| GrGLXferProcessor::EmitArgs args(this, xp, colorIn.c_str(), coverageIn.c_str(), |
| fFS.getPrimaryColorOutputName(), |
| fFS.getSecondaryColorOutputName(), samplers); |
| fXferProcessor->fGLProc->emitCode(args); |
| |
| // We have to check that effects and the code they emit are consistent, ie if an effect |
| // asks for dst color, then the emit code needs to follow suit |
| verify(xp); |
| fFS.codeAppend("}"); |
| } |
| |
| void GrGLProgramBuilder::verify(const GrPrimitiveProcessor& gp) { |
| SkASSERT(fFS.hasReadFragmentPosition() == gp.willReadFragmentPosition()); |
| } |
| |
| void GrGLProgramBuilder::verify(const GrXferProcessor& xp) { |
| // TODO: Once will readDst is only xp enable this assert and remove it from the |
| // FragmentProcessor verify() |
| //SkASSERT(fFS.hasReadDstColor() == xp.willReadDstColor()); |
| } |
| |
| void GrGLProgramBuilder::verify(const GrFragmentProcessor& fp) { |
| SkASSERT(fFS.hasReadFragmentPosition() == fp.willReadFragmentPosition()); |
| SkASSERT(fFS.hasReadDstColor() == fp.willReadDstColor()); |
| } |
| |
| void GrGLProgramBuilder::emitTransforms(const GrPendingFragmentStage& stage, |
| GrGLProcessor::TransformedCoordsArray* outCoords, |
| GrGLInstalledFragProc* ifp) { |
| const GrFragmentProcessor* processor = stage.getProcessor(); |
| int numTransforms = processor->numTransforms(); |
| ifp->fTransforms.push_back_n(numTransforms); |
| |
| for (int t = 0; t < numTransforms; t++) { |
| const char* uniName = "StageMatrix"; |
| GrSLType varyingType = stage.isPerspectiveCoordTransform(t) ? kVec3f_GrSLType : |
| kVec2f_GrSLType; |
| GrSLPrecision precision = processor->coordTransform(t).precision(); |
| |
| SkString suffixedUniName; |
| if (0 != t) { |
| suffixedUniName.append(uniName); |
| suffixedUniName.appendf("_%i", t); |
| uniName = suffixedUniName.c_str(); |
| } |
| ifp->fTransforms[t].fHandle = this->addUniform(GrGLProgramBuilder::kVertex_Visibility, |
| kMat33f_GrSLType, precision, |
| uniName, |
| &uniName).toShaderBuilderIndex(); |
| |
| const char* varyingName = "MatrixCoord"; |
| SkString suffixedVaryingName; |
| if (0 != t) { |
| suffixedVaryingName.append(varyingName); |
| suffixedVaryingName.appendf("_%i", t); |
| varyingName = suffixedVaryingName.c_str(); |
| } |
| |
| GrCoordSet coordType = processor->coordTransform(t).sourceCoords(); |
| GrGLVertToFrag v(varyingType); |
| this->addVarying(varyingName, &v, precision); |
| fCoordVaryings.push_back(TransformVarying(v, uniName, coordType)); |
| |
| SkASSERT(kVec2f_GrSLType == varyingType || kVec3f_GrSLType == varyingType); |
| SkNEW_APPEND_TO_TARRAY(outCoords, GrGLProcessor::TransformedCoords, |
| (SkString(v.fsIn()), varyingType)); |
| } |
| } |
| |
| void GrGLProgramBuilder::emitSamplers(const GrProcessor& processor, |
| GrGLProcessor::TextureSamplerArray* outSamplers, |
| GrGLInstalledProc* ip) { |
| int numTextures = processor.numTextures(); |
| ip->fSamplers.push_back_n(numTextures); |
| SkString name; |
| for (int t = 0; t < numTextures; ++t) { |
| name.printf("Sampler%d", t); |
| ip->fSamplers[t].fUniform = this->addUniform(GrGLProgramBuilder::kFragment_Visibility, |
| kSampler2D_GrSLType, kDefault_GrSLPrecision, |
| name.c_str()); |
| SkNEW_APPEND_TO_TARRAY(outSamplers, GrGLProcessor::TextureSampler, |
| (ip->fSamplers[t].fUniform, processor.textureAccess(t))); |
| } |
| } |
| |
| GrGLProgram* GrGLProgramBuilder::finalize() { |
| // verify we can get a program id |
| GrGLuint programID; |
| GL_CALL_RET(programID, CreateProgram()); |
| if (0 == programID) { |
| return NULL; |
| } |
| |
| // compile shaders and bind attributes / uniforms |
| SkTDArray<GrGLuint> shadersToDelete; |
| if (!(GrGLProgramDescBuilder::GetHeader(fDesc).fUseNvpr && |
| fGpu->glPathRendering()->texturingMode() == |
| GrGLPathRendering::FixedFunction_TexturingMode)) { |
| if (!fVS.compileAndAttachShaders(programID, &shadersToDelete)) { |
| this->cleanupProgram(programID, shadersToDelete); |
| return NULL; |
| } |
| |
| // Non fixed function NVPR actually requires a vertex shader to compile |
| if (fOptState.hasGeometryProcessor()) { |
| fVS.bindVertexAttributes(programID); |
| } |
| } |
| |
| if (!fFS.compileAndAttachShaders(programID, &shadersToDelete)) { |
| this->cleanupProgram(programID, shadersToDelete); |
| return NULL; |
| } |
| |
| bool usingBindUniform = fGpu->glInterface()->fFunctions.fBindUniformLocation != NULL; |
| if (usingBindUniform) { |
| this->bindUniformLocations(programID); |
| } |
| fFS.bindFragmentShaderLocations(programID); |
| GL_CALL(LinkProgram(programID)); |
| |
| // Calling GetProgramiv is expensive in Chromium. Assume success in release builds. |
| bool checkLinked = !fGpu->ctxInfo().isChromium(); |
| #ifdef SK_DEBUG |
| checkLinked = true; |
| #endif |
| if (checkLinked) { |
| checkLinkStatus(programID); |
| } |
| if (!usingBindUniform) { |
| this->resolveUniformLocations(programID); |
| } |
| |
| this->cleanupShaders(shadersToDelete); |
| |
| return this->createProgram(programID); |
| } |
| |
| void GrGLProgramBuilder::bindUniformLocations(GrGLuint programID) { |
| int count = fUniforms.count(); |
| for (int i = 0; i < count; ++i) { |
| GL_CALL(BindUniformLocation(programID, i, fUniforms[i].fVariable.c_str())); |
| fUniforms[i].fLocation = i; |
| } |
| } |
| |
| bool GrGLProgramBuilder::checkLinkStatus(GrGLuint programID) { |
| GrGLint linked = GR_GL_INIT_ZERO; |
| GL_CALL(GetProgramiv(programID, GR_GL_LINK_STATUS, &linked)); |
| if (!linked) { |
| GrGLint infoLen = GR_GL_INIT_ZERO; |
| GL_CALL(GetProgramiv(programID, GR_GL_INFO_LOG_LENGTH, &infoLen)); |
| SkAutoMalloc log(sizeof(char)*(infoLen+1)); // outside if for debugger |
| if (infoLen > 0) { |
| // retrieve length even though we don't need it to workaround |
| // bug in chrome cmd buffer param validation. |
| GrGLsizei length = GR_GL_INIT_ZERO; |
| GL_CALL(GetProgramInfoLog(programID, |
| infoLen+1, |
| &length, |
| (char*)log.get())); |
| SkDebugf((char*)log.get()); |
| } |
| SkDEBUGFAIL("Error linking program"); |
| GL_CALL(DeleteProgram(programID)); |
| programID = 0; |
| } |
| return SkToBool(linked); |
| } |
| |
| void GrGLProgramBuilder::resolveUniformLocations(GrGLuint programID) { |
| int count = fUniforms.count(); |
| for (int i = 0; i < count; ++i) { |
| GrGLint location; |
| GL_CALL_RET(location, GetUniformLocation(programID, fUniforms[i].fVariable.c_str())); |
| fUniforms[i].fLocation = location; |
| } |
| } |
| |
| void GrGLProgramBuilder::cleanupProgram(GrGLuint programID, const SkTDArray<GrGLuint>& shaderIDs) { |
| GL_CALL(DeleteProgram(programID)); |
| cleanupShaders(shaderIDs); |
| } |
| void GrGLProgramBuilder::cleanupShaders(const SkTDArray<GrGLuint>& shaderIDs) { |
| for (int i = 0; i < shaderIDs.count(); ++i) { |
| GL_CALL(DeleteShader(shaderIDs[i])); |
| } |
| } |
| |
| GrGLProgram* GrGLProgramBuilder::createProgram(GrGLuint programID) { |
| return SkNEW_ARGS(GrGLProgram, (fGpu, fDesc, fUniformHandles, programID, fUniforms, |
| fGeometryProcessor, fXferProcessor, fFragmentProcessors.get())); |
| } |
| |
| /////////////////////////////////////////////////////////////////////////////////////////////////// |
| |
| GrGLInstalledFragProcs::~GrGLInstalledFragProcs() { |
| int numProcs = fProcs.count(); |
| for (int e = 0; e < numProcs; ++e) { |
| SkDELETE(fProcs[e]); |
| } |
| } |