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Side by Side Diff: src/gpu/gl/builders/GrGLShaderBuilder.cpp

Issue 1438003003: Move all ShaderBuilder files to GLSL (Closed) Base URL: https://skia.googlesource.com/skia.git@glslProgBuild
Patch Set: nits Created 5 years, 1 month ago
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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 #include "GrGLShaderBuilder.h"
9 #include "glsl/GrGLSLCaps.h"
10 #include "glsl/GrGLSLShaderVar.h"
11 #include "glsl/GrGLSLTextureSampler.h"
12 #include "glsl/GrGLSLProgramBuilder.h"
13
14 static void map_swizzle(const char* swizzleMap, const char* swizzle, char* mangl edSwizzle) {
15 int i;
16 for (i = 0; '\0' != swizzle[i]; ++i) {
17 switch (swizzle[i]) {
18 case 'r':
19 mangledSwizzle[i] = swizzleMap[0];
20 break;
21 case 'g':
22 mangledSwizzle[i] = swizzleMap[1];
23 break;
24 case 'b':
25 mangledSwizzle[i] = swizzleMap[2];
26 break;
27 case 'a':
28 mangledSwizzle[i] = swizzleMap[3];
29 break;
30 default:
31 SkFAIL("Unsupported swizzle");
32 }
33 }
34 mangledSwizzle[i] ='\0';
35 }
36
37 static void append_texture_lookup(SkString* out,
38 const GrGLSLCaps* glslCaps,
39 const char* samplerName,
40 const char* coordName,
41 GrPixelConfig config,
42 const char* swizzle,
43 GrSLType varyingType = kVec2f_GrSLType) {
44 SkASSERT(coordName);
45
46 out->appendf("%s(%s, %s)",
47 GrGLSLTexture2DFunctionName(varyingType, glslCaps->generation() ),
48 samplerName,
49 coordName);
50
51 char mangledSwizzle[5];
52
53 // This refers to any swizzling we may need to get from some backend interna l format to the
54 // format used in GrPixelConfig. Some backends will automatically do the siz zling for us.
55 if (glslCaps->mustSwizzleInShader()) {
56 const char* swizzleMap = glslCaps->getSwizzleMap(config);
57 // if the map is simply 'rgba' then we don't need to do any manual swizz ling to get us to
58 // a GrPixelConfig format.
59 if (memcmp(swizzleMap, "rgba", 4)) {
60 // Manually 'swizzle' the swizzle using our mapping
61 map_swizzle(swizzleMap, swizzle, mangledSwizzle);
62 swizzle = mangledSwizzle;
63 }
64 }
65
66 // For shader prettiness we omit the swizzle rather than appending ".rgba".
67 if (memcmp(swizzle, "rgba", 4)) {
68 out->appendf(".%s", swizzle);
69 }
70 }
71
72 GrGLShaderBuilder::GrGLShaderBuilder(GrGLSLProgramBuilder* program)
73 : fProgramBuilder(program)
74 , fInputs(GrGLSLProgramBuilder::kVarsPerBlock)
75 , fOutputs(GrGLSLProgramBuilder::kVarsPerBlock)
76 , fFeaturesAddedMask(0)
77 , fCodeIndex(kCode)
78 , fFinalized(false) {
79 // We push back some dummy pointers which will later become our header
80 for (int i = 0; i <= kCode; i++) {
81 fShaderStrings.push_back();
82 fCompilerStrings.push_back(nullptr);
83 fCompilerStringLengths.push_back(0);
84 }
85
86 this->main() = "void main() {";
87 }
88
89 void GrGLShaderBuilder::declAppend(const GrGLSLShaderVar& var) {
90 SkString tempDecl;
91 var.appendDecl(fProgramBuilder->glslCaps(), &tempDecl);
92 this->codeAppendf("%s;", tempDecl.c_str());
93 }
94
95 void GrGLShaderBuilder::emitFunction(GrSLType returnType,
96 const char* name,
97 int argCnt,
98 const GrGLSLShaderVar* args,
99 const char* body,
100 SkString* outName) {
101 this->functions().append(GrGLSLTypeString(returnType));
102 fProgramBuilder->nameVariable(outName, '\0', name);
103 this->functions().appendf(" %s", outName->c_str());
104 this->functions().append("(");
105 for (int i = 0; i < argCnt; ++i) {
106 args[i].appendDecl(fProgramBuilder->glslCaps(), &this->functions());
107 if (i < argCnt - 1) {
108 this->functions().append(", ");
109 }
110 }
111 this->functions().append(") {\n");
112 this->functions().append(body);
113 this->functions().append("}\n\n");
114 }
115
116 void GrGLShaderBuilder::appendTextureLookup(SkString* out,
117 const GrGLSLTextureSampler& sampler,
118 const char* coordName,
119 GrSLType varyingType) const {
120 append_texture_lookup(out,
121 fProgramBuilder->glslCaps(),
122 fProgramBuilder->getUniformCStr(sampler.fSamplerUnifor m),
123 coordName,
124 sampler.config(),
125 sampler.swizzle(),
126 varyingType);
127 }
128
129 void GrGLShaderBuilder::appendTextureLookup(const GrGLSLTextureSampler& sampler,
130 const char* coordName,
131 GrSLType varyingType) {
132 this->appendTextureLookup(&this->code(), sampler, coordName, varyingType);
133 }
134
135 void GrGLShaderBuilder::appendTextureLookupAndModulate(const char* modulation,
136 const GrGLSLTextureSample r& sampler,
137 const char* coordName,
138 GrSLType varyingType) {
139 SkString lookup;
140 this->appendTextureLookup(&lookup, sampler, coordName, varyingType);
141 this->codeAppend((GrGLSLExpr4(modulation) * GrGLSLExpr4(lookup)).c_str());
142 }
143
144 void GrGLShaderBuilder::addFeature(uint32_t featureBit, const char* extensionNam e) {
145 if (!(featureBit & fFeaturesAddedMask)) {
146 this->extensions().appendf("#extension %s: require\n", extensionName);
147 fFeaturesAddedMask |= featureBit;
148 }
149 }
150
151 void GrGLShaderBuilder::appendDecls(const VarArray& vars, SkString* out) const {
152 for (int i = 0; i < vars.count(); ++i) {
153 vars[i].appendDecl(fProgramBuilder->glslCaps(), out);
154 out->append(";\n");
155 }
156 }
157
158 void GrGLShaderBuilder::addLayoutQualifier(const char* param, InterfaceQualifier interface) {
159 SkASSERT(fProgramBuilder->glslCaps()->generation() >= k330_GrGLSLGeneration ||
160 fProgramBuilder->glslCaps()->mustEnableAdvBlendEqs());
161 fLayoutParams[interface].push_back() = param;
162 }
163
164 void GrGLShaderBuilder::compileAndAppendLayoutQualifiers() {
165 static const char* interfaceQualifierNames[] = {
166 "out"
167 };
168
169 for (int interface = 0; interface <= kLastInterfaceQualifier; ++interface) {
170 const SkTArray<SkString>& params = fLayoutParams[interface];
171 if (params.empty()) {
172 continue;
173 }
174 this->layoutQualifiers().appendf("layout(%s", params[0].c_str());
175 for (int i = 1; i < params.count(); ++i) {
176 this->layoutQualifiers().appendf(", %s", params[i].c_str());
177 }
178 this->layoutQualifiers().appendf(") %s;\n", interfaceQualifierNames[inte rface]);
179 }
180
181 GR_STATIC_ASSERT(0 == GrGLShaderBuilder::kOut_InterfaceQualifier);
182 GR_STATIC_ASSERT(SK_ARRAY_COUNT(interfaceQualifierNames) == kLastInterfaceQu alifier + 1);
183 }
184
185 void GrGLShaderBuilder::finalize(uint32_t visibility) {
186 SkASSERT(!fFinalized);
187 this->versionDecl() = fProgramBuilder->glslCaps()->versionDeclString();
188 this->compileAndAppendLayoutQualifiers();
189 SkASSERT(visibility);
190 fProgramBuilder->appendUniformDecls((GrGLSLProgramBuilder::ShaderVisibility) visibility,
191 &this->uniforms());
192 this->appendDecls(fInputs, &this->inputs());
193 // We should not have any outputs in the fragment shader when using version 1.10
194 SkASSERT(GrGLSLProgramBuilder::kFragment_Visibility != visibility ||
195 k110_GrGLSLGeneration != fProgramBuilder->glslCaps()->generation() ||
196 fOutputs.empty());
197 this->appendDecls(fOutputs, &this->outputs());
198 this->onFinalize();
199 // append the 'footer' to code
200 this->code().append("}");
201
202 for (int i = 0; i <= fCodeIndex; i++) {
203 fCompilerStrings[i] = fShaderStrings[i].c_str();
204 fCompilerStringLengths[i] = (int)fShaderStrings[i].size();
205 }
206
207 fFinalized = true;
208 }
209
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