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

Issue 1535603006: Move some program building utils from GL to GLSL (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: fix build Created 4 years, 11 months ago
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1 /* 1 /*
2 * Copyright 2014 Google Inc. 2 * Copyright 2014 Google Inc.
3 * 3 *
4 * Use of this source code is governed by a BSD-style license that can be 4 * Use of this source code is governed by a BSD-style license that can be
5 * found in the LICENSE file. 5 * found in the LICENSE file.
6 */ 6 */
7 7
8 #include "GrGLProgramBuilder.h" 8 #include "GrGLProgramBuilder.h"
9 9
10 #include "GrAutoLocaleSetter.h" 10 #include "GrAutoLocaleSetter.h"
(...skipping 24 matching lines...) Expand all
35 // uniforms, varyings, textures, etc 35 // uniforms, varyings, textures, etc
36 SkAutoTDelete<GrGLProgramBuilder> builder(new GrGLProgramBuilder(gpu, args)) ; 36 SkAutoTDelete<GrGLProgramBuilder> builder(new GrGLProgramBuilder(gpu, args)) ;
37 37
38 GrGLProgramBuilder* pb = builder.get(); 38 GrGLProgramBuilder* pb = builder.get();
39 39
40 // TODO: Once all stages can handle taking a float or vec4 and correctly han dling them we can 40 // TODO: Once all stages can handle taking a float or vec4 and correctly han dling them we can
41 // seed correctly here 41 // seed correctly here
42 GrGLSLExpr4 inputColor; 42 GrGLSLExpr4 inputColor;
43 GrGLSLExpr4 inputCoverage; 43 GrGLSLExpr4 inputCoverage;
44 44
45 if (!pb->emitAndInstallProcs(&inputColor, &inputCoverage)) { 45 if (!pb->emitAndInstallProcs(&inputColor,
46 &inputCoverage,
47 gpu->glCaps().maxFragmentTextureUnits())) {
48 pb->cleanupFragmentProcessors();
46 return nullptr; 49 return nullptr;
47 } 50 }
48 51
49 return pb->finalize(); 52 return pb->finalize();
50 } 53 }
51 54
52 ///////////////////////////////////////////////////////////////////////////// 55 /////////////////////////////////////////////////////////////////////////////
53 56
54 GrGLProgramBuilder::GrGLProgramBuilder(GrGLGpu* gpu, const DrawArgs& args) 57 GrGLProgramBuilder::GrGLProgramBuilder(GrGLGpu* gpu, const DrawArgs& args)
55 : INHERITED(args) 58 : INHERITED(args)
56 , fGeometryProcessor(nullptr)
57 , fXferProcessor(nullptr)
58 , fGpu(gpu) 59 , fGpu(gpu)
59 , fSamplerUniforms(4) 60 , fSamplerUniforms(4)
60 , fVaryingHandler(this) 61 , fVaryingHandler(this)
61 , fUniformHandler(this) { 62 , fUniformHandler(this) {
62 } 63 }
63 64
64 const GrGLSLCaps* GrGLProgramBuilder::glslCaps() const { 65 const GrCaps* GrGLProgramBuilder::caps() const {
65 return this->fGpu->ctxInfo().caps()->glslCaps(); 66 return fGpu->caps();
66 } 67 }
67 68
68 bool GrGLProgramBuilder::emitAndInstallProcs(GrGLSLExpr4* inputColor, GrGLSLExpr 4* inputCoverage) { 69 const GrGLSLCaps* GrGLProgramBuilder::glslCaps() const {
69 // First we loop over all of the installed processors and collect coord tran sforms. These will 70 return fGpu->ctxInfo().caps()->glslCaps();
70 // be sent to the GrGLSLPrimitiveProcessor in its emitCode function
71 const GrPrimitiveProcessor& primProc = this->primitiveProcessor();
72 int totalTextures = primProc.numTextures();
73 const int maxTextureUnits = fGpu->glCaps().maxFragmentTextureUnits();
74
75 for (int i = 0; i < this->pipeline().numFragmentProcessors(); i++) {
76 const GrFragmentProcessor& processor = this->pipeline().getFragmentProce ssor(i);
77
78 if (!primProc.hasTransformedLocalCoords()) {
79 SkTArray<const GrCoordTransform*, true>& procCoords = fCoordTransfor ms.push_back();
80 processor.gatherCoordTransforms(&procCoords);
81 }
82
83 totalTextures += processor.numTextures();
84 if (totalTextures >= maxTextureUnits) {
85 GrCapsDebugf(fGpu->caps(), "Program would use too many texture units \n");
86 return false;
87 }
88 }
89
90 this->emitAndInstallProc(primProc, inputColor, inputCoverage);
91
92 fFragmentProcessors.reset(new GrGLInstalledFragProcs);
93 int numProcs = this->pipeline().numFragmentProcessors();
94 this->emitAndInstallFragProcs(0, this->pipeline().numColorFragmentProcessors (), inputColor);
95 this->emitAndInstallFragProcs(this->pipeline().numColorFragmentProcessors(), numProcs,
96 inputCoverage);
97 this->emitAndInstallXferProc(this->pipeline().getXferProcessor(), *inputColo r, *inputCoverage,
98 this->pipeline().ignoresCoverage());
99 this->emitFSOutputSwizzle(this->pipeline().getXferProcessor().hasSecondaryOu tput());
100 return true;
101 }
102
103 void GrGLProgramBuilder::emitAndInstallFragProcs(int procOffset,
104 int numProcs,
105 GrGLSLExpr4* inOut) {
106 for (int i = procOffset; i < numProcs; ++i) {
107 GrGLSLExpr4 output;
108 const GrFragmentProcessor& fp = this->pipeline().getFragmentProcessor(i) ;
109 this->emitAndInstallProc(fp, i, *inOut, &output);
110 *inOut = output;
111 }
112 }
113
114 void GrGLProgramBuilder::nameExpression(GrGLSLExpr4* output, const char* baseNam e) {
115 // create var to hold stage result. If we already have a valid output name, just use that
116 // otherwise create a new mangled one. This name is only valid if we are re ordering stages
117 // and have to tell stage exactly where to put its output.
118 SkString outName;
119 if (output->isValid()) {
120 outName = output->c_str();
121 } else {
122 this->nameVariable(&outName, '\0', baseName);
123 }
124 fFS.codeAppendf("vec4 %s;", outName.c_str());
125 *output = outName;
126 }
127
128 // TODO Processors cannot output zeros because an empty string is all 1s
129 // the fix is to allow effects to take the GrGLSLExpr4 directly
130 void GrGLProgramBuilder::emitAndInstallProc(const GrFragmentProcessor& fp,
131 int index,
132 const GrGLSLExpr4& input,
133 GrGLSLExpr4* output) {
134 // Program builders have a bit of state we need to clear with each effect
135 AutoStageAdvance adv(this);
136 this->nameExpression(output, "output");
137
138 // Enclose custom code in a block to avoid namespace conflicts
139 SkString openBrace;
140 openBrace.printf("{ // Stage %d, %s\n", fStageIndex, fp.name());
141 fFS.codeAppend(openBrace.c_str());
142
143 this->emitAndInstallProc(fp, index, output->c_str(), input.isOnes() ? nullpt r : input.c_str());
144
145 fFS.codeAppend("}");
146 }
147
148 void GrGLProgramBuilder::emitAndInstallProc(const GrPrimitiveProcessor& proc,
149 GrGLSLExpr4* outputColor,
150 GrGLSLExpr4* outputCoverage) {
151 // Program builders have a bit of state we need to clear with each effect
152 AutoStageAdvance adv(this);
153 this->nameExpression(outputColor, "outputColor");
154 this->nameExpression(outputCoverage, "outputCoverage");
155
156 // Enclose custom code in a block to avoid namespace conflicts
157 SkString openBrace;
158 openBrace.printf("{ // Stage %d, %s\n", fStageIndex, proc.name());
159 fFS.codeAppend(openBrace.c_str());
160 fVS.codeAppendf("// Primitive Processor %s\n", proc.name());
161
162 this->emitAndInstallProc(proc, outputColor->c_str(), outputCoverage->c_str() );
163
164 fFS.codeAppend("}");
165 }
166
167 void GrGLProgramBuilder::emitAndInstallProc(const GrFragmentProcessor& fp,
168 int index,
169 const char* outColor,
170 const char* inColor) {
171 GrGLInstalledFragProc* ifp = new GrGLInstalledFragProc;
172
173 ifp->fGLProc.reset(fp.createGLSLInstance());
174
175 SkSTArray<4, GrGLSLTextureSampler> samplers(fp.numTextures());
176 this->emitSamplers(fp, &samplers, ifp);
177
178 GrGLSLFragmentProcessor::EmitArgs args(&fFS,
179 &fUniformHandler,
180 this->glslCaps(),
181 fp,
182 outColor,
183 inColor,
184 fOutCoords[index],
185 samplers);
186 ifp->fGLProc->emitCode(args);
187
188 // We have to check that effects and the code they emit are consistent, ie i f an effect
189 // asks for dst color, then the emit code needs to follow suit
190 verify(fp);
191 fFragmentProcessors->fProcs.push_back(ifp);
192 }
193
194 void GrGLProgramBuilder::emitAndInstallProc(const GrPrimitiveProcessor& gp,
195 const char* outColor,
196 const char* outCoverage) {
197 SkASSERT(!fGeometryProcessor);
198 fGeometryProcessor = new GrGLInstalledGeoProc;
199
200 fGeometryProcessor->fGLProc.reset(gp.createGLSLInstance(*fGpu->glCaps().glsl Caps()));
201
202 SkSTArray<4, GrGLSLTextureSampler> samplers(gp.numTextures());
203 this->emitSamplers(gp, &samplers, fGeometryProcessor);
204
205 GrGLSLGeometryProcessor::EmitArgs args(&fVS,
206 &fFS,
207 &fVaryingHandler,
208 &fUniformHandler,
209 this->glslCaps(),
210 gp,
211 outColor,
212 outCoverage,
213 samplers,
214 fCoordTransforms,
215 &fOutCoords);
216 fGeometryProcessor->fGLProc->emitCode(args);
217
218 // We have to check that effects and the code they emit are consistent, ie i f an effect
219 // asks for dst color, then the emit code needs to follow suit
220 verify(gp);
221 }
222
223 void GrGLProgramBuilder::emitAndInstallXferProc(const GrXferProcessor& xp,
224 const GrGLSLExpr4& colorIn,
225 const GrGLSLExpr4& coverageIn,
226 bool ignoresCoverage) {
227 // Program builders have a bit of state we need to clear with each effect
228 AutoStageAdvance adv(this);
229
230 SkASSERT(!fXferProcessor);
231 fXferProcessor = new GrGLInstalledXferProc;
232
233 fXferProcessor->fGLProc.reset(xp.createGLSLInstance());
234
235 // Enable dual source secondary output if we have one
236 if (xp.hasSecondaryOutput()) {
237 fFS.enableSecondaryOutput();
238 }
239
240 if (this->glslCaps()->mustDeclareFragmentShaderOutput()) {
241 fFS.enableCustomOutput();
242 }
243
244 SkString openBrace;
245 openBrace.printf("{ // Xfer Processor: %s\n", xp.name());
246 fFS.codeAppend(openBrace.c_str());
247
248 SkSTArray<4, GrGLSLTextureSampler> samplers(xp.numTextures());
249 this->emitSamplers(xp, &samplers, fXferProcessor);
250
251 GrGLSLXferProcessor::EmitArgs args(&fFS,
252 &fUniformHandler,
253 this->glslCaps(),
254 xp, colorIn.c_str(),
255 ignoresCoverage ? nullptr : coverageIn.c_ str(),
256 fFS.getPrimaryColorOutputName(),
257 fFS.getSecondaryColorOutputName(),
258 samplers);
259 fXferProcessor->fGLProc->emitCode(args);
260
261 // We have to check that effects and the code they emit are consistent, ie i f an effect
262 // asks for dst color, then the emit code needs to follow suit
263 verify(xp);
264 fFS.codeAppend("}");
265 }
266
267 void GrGLProgramBuilder::emitFSOutputSwizzle(bool hasSecondaryOutput) {
268 // Swizzle the fragment shader outputs if necessary.
269 GrSwizzle swizzle;
270 swizzle.setFromKey(this->desc().header().fOutputSwizzle);
271 if (swizzle != GrSwizzle::RGBA()) {
272 fFS.codeAppendf("%s = %s.%s;", fFS.getPrimaryColorOutputName(),
273 fFS.getPrimaryColorOutputName(),
274 swizzle.c_str());
275 if (hasSecondaryOutput) {
276 fFS.codeAppendf("%s = %s.%s;", fFS.getSecondaryColorOutputName(),
277 fFS.getSecondaryColorOutputName(),
278 swizzle.c_str());
279 }
280 }
281 }
282
283 void GrGLProgramBuilder::verify(const GrPrimitiveProcessor& gp) {
284 SkASSERT(fFS.hasReadFragmentPosition() == gp.willReadFragmentPosition());
285 }
286
287 void GrGLProgramBuilder::verify(const GrXferProcessor& xp) {
288 SkASSERT(fFS.hasReadDstColor() == xp.willReadDstColor());
289 }
290
291 void GrGLProgramBuilder::verify(const GrFragmentProcessor& fp) {
292 SkASSERT(fFS.hasReadFragmentPosition() == fp.willReadFragmentPosition());
293 } 71 }
294 72
295 static GrSLType get_sampler_type(const GrTextureAccess& access) { 73 static GrSLType get_sampler_type(const GrTextureAccess& access) {
296 GrGLTexture* glTexture = static_cast<GrGLTexture*>(access.getTexture()); 74 GrGLTexture* glTexture = static_cast<GrGLTexture*>(access.getTexture());
297 if (glTexture->target() == GR_GL_TEXTURE_EXTERNAL) { 75 if (glTexture->target() == GR_GL_TEXTURE_EXTERNAL) {
298 return kSamplerExternal_GrSLType; 76 return kSamplerExternal_GrSLType;
299 } else { 77 } else {
300 SkASSERT(glTexture->target() == GR_GL_TEXTURE_2D); 78 SkASSERT(glTexture->target() == GR_GL_TEXTURE_2D);
301 return kSampler2D_GrSLType; 79 return kSampler2D_GrSLType;
302 } 80 }
303 } 81 }
304 82
305 template <class Proc>
306 void GrGLProgramBuilder::emitSamplers(const GrProcessor& processor, 83 void GrGLProgramBuilder::emitSamplers(const GrProcessor& processor,
307 GrGLSLTextureSampler::TextureSamplerArray* outSamplers, 84 GrGLSLTextureSampler::TextureSamplerArray* outSamplers) {
308 GrGLInstalledProc<Proc>* ip) {
309 SkDEBUGCODE(ip->fSamplersIdx = fSamplerUniforms.count();)
310 int numTextures = processor.numTextures(); 85 int numTextures = processor.numTextures();
311 UniformHandle* localSamplerUniforms = fSamplerUniforms.push_back_n(numTextur es); 86 UniformHandle* localSamplerUniforms = fSamplerUniforms.push_back_n(numTextur es);
312 SkString name; 87 SkString name;
313 for (int t = 0; t < numTextures; ++t) { 88 for (int t = 0; t < numTextures; ++t) {
314 name.printf("Sampler%d", t); 89 name.printf("Sampler%d", t);
315 GrSLType samplerType = get_sampler_type(processor.textureAccess(t)); 90 GrSLType samplerType = get_sampler_type(processor.textureAccess(t));
316 localSamplerUniforms[t] = 91 localSamplerUniforms[t] =
317 fUniformHandler.addUniform(GrGLSLUniformHandler::kFragment_Visibilit y, 92 fUniformHandler.addUniform(GrGLSLUniformHandler::kFragment_Visibilit y,
318 samplerType, kDefault_GrSLPrecision, 93 samplerType, kDefault_GrSLPrecision,
319 name.c_str()); 94 name.c_str());
(...skipping 29 matching lines...) Expand all
349 *shaderIds->append() = shaderId; 124 *shaderIds->append() = shaderId;
350 125
351 return true; 126 return true;
352 } 127 }
353 128
354 GrGLProgram* GrGLProgramBuilder::finalize() { 129 GrGLProgram* GrGLProgramBuilder::finalize() {
355 // verify we can get a program id 130 // verify we can get a program id
356 GrGLuint programID; 131 GrGLuint programID;
357 GL_CALL_RET(programID, CreateProgram()); 132 GL_CALL_RET(programID, CreateProgram());
358 if (0 == programID) { 133 if (0 == programID) {
134 this->cleanupFragmentProcessors();
359 return nullptr; 135 return nullptr;
360 } 136 }
361 137
362 // compile shaders and bind attributes / uniforms 138 // compile shaders and bind attributes / uniforms
363 SkTDArray<GrGLuint> shadersToDelete; 139 SkTDArray<GrGLuint> shadersToDelete;
364 fVS.finalize(GrGLSLUniformHandler::kVertex_Visibility); 140 fVS.finalize(GrGLSLUniformHandler::kVertex_Visibility);
365 if (!this->compileAndAttachShaders(fVS, programID, GR_GL_VERTEX_SHADER, &sha dersToDelete)) { 141 if (!this->compileAndAttachShaders(fVS, programID, GR_GL_VERTEX_SHADER, &sha dersToDelete)) {
366 this->cleanupProgram(programID, shadersToDelete); 142 this->cleanupProgram(programID, shadersToDelete);
367 return nullptr; 143 return nullptr;
368 } 144 }
(...skipping 98 matching lines...) Expand 10 before | Expand all | Expand 10 after
467 GL_CALL_RET(location, GetProgramResourceLocation( 243 GL_CALL_RET(location, GetProgramResourceLocation(
468 programID, 244 programID,
469 GR_GL_FRAGMENT_INPUT, 245 GR_GL_FRAGMENT_INPUT,
470 fVaryingHandler.fPathProcVaryingInfos[i]. fVariable.c_str())); 246 fVaryingHandler.fPathProcVaryingInfos[i]. fVariable.c_str()));
471 fVaryingHandler.fPathProcVaryingInfos[i].fLocation = location; 247 fVaryingHandler.fPathProcVaryingInfos[i].fLocation = location;
472 } 248 }
473 } 249 }
474 250
475 void GrGLProgramBuilder::cleanupProgram(GrGLuint programID, const SkTDArray<GrGL uint>& shaderIDs) { 251 void GrGLProgramBuilder::cleanupProgram(GrGLuint programID, const SkTDArray<GrGL uint>& shaderIDs) {
476 GL_CALL(DeleteProgram(programID)); 252 GL_CALL(DeleteProgram(programID));
477 cleanupShaders(shaderIDs); 253 this->cleanupShaders(shaderIDs);
254 this->cleanupFragmentProcessors();
478 } 255 }
479 void GrGLProgramBuilder::cleanupShaders(const SkTDArray<GrGLuint>& shaderIDs) { 256 void GrGLProgramBuilder::cleanupShaders(const SkTDArray<GrGLuint>& shaderIDs) {
480 for (int i = 0; i < shaderIDs.count(); ++i) { 257 for (int i = 0; i < shaderIDs.count(); ++i) {
481 GL_CALL(DeleteShader(shaderIDs[i])); 258 GL_CALL(DeleteShader(shaderIDs[i]));
482 } 259 }
483 } 260 }
484 261
485 GrGLProgram* GrGLProgramBuilder::createProgram(GrGLuint programID) { 262 GrGLProgram* GrGLProgramBuilder::createProgram(GrGLuint programID) {
486 return new GrGLProgram(fGpu, 263 return new GrGLProgram(fGpu,
487 this->desc(), 264 this->desc(),
488 fUniformHandles, 265 fUniformHandles,
489 programID, 266 programID,
490 fUniformHandler.fUniforms, 267 fUniformHandler.fUniforms,
491 fVaryingHandler.fPathProcVaryingInfos, 268 fVaryingHandler.fPathProcVaryingInfos,
492 fGeometryProcessor, 269 fGeometryProcessor,
493 fXferProcessor, 270 fXferProcessor,
494 fFragmentProcessors.get(), 271 fFragmentProcessors,
495 &fSamplerUniforms); 272 &fSamplerUniforms);
496 } 273 }
497 274
498 //////////////////////////////////////////////////////////////////////////////// ///////////////////
499
500 GrGLInstalledFragProcs::~GrGLInstalledFragProcs() {
501 int numProcs = fProcs.count();
502 for (int i = 0; i < numProcs; ++i) {
503 delete fProcs[i];
504 }
505 }
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