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Side by Side Diff: src/gpu/glsl/GrGLSLProgramBuilder.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 2015 Google Inc. 2 * Copyright 2015 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 "glsl/GrGLSLProgramBuilder.h" 8 #include "glsl/GrGLSLProgramBuilder.h"
9 9
10 #include "GrPipeline.h"
11 #include "glsl/GrGLSLFragmentProcessor.h"
12 #include "glsl/GrGLSLGeometryProcessor.h"
13 #include "glsl/GrGLSLXferProcessor.h"
14
10 const int GrGLSLProgramBuilder::kVarsPerBlock = 8; 15 const int GrGLSLProgramBuilder::kVarsPerBlock = 8;
11 16
12 GrGLSLProgramBuilder::GrGLSLProgramBuilder(const DrawArgs& args) 17 GrGLSLProgramBuilder::GrGLSLProgramBuilder(const DrawArgs& args)
13 : fVS(this) 18 : fVS(this)
14 , fGS(this) 19 , fGS(this)
15 , fFS(this, args.fDesc->header().fFragPosKey) 20 , fFS(this, args.fDesc->header().fFragPosKey)
16 , fStageIndex(-1) 21 , fStageIndex(-1)
17 , fArgs(args) { 22 , fArgs(args)
23 , fGeometryProcessor(nullptr)
24 , fXferProcessor(nullptr) {
25 }
26
27 bool GrGLSLProgramBuilder::emitAndInstallProcs(GrGLSLExpr4* inputColor,
28 GrGLSLExpr4* inputCoverage,
29 int maxTextures) {
30 // First we loop over all of the installed processors and collect coord tran sforms. These will
31 // be sent to the GrGLSLPrimitiveProcessor in its emitCode function
32 const GrPrimitiveProcessor& primProc = this->primitiveProcessor();
33 int totalTextures = primProc.numTextures();
34
35 for (int i = 0; i < this->pipeline().numFragmentProcessors(); i++) {
36 const GrFragmentProcessor& processor = this->pipeline().getFragmentProce ssor(i);
37
38 if (!primProc.hasTransformedLocalCoords()) {
39 SkTArray<const GrCoordTransform*, true>& procCoords = fCoordTransfor ms.push_back();
40 processor.gatherCoordTransforms(&procCoords);
41 }
42
43 totalTextures += processor.numTextures();
44 if (totalTextures >= maxTextures) {
45 GrCapsDebugf(this->caps(), "Program would use too many texture units \n");
46 return false;
47 }
48 }
49
50 this->emitAndInstallPrimProc(primProc, inputColor, inputCoverage);
51
52 int numProcs = this->pipeline().numFragmentProcessors();
53 this->emitAndInstallFragProcs(0, this->pipeline().numColorFragmentProcessors (), inputColor);
54 this->emitAndInstallFragProcs(this->pipeline().numColorFragmentProcessors(), numProcs,
55 inputCoverage);
56 this->emitAndInstallXferProc(this->pipeline().getXferProcessor(), *inputColo r, *inputCoverage,
57 this->pipeline().ignoresCoverage());
58 this->emitFSOutputSwizzle(this->pipeline().getXferProcessor().hasSecondaryOu tput());
59 return true;
60 }
61
62 void GrGLSLProgramBuilder::emitAndInstallPrimProc(const GrPrimitiveProcessor& pr oc,
63 GrGLSLExpr4* outputColor,
64 GrGLSLExpr4* outputCoverage) {
65 // Program builders have a bit of state we need to clear with each effect
66 AutoStageAdvance adv(this);
67 this->nameExpression(outputColor, "outputColor");
68 this->nameExpression(outputCoverage, "outputCoverage");
69
70 // Enclose custom code in a block to avoid namespace conflicts
71 SkString openBrace;
72 openBrace.printf("{ // Stage %d, %s\n", fStageIndex, proc.name());
73 fFS.codeAppend(openBrace.c_str());
74 fVS.codeAppendf("// Primitive Processor %s\n", proc.name());
75
76 SkASSERT(!fGeometryProcessor);
77 fGeometryProcessor = proc.createGLSLInstance(*this->glslCaps());
78
79 SkSTArray<4, GrGLSLTextureSampler> samplers(proc.numTextures());
80 this->emitSamplers(proc, &samplers);
81
82 GrGLSLGeometryProcessor::EmitArgs args(&fVS,
83 &fFS,
84 this->varyingHandler(),
85 this->uniformHandler(),
86 this->glslCaps(),
87 proc,
88 outputColor->c_str(),
89 outputCoverage->c_str(),
90 samplers,
91 fCoordTransforms,
92 &fOutCoords);
93 fGeometryProcessor->emitCode(args);
94
95 // We have to check that effects and the code they emit are consistent, ie i f an effect
96 // asks for dst color, then the emit code needs to follow suit
97 verify(proc);
98
99 fFS.codeAppend("}");
100 }
101
102 void GrGLSLProgramBuilder::emitAndInstallFragProcs(int procOffset,
103 int numProcs,
104 GrGLSLExpr4* inOut) {
105 for (int i = procOffset; i < numProcs; ++i) {
106 GrGLSLExpr4 output;
107 const GrFragmentProcessor& fp = this->pipeline().getFragmentProcessor(i) ;
108 this->emitAndInstallFragProc(fp, i, *inOut, &output);
109 *inOut = output;
110 }
111 }
112
113 // TODO Processors cannot output zeros because an empty string is all 1s
114 // the fix is to allow effects to take the GrGLSLExpr4 directly
115 void GrGLSLProgramBuilder::emitAndInstallFragProc(const GrFragmentProcessor& fp,
116 int index,
117 const GrGLSLExpr4& input,
118 GrGLSLExpr4* output) {
119 // Program builders have a bit of state we need to clear with each effect
120 AutoStageAdvance adv(this);
121 this->nameExpression(output, "output");
122
123 // Enclose custom code in a block to avoid namespace conflicts
124 SkString openBrace;
125 openBrace.printf("{ // Stage %d, %s\n", fStageIndex, fp.name());
126 fFS.codeAppend(openBrace.c_str());
127
128 GrGLSLFragmentProcessor* fragProc = fp.createGLSLInstance();
129
130 SkSTArray<4, GrGLSLTextureSampler> samplers(fp.numTextures());
131 this->emitSamplers(fp, &samplers);
132
133 GrGLSLFragmentProcessor::EmitArgs args(&fFS,
134 this->uniformHandler(),
135 this->glslCaps(),
136 fp,
137 output->c_str(),
138 input.isOnes() ? nullptr : input.c_st r(),
139 fOutCoords[index],
140 samplers);
141 fragProc->emitCode(args);
142
143 // We have to check that effects and the code they emit are consistent, ie i f an effect
144 // asks for dst color, then the emit code needs to follow suit
145 verify(fp);
146 fFragmentProcessors.push_back(fragProc);
147
148 fFS.codeAppend("}");
149 }
150
151 void GrGLSLProgramBuilder::emitAndInstallXferProc(const GrXferProcessor& xp,
152 const GrGLSLExpr4& colorIn,
153 const GrGLSLExpr4& coverageIn,
154 bool ignoresCoverage) {
155 // Program builders have a bit of state we need to clear with each effect
156 AutoStageAdvance adv(this);
157
158 SkASSERT(!fXferProcessor);
159 fXferProcessor = xp.createGLSLInstance();
160
161 // Enable dual source secondary output if we have one
162 if (xp.hasSecondaryOutput()) {
163 fFS.enableSecondaryOutput();
164 }
165
166 if (this->glslCaps()->mustDeclareFragmentShaderOutput()) {
167 fFS.enableCustomOutput();
168 }
169
170 SkString openBrace;
171 openBrace.printf("{ // Xfer Processor: %s\n", xp.name());
172 fFS.codeAppend(openBrace.c_str());
173
174 SkSTArray<4, GrGLSLTextureSampler> samplers(xp.numTextures());
175 this->emitSamplers(xp, &samplers);
176
177 GrGLSLXferProcessor::EmitArgs args(&fFS,
178 this->uniformHandler(),
179 this->glslCaps(),
180 xp, colorIn.c_str(),
181 ignoresCoverage ? nullptr : coverageIn.c_ str(),
182 fFS.getPrimaryColorOutputName(),
183 fFS.getSecondaryColorOutputName(),
184 samplers);
185 fXferProcessor->emitCode(args);
186
187 // We have to check that effects and the code they emit are consistent, ie i f an effect
188 // asks for dst color, then the emit code needs to follow suit
189 verify(xp);
190 fFS.codeAppend("}");
191 }
192
193 void GrGLSLProgramBuilder::emitFSOutputSwizzle(bool hasSecondaryOutput) {
194 // Swizzle the fragment shader outputs if necessary.
195 GrSwizzle swizzle;
196 swizzle.setFromKey(this->desc().header().fOutputSwizzle);
197 if (swizzle != GrSwizzle::RGBA()) {
198 fFS.codeAppendf("%s = %s.%s;", fFS.getPrimaryColorOutputName(),
199 fFS.getPrimaryColorOutputName(),
200 swizzle.c_str());
201 if (hasSecondaryOutput) {
202 fFS.codeAppendf("%s = %s.%s;", fFS.getSecondaryColorOutputName(),
203 fFS.getSecondaryColorOutputName(),
204 swizzle.c_str());
205 }
206 }
207 }
208
209 void GrGLSLProgramBuilder::verify(const GrPrimitiveProcessor& gp) {
210 SkASSERT(fFS.hasReadFragmentPosition() == gp.willReadFragmentPosition());
211 }
212
213 void GrGLSLProgramBuilder::verify(const GrXferProcessor& xp) {
214 SkASSERT(fFS.hasReadDstColor() == xp.willReadDstColor());
215 }
216
217 void GrGLSLProgramBuilder::verify(const GrFragmentProcessor& fp) {
218 SkASSERT(fFS.hasReadFragmentPosition() == fp.willReadFragmentPosition());
18 } 219 }
19 220
20 void GrGLSLProgramBuilder::nameVariable(SkString* out, char prefix, const char* name, bool mangle) { 221 void GrGLSLProgramBuilder::nameVariable(SkString* out, char prefix, const char* name, bool mangle) {
21 if ('\0' == prefix) { 222 if ('\0' == prefix) {
22 *out = name; 223 *out = name;
23 } else { 224 } else {
24 out->printf("%c%s", prefix, name); 225 out->printf("%c%s", prefix, name);
25 } 226 }
26 if (mangle) { 227 if (mangle) {
27 if (out->endsWith('_')) { 228 if (out->endsWith('_')) {
28 // Names containing "__" are reserved. 229 // Names containing "__" are reserved.
29 out->append("x"); 230 out->append("x");
30 } 231 }
31 out->appendf("_Stage%d%s", fStageIndex, fFS.getMangleString().c_str()); 232 out->appendf("_Stage%d%s", fStageIndex, fFS.getMangleString().c_str());
32 } 233 }
33 } 234 }
34 235
236 void GrGLSLProgramBuilder::nameExpression(GrGLSLExpr4* output, const char* baseN ame) {
237 // create var to hold stage result. If we already have a valid output name, just use that
238 // otherwise create a new mangled one. This name is only valid if we are re ordering stages
239 // and have to tell stage exactly where to put its output.
240 SkString outName;
241 if (output->isValid()) {
242 outName = output->c_str();
243 } else {
244 this->nameVariable(&outName, '\0', baseName);
245 }
246 fFS.codeAppendf("vec4 %s;", outName.c_str());
247 *output = outName;
248 }
249
35 void GrGLSLProgramBuilder::appendUniformDecls(ShaderVisibility visibility, 250 void GrGLSLProgramBuilder::appendUniformDecls(ShaderVisibility visibility,
36 SkString* out) const { 251 SkString* out) const {
37 this->uniformHandler()->appendUniformDecls(visibility, out); 252 this->uniformHandler()->appendUniformDecls(visibility, out);
38 } 253 }
39 254
40 void GrGLSLProgramBuilder::addRTAdjustmentUniform(GrSLPrecision precision, 255 void GrGLSLProgramBuilder::addRTAdjustmentUniform(GrSLPrecision precision,
41 const char* name, 256 const char* name,
42 const char** outName) { 257 const char** outName) {
43 SkASSERT(!fUniformHandles.fRTAdjustmentUni.isValid()); 258 SkASSERT(!fUniformHandles.fRTAdjustmentUni.isValid());
44 fUniformHandles.fRTAdjustmentUni = 259 fUniformHandles.fRTAdjustmentUni =
45 this->uniformHandler()->addUniform(GrGLSLUniformHandler::kVertex_Vis ibility, 260 this->uniformHandler()->addUniform(GrGLSLUniformHandler::kVertex_Vis ibility,
46 kVec4f_GrSLType, 261 kVec4f_GrSLType,
47 precision, 262 precision,
48 name, 263 name,
49 outName); 264 outName);
50 } 265 }
51 266
52 void GrGLSLProgramBuilder::addRTHeightUniform(const char* name, const char** out Name) { 267 void GrGLSLProgramBuilder::addRTHeightUniform(const char* name, const char** out Name) {
53 SkASSERT(!fUniformHandles.fRTHeightUni.isValid()); 268 SkASSERT(!fUniformHandles.fRTHeightUni.isValid());
54 GrGLSLUniformHandler* uniformHandler = this->uniformHandler(); 269 GrGLSLUniformHandler* uniformHandler = this->uniformHandler();
55 fUniformHandles.fRTHeightUni = 270 fUniformHandles.fRTHeightUni =
56 uniformHandler->internalAddUniformArray(GrGLSLUniformHandler::kFragm ent_Visibility, 271 uniformHandler->internalAddUniformArray(GrGLSLUniformHandler::kFragm ent_Visibility,
57 kFloat_GrSLType, kDefault_Gr SLPrecision, 272 kFloat_GrSLType, kDefault_Gr SLPrecision,
58 name, false, 0, outName); 273 name, false, 0, outName);
59 } 274 }
60 275
276 void GrGLSLProgramBuilder::cleanupFragmentProcessors() {
277 for (int i = 0; i < fFragmentProcessors.count(); ++i) {
278 delete fFragmentProcessors[i];
279 }
280 }
281
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