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Unified 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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Index: src/gpu/glsl/GrGLSLProgramBuilder.cpp
diff --git a/src/gpu/glsl/GrGLSLProgramBuilder.cpp b/src/gpu/glsl/GrGLSLProgramBuilder.cpp
index d3ed719fdc573d3d9b7ca50975db73fab0a761fe..6e0e95f16abb635da9edb37ed1f4694f5a95fa2b 100644
--- a/src/gpu/glsl/GrGLSLProgramBuilder.cpp
+++ b/src/gpu/glsl/GrGLSLProgramBuilder.cpp
@@ -7,6 +7,11 @@
#include "glsl/GrGLSLProgramBuilder.h"
+#include "GrPipeline.h"
+#include "glsl/GrGLSLFragmentProcessor.h"
+#include "glsl/GrGLSLGeometryProcessor.h"
+#include "glsl/GrGLSLXferProcessor.h"
+
const int GrGLSLProgramBuilder::kVarsPerBlock = 8;
GrGLSLProgramBuilder::GrGLSLProgramBuilder(const DrawArgs& args)
@@ -14,7 +19,203 @@ GrGLSLProgramBuilder::GrGLSLProgramBuilder(const DrawArgs& args)
, fGS(this)
, fFS(this, args.fDesc->header().fFragPosKey)
, fStageIndex(-1)
- , fArgs(args) {
+ , fArgs(args)
+ , fGeometryProcessor(nullptr)
+ , fXferProcessor(nullptr) {
+}
+
+bool GrGLSLProgramBuilder::emitAndInstallProcs(GrGLSLExpr4* inputColor,
+ GrGLSLExpr4* inputCoverage,
+ int maxTextures) {
+ // First we loop over all of the installed processors and collect coord transforms. These will
+ // be sent to the GrGLSLPrimitiveProcessor in its emitCode function
+ const GrPrimitiveProcessor& primProc = this->primitiveProcessor();
+ int totalTextures = primProc.numTextures();
+
+ for (int i = 0; i < this->pipeline().numFragmentProcessors(); i++) {
+ const GrFragmentProcessor& processor = this->pipeline().getFragmentProcessor(i);
+
+ if (!primProc.hasTransformedLocalCoords()) {
+ SkTArray<const GrCoordTransform*, true>& procCoords = fCoordTransforms.push_back();
+ processor.gatherCoordTransforms(&procCoords);
+ }
+
+ totalTextures += processor.numTextures();
+ if (totalTextures >= maxTextures) {
+ GrCapsDebugf(this->caps(), "Program would use too many texture units\n");
+ return false;
+ }
+ }
+
+ this->emitAndInstallPrimProc(primProc, inputColor, inputCoverage);
+
+ int numProcs = this->pipeline().numFragmentProcessors();
+ this->emitAndInstallFragProcs(0, this->pipeline().numColorFragmentProcessors(), inputColor);
+ this->emitAndInstallFragProcs(this->pipeline().numColorFragmentProcessors(), numProcs,
+ inputCoverage);
+ this->emitAndInstallXferProc(this->pipeline().getXferProcessor(), *inputColor, *inputCoverage,
+ this->pipeline().ignoresCoverage());
+ this->emitFSOutputSwizzle(this->pipeline().getXferProcessor().hasSecondaryOutput());
+ return true;
+}
+
+void GrGLSLProgramBuilder::emitAndInstallPrimProc(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());
+ fVS.codeAppendf("// Primitive Processor %s\n", proc.name());
+
+ SkASSERT(!fGeometryProcessor);
+ fGeometryProcessor = proc.createGLSLInstance(*this->glslCaps());
+
+ SkSTArray<4, GrGLSLTextureSampler> samplers(proc.numTextures());
+ this->emitSamplers(proc, &samplers);
+
+ GrGLSLGeometryProcessor::EmitArgs args(&fVS,
+ &fFS,
+ this->varyingHandler(),
+ this->uniformHandler(),
+ this->glslCaps(),
+ proc,
+ outputColor->c_str(),
+ outputCoverage->c_str(),
+ samplers,
+ fCoordTransforms,
+ &fOutCoords);
+ fGeometryProcessor->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(proc);
+
+ fFS.codeAppend("}");
+}
+
+void GrGLSLProgramBuilder::emitAndInstallFragProcs(int procOffset,
+ int numProcs,
+ GrGLSLExpr4* inOut) {
+ for (int i = procOffset; i < numProcs; ++i) {
+ GrGLSLExpr4 output;
+ const GrFragmentProcessor& fp = this->pipeline().getFragmentProcessor(i);
+ this->emitAndInstallFragProc(fp, i, *inOut, &output);
+ *inOut = output;
+ }
+}
+
+// TODO Processors cannot output zeros because an empty string is all 1s
+// the fix is to allow effects to take the GrGLSLExpr4 directly
+void GrGLSLProgramBuilder::emitAndInstallFragProc(const GrFragmentProcessor& fp,
+ 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, fp.name());
+ fFS.codeAppend(openBrace.c_str());
+
+ GrGLSLFragmentProcessor* fragProc = fp.createGLSLInstance();
+
+ SkSTArray<4, GrGLSLTextureSampler> samplers(fp.numTextures());
+ this->emitSamplers(fp, &samplers);
+
+ GrGLSLFragmentProcessor::EmitArgs args(&fFS,
+ this->uniformHandler(),
+ this->glslCaps(),
+ fp,
+ output->c_str(),
+ input.isOnes() ? nullptr : input.c_str(),
+ fOutCoords[index],
+ samplers);
+ fragProc->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(fp);
+ fFragmentProcessors.push_back(fragProc);
+
+ fFS.codeAppend("}");
+}
+
+void GrGLSLProgramBuilder::emitAndInstallXferProc(const GrXferProcessor& xp,
+ const GrGLSLExpr4& colorIn,
+ const GrGLSLExpr4& coverageIn,
+ bool ignoresCoverage) {
+ // Program builders have a bit of state we need to clear with each effect
+ AutoStageAdvance adv(this);
+
+ SkASSERT(!fXferProcessor);
+ fXferProcessor = xp.createGLSLInstance();
+
+ // Enable dual source secondary output if we have one
+ if (xp.hasSecondaryOutput()) {
+ fFS.enableSecondaryOutput();
+ }
+
+ if (this->glslCaps()->mustDeclareFragmentShaderOutput()) {
+ fFS.enableCustomOutput();
+ }
+
+ SkString openBrace;
+ openBrace.printf("{ // Xfer Processor: %s\n", xp.name());
+ fFS.codeAppend(openBrace.c_str());
+
+ SkSTArray<4, GrGLSLTextureSampler> samplers(xp.numTextures());
+ this->emitSamplers(xp, &samplers);
+
+ GrGLSLXferProcessor::EmitArgs args(&fFS,
+ this->uniformHandler(),
+ this->glslCaps(),
+ xp, colorIn.c_str(),
+ ignoresCoverage ? nullptr : coverageIn.c_str(),
+ fFS.getPrimaryColorOutputName(),
+ fFS.getSecondaryColorOutputName(),
+ samplers);
+ fXferProcessor->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 GrGLSLProgramBuilder::emitFSOutputSwizzle(bool hasSecondaryOutput) {
+ // Swizzle the fragment shader outputs if necessary.
+ GrSwizzle swizzle;
+ swizzle.setFromKey(this->desc().header().fOutputSwizzle);
+ if (swizzle != GrSwizzle::RGBA()) {
+ fFS.codeAppendf("%s = %s.%s;", fFS.getPrimaryColorOutputName(),
+ fFS.getPrimaryColorOutputName(),
+ swizzle.c_str());
+ if (hasSecondaryOutput) {
+ fFS.codeAppendf("%s = %s.%s;", fFS.getSecondaryColorOutputName(),
+ fFS.getSecondaryColorOutputName(),
+ swizzle.c_str());
+ }
+ }
+}
+
+void GrGLSLProgramBuilder::verify(const GrPrimitiveProcessor& gp) {
+ SkASSERT(fFS.hasReadFragmentPosition() == gp.willReadFragmentPosition());
+}
+
+void GrGLSLProgramBuilder::verify(const GrXferProcessor& xp) {
+ SkASSERT(fFS.hasReadDstColor() == xp.willReadDstColor());
+}
+
+void GrGLSLProgramBuilder::verify(const GrFragmentProcessor& fp) {
+ SkASSERT(fFS.hasReadFragmentPosition() == fp.willReadFragmentPosition());
}
void GrGLSLProgramBuilder::nameVariable(SkString* out, char prefix, const char* name, bool mangle) {
@@ -32,6 +233,20 @@ void GrGLSLProgramBuilder::nameVariable(SkString* out, char prefix, const char*
}
}
+void GrGLSLProgramBuilder::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;
+}
+
void GrGLSLProgramBuilder::appendUniformDecls(ShaderVisibility visibility,
SkString* out) const {
this->uniformHandler()->appendUniformDecls(visibility, out);
@@ -58,3 +273,9 @@ void GrGLSLProgramBuilder::addRTHeightUniform(const char* name, const char** out
name, false, 0, outName);
}
+void GrGLSLProgramBuilder::cleanupFragmentProcessors() {
+ for (int i = 0; i < fFragmentProcessors.count(); ++i) {
+ delete fFragmentProcessors[i];
+ }
+}
+
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