| 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];
|
| + }
|
| +}
|
| +
|
|
|