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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" | 10 #include "GrPipeline.h" |
11 #include "glsl/GrGLSLFragmentProcessor.h" | 11 #include "glsl/GrGLSLFragmentProcessor.h" |
12 #include "glsl/GrGLSLGeometryProcessor.h" | 12 #include "glsl/GrGLSLGeometryProcessor.h" |
13 #include "glsl/GrGLSLVarying.h" | 13 #include "glsl/GrGLSLVarying.h" |
14 #include "glsl/GrGLSLXferProcessor.h" | 14 #include "glsl/GrGLSLXferProcessor.h" |
15 | 15 |
16 const int GrGLSLProgramBuilder::kVarsPerBlock = 8; | 16 const int GrGLSLProgramBuilder::kVarsPerBlock = 8; |
17 | 17 |
18 GrGLSLProgramBuilder::GrGLSLProgramBuilder(const GrPipeline& pipeline, | 18 GrGLSLProgramBuilder::GrGLSLProgramBuilder(const GrPipeline& pipeline, |
19 const GrPrimitiveProcessor& primProc, | 19 const GrPrimitiveProcessor& primProc, |
20 const GrProgramDesc& desc) | 20 const GrProgramDesc& desc) |
21 : fVS(this) | 21 : fVS(this) |
22 , fGS(this) | 22 , fGS(this) |
23 , fFS(this) | 23 , fFS(this) |
24 , fStageIndex(-1) | 24 , fStageIndex(-1) |
25 , fPipeline(pipeline) | 25 , fPipeline(pipeline) |
26 , fPrimProc(primProc) | 26 , fPrimProc(primProc) |
27 , fDesc(desc) | 27 , fDesc(desc) |
28 , fGeometryProcessor(nullptr) | 28 , fGeometryProcessor(nullptr) |
29 , fXferProcessor(nullptr) | 29 , fXferProcessor(nullptr) |
| 30 , fSamplerUniforms(4) |
30 , fNumVertexSamplers(0) | 31 , fNumVertexSamplers(0) |
31 , fNumGeometrySamplers(0) | 32 , fNumGeometrySamplers(0) |
32 , fNumFragmentSamplers(0) { | 33 , fNumFragmentSamplers(0) { |
33 } | 34 } |
34 | 35 |
35 void GrGLSLProgramBuilder::addFeature(GrShaderFlags shaders, | 36 void GrGLSLProgramBuilder::addFeature(GrShaderFlags shaders, |
36 uint32_t featureBit, | 37 uint32_t featureBit, |
37 const char* extensionName) { | 38 const char* extensionName) { |
38 if (shaders & kVertex_GrShaderFlag) { | 39 if (shaders & kVertex_GrShaderFlag) { |
39 fVS.addFeature(featureBit, extensionName); | 40 fVS.addFeature(featureBit, extensionName); |
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89 | 90 |
90 // Enclose custom code in a block to avoid namespace conflicts | 91 // Enclose custom code in a block to avoid namespace conflicts |
91 SkString openBrace; | 92 SkString openBrace; |
92 openBrace.printf("{ // Stage %d, %s\n", fStageIndex, proc.name()); | 93 openBrace.printf("{ // Stage %d, %s\n", fStageIndex, proc.name()); |
93 fFS.codeAppend(openBrace.c_str()); | 94 fFS.codeAppend(openBrace.c_str()); |
94 fVS.codeAppendf("// Primitive Processor %s\n", proc.name()); | 95 fVS.codeAppendf("// Primitive Processor %s\n", proc.name()); |
95 | 96 |
96 SkASSERT(!fGeometryProcessor); | 97 SkASSERT(!fGeometryProcessor); |
97 fGeometryProcessor = proc.createGLSLInstance(*this->glslCaps()); | 98 fGeometryProcessor = proc.createGLSLInstance(*this->glslCaps()); |
98 | 99 |
99 SkSTArray<4, SamplerHandle> texSamplers(proc.numTextures()); | 100 SkSTArray<4, GrGLSLSampler> texSamplers(proc.numTextures()); |
100 SkSTArray<2, SamplerHandle> bufferSamplers(proc.numBuffers()); | 101 SkSTArray<2, GrGLSLSampler> bufferSamplers(proc.numBuffers()); |
101 this->emitSamplers(proc, &texSamplers, &bufferSamplers); | 102 this->emitSamplers(proc, &texSamplers, &bufferSamplers); |
102 | 103 |
103 GrGLSLGeometryProcessor::EmitArgs args(&fVS, | 104 GrGLSLGeometryProcessor::EmitArgs args(&fVS, |
104 &fFS, | 105 &fFS, |
105 this->varyingHandler(), | 106 this->varyingHandler(), |
106 this->uniformHandler(), | 107 this->uniformHandler(), |
107 this->glslCaps(), | 108 this->glslCaps(), |
108 proc, | 109 proc, |
109 outputColor->c_str(), | 110 outputColor->c_str(), |
110 outputCoverage->c_str(), | 111 outputCoverage->c_str(), |
111 texSamplers.begin(), | 112 texSamplers, |
112 bufferSamplers.begin(), | 113 bufferSamplers, |
113 fCoordTransforms, | 114 fCoordTransforms, |
114 &fOutCoords); | 115 &fOutCoords); |
115 fGeometryProcessor->emitCode(args); | 116 fGeometryProcessor->emitCode(args); |
116 | 117 |
117 // We have to check that effects and the code they emit are consistent, ie i
f an effect | 118 // We have to check that effects and the code they emit are consistent, ie i
f an effect |
118 // asks for dst color, then the emit code needs to follow suit | 119 // asks for dst color, then the emit code needs to follow suit |
119 SkDEBUGCODE(verify(proc);) | 120 SkDEBUGCODE(verify(proc);) |
120 | 121 |
121 fFS.codeAppend("}"); | 122 fFS.codeAppend("}"); |
122 } | 123 } |
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142 AutoStageAdvance adv(this); | 143 AutoStageAdvance adv(this); |
143 this->nameExpression(output, "output"); | 144 this->nameExpression(output, "output"); |
144 | 145 |
145 // Enclose custom code in a block to avoid namespace conflicts | 146 // Enclose custom code in a block to avoid namespace conflicts |
146 SkString openBrace; | 147 SkString openBrace; |
147 openBrace.printf("{ // Stage %d, %s\n", fStageIndex, fp.name()); | 148 openBrace.printf("{ // Stage %d, %s\n", fStageIndex, fp.name()); |
148 fFS.codeAppend(openBrace.c_str()); | 149 fFS.codeAppend(openBrace.c_str()); |
149 | 150 |
150 GrGLSLFragmentProcessor* fragProc = fp.createGLSLInstance(); | 151 GrGLSLFragmentProcessor* fragProc = fp.createGLSLInstance(); |
151 | 152 |
152 SkSTArray<4, SamplerHandle> texSamplers(fp.numTextures()); | 153 SkSTArray<4, GrGLSLSampler> texSamplers(fp.numTextures()); |
153 SkSTArray<2, SamplerHandle> bufferSamplers(fp.numBuffers()); | 154 SkSTArray<2, GrGLSLSampler> bufferSamplers(fp.numBuffers()); |
154 this->emitSamplers(fp, &texSamplers, &bufferSamplers); | 155 this->emitSamplers(fp, &texSamplers, &bufferSamplers); |
155 | 156 |
156 GrGLSLFragmentProcessor::EmitArgs args(&fFS, | 157 GrGLSLFragmentProcessor::EmitArgs args(&fFS, |
157 this->uniformHandler(), | 158 this->uniformHandler(), |
158 this->glslCaps(), | 159 this->glslCaps(), |
159 fp, | 160 fp, |
160 output->c_str(), | 161 output->c_str(), |
161 input.isOnes() ? nullptr : input.c_st
r(), | 162 input.isOnes() ? nullptr : input.c_st
r(), |
162 fOutCoords[index], | 163 fOutCoords[index], |
163 texSamplers.begin(), | 164 texSamplers, |
164 bufferSamplers.begin()); | 165 bufferSamplers); |
165 fragProc->emitCode(args); | 166 fragProc->emitCode(args); |
166 | 167 |
167 // We have to check that effects and the code they emit are consistent, ie i
f an effect | 168 // We have to check that effects and the code they emit are consistent, ie i
f an effect |
168 // asks for dst color, then the emit code needs to follow suit | 169 // asks for dst color, then the emit code needs to follow suit |
169 SkDEBUGCODE(verify(fp);) | 170 SkDEBUGCODE(verify(fp);) |
170 fFragmentProcessors.push_back(fragProc); | 171 fFragmentProcessors.push_back(fragProc); |
171 | 172 |
172 fFS.codeAppend("}"); | 173 fFS.codeAppend("}"); |
173 } | 174 } |
174 | 175 |
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189 } | 190 } |
190 | 191 |
191 if (this->glslCaps()->mustDeclareFragmentShaderOutput()) { | 192 if (this->glslCaps()->mustDeclareFragmentShaderOutput()) { |
192 fFS.enableCustomOutput(); | 193 fFS.enableCustomOutput(); |
193 } | 194 } |
194 | 195 |
195 SkString openBrace; | 196 SkString openBrace; |
196 openBrace.printf("{ // Xfer Processor: %s\n", xp.name()); | 197 openBrace.printf("{ // Xfer Processor: %s\n", xp.name()); |
197 fFS.codeAppend(openBrace.c_str()); | 198 fFS.codeAppend(openBrace.c_str()); |
198 | 199 |
199 SkSTArray<4, SamplerHandle> texSamplers(xp.numTextures()); | 200 SkSTArray<4, GrGLSLSampler> texSamplers(xp.numTextures()); |
200 SkSTArray<2, SamplerHandle> bufferSamplers(xp.numBuffers()); | 201 SkSTArray<2, GrGLSLSampler> bufferSamplers(xp.numBuffers()); |
201 this->emitSamplers(xp, &texSamplers, &bufferSamplers); | 202 this->emitSamplers(xp, &texSamplers, &bufferSamplers); |
202 | 203 |
203 bool usePLSDstRead = (plsState == GrPixelLocalStorageState::kFinish_GrPixelL
ocalStorageState); | 204 bool usePLSDstRead = (plsState == GrPixelLocalStorageState::kFinish_GrPixelL
ocalStorageState); |
204 GrGLSLXferProcessor::EmitArgs args(&fFS, | 205 GrGLSLXferProcessor::EmitArgs args(&fFS, |
205 this->uniformHandler(), | 206 this->uniformHandler(), |
206 this->glslCaps(), | 207 this->glslCaps(), |
207 xp, colorIn.c_str(), | 208 xp, colorIn.c_str(), |
208 ignoresCoverage ? nullptr : coverageIn.c_
str(), | 209 ignoresCoverage ? nullptr : coverageIn.c_
str(), |
209 fFS.getPrimaryColorOutputName(), | 210 fFS.getPrimaryColorOutputName(), |
210 fFS.getSecondaryColorOutputName(), | 211 fFS.getSecondaryColorOutputName(), |
211 texSamplers.begin(), | 212 texSamplers, |
212 bufferSamplers.begin(), | 213 bufferSamplers, |
213 usePLSDstRead); | 214 usePLSDstRead); |
214 fXferProcessor->emitCode(args); | 215 fXferProcessor->emitCode(args); |
215 | 216 |
216 // We have to check that effects and the code they emit are consistent, ie i
f an effect | 217 // We have to check that effects and the code they emit are consistent, ie i
f an effect |
217 // asks for dst color, then the emit code needs to follow suit | 218 // asks for dst color, then the emit code needs to follow suit |
218 SkDEBUGCODE(verify(xp);) | 219 SkDEBUGCODE(verify(xp);) |
219 fFS.codeAppend("}"); | 220 fFS.codeAppend("}"); |
220 } | 221 } |
221 | 222 |
222 void GrGLSLProgramBuilder::emitSamplers(const GrProcessor& processor, | 223 void GrGLSLProgramBuilder::emitSamplers(const GrProcessor& processor, |
223 SkTArray<SamplerHandle>* outTexSamplers, | 224 GrGLSLSampler::SamplerArray* outTexSampl
ers, |
224 SkTArray<SamplerHandle>* outBufferSample
rs) { | 225 GrGLSLSampler::SamplerArray* outBufferSa
mplers) { |
225 SkString name; | 226 SkString name; |
226 int numTextures = processor.numTextures(); | 227 int numTextures = processor.numTextures(); |
227 for (int t = 0; t < numTextures; ++t) { | 228 for (int t = 0; t < numTextures; ++t) { |
228 const GrTextureAccess& access = processor.textureAccess(t); | 229 const GrTextureAccess& access = processor.textureAccess(t); |
229 GrSLType samplerType = access.getTexture()->samplerType(); | 230 GrSLType samplerType = access.getTexture()->samplerType(); |
230 if (kSamplerExternal_GrSLType == samplerType) { | 231 if (kSamplerExternal_GrSLType == samplerType) { |
231 const char* externalFeatureString = this->glslCaps()->externalTextur
eExtensionString(); | 232 const char* externalFeatureString = this->glslCaps()->externalTextur
eExtensionString(); |
232 // We shouldn't ever create a GrGLTexture that requires external sam
pler type | 233 // We shouldn't ever create a GrGLTexture that requires external sam
pler type |
233 SkASSERT(externalFeatureString); | 234 SkASSERT(externalFeatureString); |
234 this->addFeature(access.getVisibility(), | 235 this->addFeature(access.getVisibility(), |
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257 1 << GrGLSLShaderBuilder::kTexelBuffer_GLSLPrivateF
eature, | 258 1 << GrGLSLShaderBuilder::kTexelBuffer_GLSLPrivateF
eature, |
258 extension); | 259 extension); |
259 } | 260 } |
260 } | 261 } |
261 } | 262 } |
262 | 263 |
263 void GrGLSLProgramBuilder::emitSampler(GrSLType samplerType, | 264 void GrGLSLProgramBuilder::emitSampler(GrSLType samplerType, |
264 GrPixelConfig config, | 265 GrPixelConfig config, |
265 const char* name, | 266 const char* name, |
266 GrShaderFlags visibility, | 267 GrShaderFlags visibility, |
267 SkTArray<SamplerHandle>* outSamplers) { | 268 GrGLSLSampler::SamplerArray* outSamplers)
{ |
268 if (visibility & kVertex_GrShaderFlag) { | 269 if (visibility & kVertex_GrShaderFlag) { |
269 ++fNumVertexSamplers; | 270 ++fNumVertexSamplers; |
270 } | 271 } |
271 if (visibility & kGeometry_GrShaderFlag) { | 272 if (visibility & kGeometry_GrShaderFlag) { |
272 SkASSERT(this->primitiveProcessor().willUseGeoShader()); | 273 SkASSERT(this->primitiveProcessor().willUseGeoShader()); |
273 ++fNumGeometrySamplers; | 274 ++fNumGeometrySamplers; |
274 } | 275 } |
275 if (visibility & kFragment_GrShaderFlag) { | 276 if (visibility & kFragment_GrShaderFlag) { |
276 ++fNumFragmentSamplers; | 277 ++fNumFragmentSamplers; |
277 } | 278 } |
278 GrSLPrecision precision = this->glslCaps()->samplerPrecision(config, visibil
ity); | 279 GrSLPrecision precision = this->glslCaps()->samplerPrecision(config, visibil
ity); |
279 SamplerHandle handle = this->uniformHandler()->addSampler(visibility, | 280 UniformHandle u = this->uniformHandler()->addUniform(visibility, samplerType
, precision, name); |
280 config, | 281 fSamplerUniforms.push_back(u); |
281 samplerType, | 282 outSamplers->emplace_back(u, config); |
282 precision, | |
283 name); | |
284 outSamplers->emplace_back(handle); | |
285 } | 283 } |
286 | 284 |
287 void GrGLSLProgramBuilder::emitFSOutputSwizzle(bool hasSecondaryOutput) { | 285 void GrGLSLProgramBuilder::emitFSOutputSwizzle(bool hasSecondaryOutput) { |
288 // Swizzle the fragment shader outputs if necessary. | 286 // Swizzle the fragment shader outputs if necessary. |
289 GrSwizzle swizzle; | 287 GrSwizzle swizzle; |
290 swizzle.setFromKey(this->desc().header().fOutputSwizzle); | 288 swizzle.setFromKey(this->desc().header().fOutputSwizzle); |
291 if (swizzle != GrSwizzle::RGBA()) { | 289 if (swizzle != GrSwizzle::RGBA()) { |
292 fFS.codeAppendf("%s = %s.%s;", fFS.getPrimaryColorOutputName(), | 290 fFS.codeAppendf("%s = %s.%s;", fFS.getPrimaryColorOutputName(), |
293 fFS.getPrimaryColorOutputName(), | 291 fFS.getPrimaryColorOutputName(), |
294 swizzle.c_str()); | 292 swizzle.c_str()); |
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364 this->nameVariable(&outName, '\0', baseName); | 362 this->nameVariable(&outName, '\0', baseName); |
365 } | 363 } |
366 fFS.codeAppendf("vec4 %s;", outName.c_str()); | 364 fFS.codeAppendf("vec4 %s;", outName.c_str()); |
367 *output = outName; | 365 *output = outName; |
368 } | 366 } |
369 | 367 |
370 void GrGLSLProgramBuilder::appendUniformDecls(GrShaderFlags visibility, SkString
* out) const { | 368 void GrGLSLProgramBuilder::appendUniformDecls(GrShaderFlags visibility, SkString
* out) const { |
371 this->uniformHandler()->appendUniformDecls(visibility, out); | 369 this->uniformHandler()->appendUniformDecls(visibility, out); |
372 } | 370 } |
373 | 371 |
374 const GrGLSLSampler& GrGLSLProgramBuilder::getSampler(SamplerHandle handle) cons
t { | |
375 return this->uniformHandler()->getSampler(handle); | |
376 } | |
377 | |
378 void GrGLSLProgramBuilder::addRTAdjustmentUniform(GrSLPrecision precision, | 372 void GrGLSLProgramBuilder::addRTAdjustmentUniform(GrSLPrecision precision, |
379 const char* name, | 373 const char* name, |
380 const char** outName) { | 374 const char** outName) { |
381 SkASSERT(!fUniformHandles.fRTAdjustmentUni.isValid()); | 375 SkASSERT(!fUniformHandles.fRTAdjustmentUni.isValid()); |
382 fUniformHandles.fRTAdjustmentUni = | 376 fUniformHandles.fRTAdjustmentUni = |
383 this->uniformHandler()->addUniform(kVertex_GrShaderFlag, | 377 this->uniformHandler()->addUniform(kVertex_GrShaderFlag, |
384 kVec4f_GrSLType, | 378 kVec4f_GrSLType, |
385 precision, | 379 precision, |
386 name, | 380 name, |
387 outName); | 381 outName); |
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401 delete fFragmentProcessors[i]; | 395 delete fFragmentProcessors[i]; |
402 } | 396 } |
403 } | 397 } |
404 | 398 |
405 void GrGLSLProgramBuilder::finalizeShaders() { | 399 void GrGLSLProgramBuilder::finalizeShaders() { |
406 this->varyingHandler()->finalize(); | 400 this->varyingHandler()->finalize(); |
407 fVS.finalize(kVertex_GrShaderFlag); | 401 fVS.finalize(kVertex_GrShaderFlag); |
408 fFS.finalize(kFragment_GrShaderFlag); | 402 fFS.finalize(kFragment_GrShaderFlag); |
409 | 403 |
410 } | 404 } |
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