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Side by Side Diff: src/gpu/gl/GrGLShaderBuilder.cpp

Issue 491673002: Initial refactor of shaderbuilder (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: Created 6 years, 4 months ago
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1 /*
2 * Copyright 2012 Google Inc.
3 *
4 * Use of this source code is governed by a BSD-style license that can be
5 * found in the LICENSE file.
6 */
7
8 #include "gl/GrGLShaderBuilder.h"
9 #include "gl/GrGLProgram.h"
10 #include "gl/GrGLSLPrettyPrint.h"
11 #include "gl/GrGLUniformHandle.h"
12 #include "GrCoordTransform.h"
13 #include "GrDrawEffect.h"
14 #include "GrGpuGL.h"
15 #include "GrTexture.h"
16 #include "SkRTConf.h"
17 #include "SkTraceEvent.h"
18
19 #define GL_CALL(X) GR_GL_CALL(this->gpu()->glInterface(), X)
20 #define GL_CALL_RET(R, X) GR_GL_CALL_RET(this->gpu()->glInterface(), R, X)
21
22 // number of each input/output type in a single allocation block
23 static const int kVarsPerBlock = 8;
24
25 // except FS outputs where we expect 2 at most.
26 static const int kMaxFSOutputs = 2;
27
28 // ES2 FS only guarantees mediump and lowp support
29 static const GrGLShaderVar::Precision kDefaultFragmentPrecision = GrGLShaderVar: :kMedium_Precision;
30
31 typedef GrGLProgramDataManager::UniformHandle UniformHandle;
32
33 SK_CONF_DECLARE(bool, c_PrintShaders, "gpu.printShaders", false,
34 "Print the source code for all shaders generated.");
35
36 ///////////////////////////////////////////////////////////////////////////////
37
38 namespace {
39
40 inline const char* color_attribute_name() { return "aColor"; }
41 inline const char* coverage_attribute_name() { return "aCoverage"; }
42 inline const char* declared_color_output_name() { return "fsColorOut"; }
43 inline const char* dual_source_output_name() { return "dualSourceOut"; }
44 inline const char* sample_function_name(GrSLType type, GrGLSLGeneration glslGen) {
45 if (kVec2f_GrSLType == type) {
46 return glslGen >= k130_GrGLSLGeneration ? "texture" : "texture2D";
47 } else {
48 SkASSERT(kVec3f_GrSLType == type);
49 return glslGen >= k130_GrGLSLGeneration ? "textureProj" : "texture2DProj ";
50 }
51 }
52
53 void append_texture_lookup(SkString* out,
54 GrGpuGL* gpu,
55 const char* samplerName,
56 const char* coordName,
57 uint32_t configComponentMask,
58 const char* swizzle,
59 GrSLType varyingType = kVec2f_GrSLType) {
60 SkASSERT(NULL != coordName);
61
62 out->appendf("%s(%s, %s)",
63 sample_function_name(varyingType, gpu->glslGeneration()),
64 samplerName,
65 coordName);
66
67 char mangledSwizzle[5];
68
69 // The swizzling occurs using texture params instead of shader-mangling if A RB_texture_swizzle
70 // is available.
71 if (!gpu->glCaps().textureSwizzleSupport() &&
72 (kA_GrColorComponentFlag == configComponentMask)) {
73 char alphaChar = gpu->glCaps().textureRedSupport() ? 'r' : 'a';
74 int i;
75 for (i = 0; '\0' != swizzle[i]; ++i) {
76 mangledSwizzle[i] = alphaChar;
77 }
78 mangledSwizzle[i] ='\0';
79 swizzle = mangledSwizzle;
80 }
81 // For shader prettiness we omit the swizzle rather than appending ".rgba".
82 if (memcmp(swizzle, "rgba", 4)) {
83 out->appendf(".%s", swizzle);
84 }
85 }
86
87 }
88
89 static const char kDstCopyColorName[] = "_dstColor";
90
91 ///////////////////////////////////////////////////////////////////////////////
92
93 bool GrGLShaderBuilder::genProgram(const GrEffectStage* colorStages[],
94 const GrEffectStage* coverageStages[]) {
95 const GrGLProgramDesc::KeyHeader& header = this->desc().getHeader();
96
97 ///////////////////////////////////////////////////////////////////////////
98 // emit code to read the dst copy texture, if necessary
99 if (kNoDstRead_DstReadKey != header.fDstReadKey && !fGpu->glCaps().fbFetchSu pport()) {
100 bool topDown = SkToBool(kTopLeftOrigin_DstReadKeyBit & header.fDstReadKe y);
101 const char* dstCopyTopLeftName;
102 const char* dstCopyCoordScaleName;
103 const char* dstCopySamplerName;
104 uint32_t configMask;
105 if (SkToBool(kUseAlphaConfig_DstReadKeyBit & header.fDstReadKey)) {
106 configMask = kA_GrColorComponentFlag;
107 } else {
108 configMask = kRGBA_GrColorComponentFlags;
109 }
110 fUniformHandles.fDstCopySamplerUni =
111 this->addUniform(kFragment_Visibility, kSampler2D_GrSLType, "DstCopy Sampler",
112 &dstCopySamplerName);
113 fUniformHandles.fDstCopyTopLeftUni =
114 this->addUniform(kFragment_Visibility, kVec2f_GrSLType, "DstCopyUppe rLeft",
115 &dstCopyTopLeftName);
116 fUniformHandles.fDstCopyScaleUni =
117 this->addUniform(kFragment_Visibility, kVec2f_GrSLType, "DstCopyCoor dScale",
118 &dstCopyCoordScaleName);
119 const char* fragPos = this->fragmentPosition();
120 this->fsCodeAppend("\t// Read color from copy of the destination.\n");
121 this->fsCodeAppendf("\tvec2 _dstTexCoord = (%s.xy - %s) * %s;\n",
122 fragPos, dstCopyTopLeftName, dstCopyCoordScaleName);
123 if (!topDown) {
124 this->fsCodeAppend("\t_dstTexCoord.y = 1.0 - _dstTexCoord.y;\n");
125 }
126 this->fsCodeAppendf("\tvec4 %s = ", kDstCopyColorName);
127 append_texture_lookup(&fFSCode,
128 fGpu,
129 dstCopySamplerName,
130 "_dstTexCoord",
131 configMask,
132 "rgba");
133 this->fsCodeAppend(";\n\n");
134 }
135
136 ///////////////////////////////////////////////////////////////////////////
137 // get the initial color and coverage to feed into the first effect in each effect chain
138
139 GrGLSLExpr4 inputColor;
140 GrGLSLExpr4 inputCoverage;
141
142 if (GrGLProgramDesc::kUniform_ColorInput == header.fColorInput) {
143 const char* name;
144 fUniformHandles.fColorUni =
145 this->addUniform(GrGLShaderBuilder::kFragment_Visibility, kVec4f_GrS LType, "Color",
146 &name);
147 inputColor = GrGLSLExpr4(name);
148 }
149
150 if (GrGLProgramDesc::kUniform_ColorInput == header.fCoverageInput) {
151 const char* name;
152 fUniformHandles.fCoverageUni =
153 this->addUniform(GrGLShaderBuilder::kFragment_Visibility, kVec4f_GrS LType, "Coverage",
154 &name);
155 inputCoverage = GrGLSLExpr4(name);
156 } else if (GrGLProgramDesc::kSolidWhite_ColorInput == header.fCoverageInput) {
157 inputCoverage = GrGLSLExpr4(1);
158 }
159
160 if (k110_GrGLSLGeneration != fGpu->glslGeneration()) {
161 fFSOutputs.push_back().set(kVec4f_GrSLType,
162 GrGLShaderVar::kOut_TypeModifier,
163 declared_color_output_name());
164 fHasCustomColorOutput = true;
165 }
166
167 this->emitCodeBeforeEffects(&inputColor, &inputCoverage);
168
169 ///////////////////////////////////////////////////////////////////////////
170 // emit the per-effect code for both color and coverage effects
171
172 GrGLProgramDesc::EffectKeyProvider colorKeyProvider(
173 &this->desc(), GrGLProgramDesc::EffectKeyProvider::kColor_EffectType);
174 fColorEffects.reset(this->createAndEmitEffects(colorStages,
175 this->desc().numColorEffects( ),
176 colorKeyProvider,
177 &inputColor));
178
179 GrGLProgramDesc::EffectKeyProvider coverageKeyProvider(
180 &this->desc(), GrGLProgramDesc::EffectKeyProvider::kCoverage_EffectType) ;
181 fCoverageEffects.reset(this->createAndEmitEffects(coverageStages,
182 this->desc().numCoverageEf fects(),
183 coverageKeyProvider,
184 &inputCoverage));
185
186 this->emitCodeAfterEffects();
187
188 ///////////////////////////////////////////////////////////////////////////
189 // write the secondary color output if necessary
190 if (GrGLProgramDesc::CoverageOutputUsesSecondaryOutput(header.fCoverageOutpu t)) {
191 const char* secondaryOutputName = this->enableSecondaryOutput();
192
193 // default coeff to ones for kCoverage_DualSrcOutput
194 GrGLSLExpr4 coeff(1);
195 if (GrGLProgramDesc::kSecondaryCoverageISA_CoverageOutput == header.fCov erageOutput) {
196 // Get (1-A) into coeff
197 coeff = GrGLSLExpr4::VectorCast(GrGLSLExpr1(1) - inputColor.a());
198 } else if (GrGLProgramDesc::kSecondaryCoverageISC_CoverageOutput ==
199 header.fCoverageOutput){
200 // Get (1-RGBA) into coeff
201 coeff = GrGLSLExpr4(1) - inputColor;
202 }
203 // Get coeff * coverage into modulate and then write that to the dual so urce output.
204 this->fsCodeAppendf("\t%s = %s;\n", secondaryOutputName, (coeff * inputC overage).c_str());
205 }
206
207 ///////////////////////////////////////////////////////////////////////////
208 // combine color and coverage as frag color
209
210 // Get "color * coverage" into fragColor
211 GrGLSLExpr4 fragColor = inputColor * inputCoverage;
212 // Now tack on "+(1-coverage)dst onto the frag color if we were asked to do so.
213 if (GrGLProgramDesc::kCombineWithDst_CoverageOutput == header.fCoverageOutpu t) {
214 GrGLSLExpr4 dstCoeff = GrGLSLExpr4(1) - inputCoverage;
215
216 GrGLSLExpr4 dstContribution = dstCoeff * GrGLSLExpr4(this->dstColor());
217
218 fragColor = fragColor + dstContribution;
219 }
220 this->fsCodeAppendf("\t%s = %s;\n", this->getColorOutputName(), fragColor.c_ str());
221
222 if (!this->finish()) {
223 return false;
224 }
225
226 return true;
227 }
228
229 //////////////////////////////////////////////////////////////////////////////
230
231 GrGLShaderBuilder::GrGLShaderBuilder(GrGpuGL* gpu,
232 const GrGLProgramDesc& desc)
233 : fHasVertexShader(false)
234 , fTexCoordSetCnt(0)
235 , fProgramID(0)
236 , fDesc(desc)
237 , fGpu(gpu)
238 , fFSFeaturesAddedMask(0)
239 , fFSInputs(kVarsPerBlock)
240 , fFSOutputs(kMaxFSOutputs)
241 , fUniforms(kVarsPerBlock)
242 , fSetupFragPosition(false)
243 , fTopLeftFragPosRead(kTopLeftFragPosRead_FragPosKey == desc.getHeader().fFr agPosKey)
244 , fHasCustomColorOutput(false)
245 , fHasSecondaryOutput(false) {
246 }
247
248 bool GrGLShaderBuilder::enableFeature(GLSLFeature feature) {
249 switch (feature) {
250 case kStandardDerivatives_GLSLFeature:
251 if (!fGpu->glCaps().shaderDerivativeSupport()) {
252 return false;
253 }
254 if (kGLES_GrGLStandard == fGpu->glStandard()) {
255 this->addFSFeature(1 << kStandardDerivatives_GLSLFeature,
256 "GL_OES_standard_derivatives");
257 }
258 return true;
259 default:
260 SkFAIL("Unexpected GLSLFeature requested.");
261 return false;
262 }
263 }
264
265 void GrGLShaderBuilder::addFSFeature(uint32_t featureBit, const char* extensionN ame) {
266 if (!(featureBit & fFSFeaturesAddedMask)) {
267 fFSExtensions.appendf("#extension %s: require\n", extensionName);
268 fFSFeaturesAddedMask |= featureBit;
269 }
270 }
271
272 void GrGLShaderBuilder::nameVariable(SkString* out, char prefix, const char* nam e) {
273 if ('\0' == prefix) {
274 *out = name;
275 } else {
276 out->printf("%c%s", prefix, name);
277 }
278 if (fCodeStage.inStageCode()) {
279 if (out->endsWith('_')) {
280 // Names containing "__" are reserved.
281 out->append("x");
282 }
283 out->appendf("_Stage%d", fCodeStage.stageIndex());
284 }
285 }
286
287 const char* GrGLShaderBuilder::dstColor() {
288 if (fCodeStage.inStageCode()) {
289 const GrEffect* effect = fCodeStage.effectStage()->getEffect();
290 if (!effect->willReadDstColor()) {
291 SkDEBUGFAIL("GrGLEffect asked for dst color but its generating GrEff ect "
292 "did not request access.");
293 return "";
294 }
295 }
296
297 if (fGpu->glCaps().fbFetchSupport()) {
298 this->addFSFeature(1 << (kLastGLSLPrivateFeature + 1),
299 fGpu->glCaps().fbFetchExtensionString());
300 return fGpu->glCaps().fbFetchColorName();
301 } else if (fUniformHandles.fDstCopySamplerUni.isValid()) {
302 return kDstCopyColorName;
303 } else {
304 return "";
305 }
306 }
307
308 void GrGLShaderBuilder::appendTextureLookup(SkString* out,
309 const GrGLShaderBuilder::TextureSamp ler& sampler,
310 const char* coordName,
311 GrSLType varyingType) const {
312 append_texture_lookup(out,
313 fGpu,
314 this->getUniformCStr(sampler.samplerUniform()),
315 coordName,
316 sampler.configComponentMask(),
317 sampler.swizzle(),
318 varyingType);
319 }
320
321 void GrGLShaderBuilder::fsAppendTextureLookup(const GrGLShaderBuilder::TextureSa mpler& sampler,
322 const char* coordName,
323 GrSLType varyingType) {
324 this->appendTextureLookup(&fFSCode, sampler, coordName, varyingType);
325 }
326
327 void GrGLShaderBuilder::fsAppendTextureLookupAndModulate(
328 const char* modulation,
329 const GrGLShaderBuilder::TextureSamp ler& sampler,
330 const char* coordName,
331 GrSLType varyingType) {
332 SkString lookup;
333 this->appendTextureLookup(&lookup, sampler, coordName, varyingType);
334 fFSCode.append((GrGLSLExpr4(modulation) * GrGLSLExpr4(lookup)).c_str());
335 }
336
337 GrGLShaderBuilder::DstReadKey GrGLShaderBuilder::KeyForDstRead(const GrTexture* dstCopy,
338 const GrGLCaps& c aps) {
339 uint32_t key = kYesDstRead_DstReadKeyBit;
340 if (caps.fbFetchSupport()) {
341 return key;
342 }
343 SkASSERT(NULL != dstCopy);
344 if (!caps.textureSwizzleSupport() && GrPixelConfigIsAlphaOnly(dstCopy->confi g())) {
345 // The fact that the config is alpha-only must be considered when genera ting code.
346 key |= kUseAlphaConfig_DstReadKeyBit;
347 }
348 if (kTopLeft_GrSurfaceOrigin == dstCopy->origin()) {
349 key |= kTopLeftOrigin_DstReadKeyBit;
350 }
351 SkASSERT(static_cast<DstReadKey>(key) == key);
352 return static_cast<DstReadKey>(key);
353 }
354
355 GrGLShaderBuilder::FragPosKey GrGLShaderBuilder::KeyForFragmentPosition(const Gr RenderTarget* dst,
356 const Gr GLCaps&) {
357 if (kTopLeft_GrSurfaceOrigin == dst->origin()) {
358 return kTopLeftFragPosRead_FragPosKey;
359 } else {
360 return kBottomLeftFragPosRead_FragPosKey;
361 }
362 }
363
364
365 const GrGLenum* GrGLShaderBuilder::GetTexParamSwizzle(GrPixelConfig config, cons t GrGLCaps& caps) {
366 if (caps.textureSwizzleSupport() && GrPixelConfigIsAlphaOnly(config)) {
367 if (caps.textureRedSupport()) {
368 static const GrGLenum gRedSmear[] = { GR_GL_RED, GR_GL_RED, GR_GL_RE D, GR_GL_RED };
369 return gRedSmear;
370 } else {
371 static const GrGLenum gAlphaSmear[] = { GR_GL_ALPHA, GR_GL_ALPHA,
372 GR_GL_ALPHA, GR_GL_ALPHA };
373 return gAlphaSmear;
374 }
375 } else {
376 static const GrGLenum gStraight[] = { GR_GL_RED, GR_GL_GREEN, GR_GL_BLUE , GR_GL_ALPHA };
377 return gStraight;
378 }
379 }
380
381 GrGLProgramDataManager::UniformHandle GrGLShaderBuilder::addUniformArray(uint32_ t visibility,
382 GrSLTyp e type,
383 const c har* name,
384 int cou nt,
385 const c har** outName) {
386 SkASSERT(name && strlen(name));
387 SkDEBUGCODE(static const uint32_t kVisibilityMask = kVertex_Visibility | kFr agment_Visibility);
388 SkASSERT(0 == (~kVisibilityMask & visibility));
389 SkASSERT(0 != visibility);
390
391 UniformInfo& uni = fUniforms.push_back();
392 uni.fVariable.setType(type);
393 uni.fVariable.setTypeModifier(GrGLShaderVar::kUniform_TypeModifier);
394 this->nameVariable(uni.fVariable.accessName(), 'u', name);
395 uni.fVariable.setArrayCount(count);
396 uni.fVisibility = visibility;
397
398 // If it is visible in both the VS and FS, the precision must match.
399 // We declare a default FS precision, but not a default VS. So set the var
400 // to use the default FS precision.
401 if ((kVertex_Visibility | kFragment_Visibility) == visibility) {
402 // the fragment and vertex precisions must match
403 uni.fVariable.setPrecision(kDefaultFragmentPrecision);
404 }
405
406 if (NULL != outName) {
407 *outName = uni.fVariable.c_str();
408 }
409 return GrGLProgramDataManager::UniformHandle::CreateFromUniformIndex(fUnifor ms.count() - 1);
410 }
411
412 SkString GrGLShaderBuilder::ensureFSCoords2D(const TransformedCoordsArray& coord s, int index) {
413 if (kVec3f_GrSLType != coords[index].type()) {
414 SkASSERT(kVec2f_GrSLType == coords[index].type());
415 return coords[index].getName();
416 }
417
418 SkString coords2D("coords2D");
419 if (0 != index) {
420 coords2D.appendf("_%i", index);
421 }
422 this->fsCodeAppendf("\tvec2 %s = %s.xy / %s.z;",
423 coords2D.c_str(), coords[index].c_str(), coords[index].c _str());
424 return coords2D;
425 }
426
427 const char* GrGLShaderBuilder::fragmentPosition() {
428 if (fCodeStage.inStageCode()) {
429 const GrEffect* effect = fCodeStage.effectStage()->getEffect();
430 if (!effect->willReadFragmentPosition()) {
431 SkDEBUGFAIL("GrGLEffect asked for frag position but its generating G rEffect "
432 "did not request access.");
433 return "";
434 }
435 }
436 // We only declare "gl_FragCoord" when we're in the case where we want to us e layout qualifiers
437 // to reverse y. Otherwise it isn't necessary and whether the "in" qualifier appears in the
438 // declaration varies in earlier GLSL specs. So it is simpler to omit it.
439 if (fTopLeftFragPosRead) {
440 fSetupFragPosition = true;
441 return "gl_FragCoord";
442 } else if (fGpu->glCaps().fragCoordConventionsSupport()) {
443 if (!fSetupFragPosition) {
444 if (fGpu->glslGeneration() < k150_GrGLSLGeneration) {
445 this->addFSFeature(1 << kFragCoordConventions_GLSLPrivateFeature ,
446 "GL_ARB_fragment_coord_conventions");
447 }
448 fFSInputs.push_back().set(kVec4f_GrSLType,
449 GrGLShaderVar::kIn_TypeModifier,
450 "gl_FragCoord",
451 GrGLShaderVar::kDefault_Precision,
452 GrGLShaderVar::kUpperLeft_Origin);
453 fSetupFragPosition = true;
454 }
455 return "gl_FragCoord";
456 } else {
457 static const char* kCoordName = "fragCoordYDown";
458 if (!fSetupFragPosition) {
459 // temporarily change the stage index because we're inserting non-st age code.
460 CodeStage::AutoStageRestore csar(&fCodeStage, NULL);
461
462 SkASSERT(!fUniformHandles.fRTHeightUni.isValid());
463 const char* rtHeightName;
464
465 fUniformHandles.fRTHeightUni =
466 this->addUniform(kFragment_Visibility, kFloat_GrSLType, "RTHeigh t", &rtHeightName);
467
468 // Using glFragCoord.zw for the last two components tickles an Adren o driver bug that
469 // causes programs to fail to link. Making this function return a ve c2() didn't fix the
470 // problem but using 1.0 for the last two components does.
471 this->fFSCode.prependf("\tvec4 %s = vec4(gl_FragCoord.x, %s - gl_Fra gCoord.y, 1.0, "
472 "1.0);\n", kCoordName, rtHeightName);
473 fSetupFragPosition = true;
474 }
475 SkASSERT(fUniformHandles.fRTHeightUni.isValid());
476 return kCoordName;
477 }
478 }
479
480 void GrGLShaderBuilder::fsEmitFunction(GrSLType returnType,
481 const char* name,
482 int argCnt,
483 const GrGLShaderVar* args,
484 const char* body,
485 SkString* outName) {
486 fFSFunctions.append(GrGLSLTypeString(returnType));
487 this->nameVariable(outName, '\0', name);
488 fFSFunctions.appendf(" %s", outName->c_str());
489 fFSFunctions.append("(");
490 for (int i = 0; i < argCnt; ++i) {
491 args[i].appendDecl(this->ctxInfo(), &fFSFunctions);
492 if (i < argCnt - 1) {
493 fFSFunctions.append(", ");
494 }
495 }
496 fFSFunctions.append(") {\n");
497 fFSFunctions.append(body);
498 fFSFunctions.append("}\n\n");
499 }
500
501 namespace {
502
503 inline void append_default_precision_qualifier(GrGLShaderVar::Precision p,
504 GrGLStandard standard,
505 SkString* str) {
506 // Desktop GLSL has added precision qualifiers but they don't do anything.
507 if (kGLES_GrGLStandard == standard) {
508 switch (p) {
509 case GrGLShaderVar::kHigh_Precision:
510 str->append("precision highp float;\n");
511 break;
512 case GrGLShaderVar::kMedium_Precision:
513 str->append("precision mediump float;\n");
514 break;
515 case GrGLShaderVar::kLow_Precision:
516 str->append("precision lowp float;\n");
517 break;
518 case GrGLShaderVar::kDefault_Precision:
519 SkFAIL("Default precision now allowed.");
520 default:
521 SkFAIL("Unknown precision value.");
522 }
523 }
524 }
525 }
526
527 void GrGLShaderBuilder::appendDecls(const VarArray& vars, SkString* out) const {
528 for (int i = 0; i < vars.count(); ++i) {
529 vars[i].appendDecl(this->ctxInfo(), out);
530 out->append(";\n");
531 }
532 }
533
534 void GrGLShaderBuilder::appendUniformDecls(ShaderVisibility visibility,
535 SkString* out) const {
536 for (int i = 0; i < fUniforms.count(); ++i) {
537 if (fUniforms[i].fVisibility & visibility) {
538 fUniforms[i].fVariable.appendDecl(this->ctxInfo(), out);
539 out->append(";\n");
540 }
541 }
542 }
543
544 void GrGLShaderBuilder::createAndEmitEffects(GrGLProgramEffectsBuilder* programE ffectsBuilder,
545 const GrEffectStage* effectStages[] ,
546 int effectCnt,
547 const GrGLProgramDesc::EffectKeyPro vider& keyProvider,
548 GrGLSLExpr4* fsInOutColor) {
549 bool effectEmitted = false;
550
551 GrGLSLExpr4 inColor = *fsInOutColor;
552 GrGLSLExpr4 outColor;
553
554 for (int e = 0; e < effectCnt; ++e) {
555 SkASSERT(NULL != effectStages[e] && NULL != effectStages[e]->getEffect() );
556 const GrEffectStage& stage = *effectStages[e];
557
558 CodeStage::AutoStageRestore csar(&fCodeStage, &stage);
559
560 if (inColor.isZeros()) {
561 SkString inColorName;
562
563 // Effects have no way to communicate zeros, they treat an empty str ing as ones.
564 this->nameVariable(&inColorName, '\0', "input");
565 this->fsCodeAppendf("\tvec4 %s = %s;\n", inColorName.c_str(), inColo r.c_str());
566 inColor = inColorName;
567 }
568
569 // create var to hold stage result
570 SkString outColorName;
571 this->nameVariable(&outColorName, '\0', "output");
572 this->fsCodeAppendf("\tvec4 %s;\n", outColorName.c_str());
573 outColor = outColorName;
574
575
576 programEffectsBuilder->emitEffect(stage,
577 keyProvider.get(e),
578 outColor.c_str(),
579 inColor.isOnes() ? NULL : inColor.c_st r(),
580 fCodeStage.stageIndex());
581
582 inColor = outColor;
583 effectEmitted = true;
584 }
585
586 if (effectEmitted) {
587 *fsInOutColor = outColor;
588 }
589 }
590
591 const char* GrGLShaderBuilder::getColorOutputName() const {
592 return fHasCustomColorOutput ? declared_color_output_name() : "gl_FragColor" ;
593 }
594
595 const char* GrGLShaderBuilder::enableSecondaryOutput() {
596 if (!fHasSecondaryOutput) {
597 fFSOutputs.push_back().set(kVec4f_GrSLType,
598 GrGLShaderVar::kOut_TypeModifier,
599 dual_source_output_name());
600 fHasSecondaryOutput = true;
601 }
602 return dual_source_output_name();
603 }
604
605 bool GrGLShaderBuilder::finish() {
606 SkASSERT(0 == fProgramID);
607 GL_CALL_RET(fProgramID, CreateProgram());
608 if (!fProgramID) {
609 return false;
610 }
611
612 SkTDArray<GrGLuint> shadersToDelete;
613
614 if (!this->compileAndAttachShaders(fProgramID, &shadersToDelete)) {
615 GL_CALL(DeleteProgram(fProgramID));
616 return false;
617 }
618
619 this->bindProgramLocations(fProgramID);
620
621 GL_CALL(LinkProgram(fProgramID));
622
623 // Calling GetProgramiv is expensive in Chromium. Assume success in release builds.
624 bool checkLinked = !fGpu->ctxInfo().isChromium();
625 #ifdef SK_DEBUG
626 checkLinked = true;
627 #endif
628 if (checkLinked) {
629 GrGLint linked = GR_GL_INIT_ZERO;
630 GL_CALL(GetProgramiv(fProgramID, GR_GL_LINK_STATUS, &linked));
631 if (!linked) {
632 GrGLint infoLen = GR_GL_INIT_ZERO;
633 GL_CALL(GetProgramiv(fProgramID, GR_GL_INFO_LOG_LENGTH, &infoLen));
634 SkAutoMalloc log(sizeof(char)*(infoLen+1)); // outside if for debug ger
635 if (infoLen > 0) {
636 // retrieve length even though we don't need it to workaround
637 // bug in chrome cmd buffer param validation.
638 GrGLsizei length = GR_GL_INIT_ZERO;
639 GL_CALL(GetProgramInfoLog(fProgramID,
640 infoLen+1,
641 &length,
642 (char*)log.get()));
643 GrPrintf((char*)log.get());
644 }
645 SkDEBUGFAIL("Error linking program");
646 GL_CALL(DeleteProgram(fProgramID));
647 fProgramID = 0;
648 return false;
649 }
650 }
651
652 this->resolveProgramLocations(fProgramID);
653
654 for (int i = 0; i < shadersToDelete.count(); ++i) {
655 GL_CALL(DeleteShader(shadersToDelete[i]));
656 }
657
658 return true;
659 }
660
661 // Compiles a GL shader and attaches it to a program. Returns the shader ID if
662 // successful, or 0 if not.
663 static GrGLuint attach_shader(const GrGLContext& glCtx,
664 GrGLuint programId,
665 GrGLenum type,
666 const SkString& shaderSrc) {
667 const GrGLInterface* gli = glCtx.interface();
668
669 GrGLuint shaderId;
670 GR_GL_CALL_RET(gli, shaderId, CreateShader(type));
671 if (0 == shaderId) {
672 return 0;
673 }
674
675 #ifdef SK_DEBUG
676 SkString prettySource = GrGLSLPrettyPrint::PrettyPrintGLSL(shaderSrc, false) ;
677 const GrGLchar* sourceStr = prettySource.c_str();
678 GrGLint sourceLength = static_cast<GrGLint>(prettySource.size());
679 #else
680 GrGLint sourceLength = static_cast<GrGLint>(shaderSrc.size());
681 const GrGLchar* sourceStr = shaderSrc.c_str();
682 #endif
683 GR_GL_CALL(gli, ShaderSource(shaderId, 1, &sourceStr, &sourceLength));
684 GR_GL_CALL(gli, CompileShader(shaderId));
685
686 // Calling GetShaderiv in Chromium is quite expensive. Assume success in rel ease builds.
687 bool checkCompiled = !glCtx.isChromium();
688 #ifdef SK_DEBUG
689 checkCompiled = true;
690 #endif
691 if (checkCompiled) {
692 GrGLint compiled = GR_GL_INIT_ZERO;
693 GR_GL_CALL(gli, GetShaderiv(shaderId, GR_GL_COMPILE_STATUS, &compiled));
694
695 if (!compiled) {
696 GrGLint infoLen = GR_GL_INIT_ZERO;
697 GR_GL_CALL(gli, GetShaderiv(shaderId, GR_GL_INFO_LOG_LENGTH, &infoLe n));
698 SkAutoMalloc log(sizeof(char)*(infoLen+1)); // outside if for debugg er
699 if (infoLen > 0) {
700 // retrieve length even though we don't need it to workaround bu g in Chromium cmd
701 // buffer param validation.
702 GrGLsizei length = GR_GL_INIT_ZERO;
703 GR_GL_CALL(gli, GetShaderInfoLog(shaderId, infoLen+1,
704 &length, (char*)log.get()));
705 GrPrintf(GrGLSLPrettyPrint::PrettyPrintGLSL(shaderSrc, true).c_s tr());
706 GrPrintf("\n%s", log.get());
707 }
708 SkDEBUGFAIL("Shader compilation failed!");
709 GR_GL_CALL(gli, DeleteShader(shaderId));
710 return 0;
711 }
712 }
713
714 TRACE_EVENT_INSTANT1(TRACE_DISABLED_BY_DEFAULT("skia.gpu"), "skia_gpu::GLSha der",
715 TRACE_EVENT_SCOPE_THREAD, "shader", TRACE_STR_COPY(shad erSrc.c_str()));
716 if (c_PrintShaders) {
717 GrPrintf(GrGLSLPrettyPrint::PrettyPrintGLSL(shaderSrc, true).c_str());
718 GrPrintf("\n");
719 }
720
721 // Attach the shader, but defer deletion until after we have linked the prog ram.
722 // This works around a bug in the Android emulator's GLES2 wrapper which
723 // will immediately delete the shader object and free its memory even though it's
724 // attached to a program, which then causes glLinkProgram to fail.
725 GR_GL_CALL(gli, AttachShader(programId, shaderId));
726
727 return shaderId;
728 }
729
730 bool GrGLShaderBuilder::compileAndAttachShaders(GrGLuint programId, SkTDArray<Gr GLuint>* shaderIds) const {
731 SkString fragShaderSrc(GrGetGLSLVersionDecl(this->ctxInfo()));
732 fragShaderSrc.append(fFSExtensions);
733 append_default_precision_qualifier(kDefaultFragmentPrecision,
734 fGpu->glStandard(),
735 &fragShaderSrc);
736 this->appendUniformDecls(kFragment_Visibility, &fragShaderSrc);
737 this->appendDecls(fFSInputs, &fragShaderSrc);
738 // We shouldn't have declared outputs on 1.10
739 SkASSERT(k110_GrGLSLGeneration != fGpu->glslGeneration() || fFSOutputs.empty ());
740 this->appendDecls(fFSOutputs, &fragShaderSrc);
741 fragShaderSrc.append(fFSFunctions);
742 fragShaderSrc.append("void main() {\n");
743 fragShaderSrc.append(fFSCode);
744 fragShaderSrc.append("}\n");
745
746 GrGLuint fragShaderId = attach_shader(fGpu->glContext(), programId, GR_GL_FR AGMENT_SHADER, fragShaderSrc);
747 if (!fragShaderId) {
748 return false;
749 }
750
751 *shaderIds->append() = fragShaderId;
752
753 return true;
754 }
755
756 void GrGLShaderBuilder::bindProgramLocations(GrGLuint programId) {
757 if (fHasCustomColorOutput) {
758 GL_CALL(BindFragDataLocation(programId, 0, declared_color_output_name()) );
759 }
760 if (fHasSecondaryOutput) {
761 GL_CALL(BindFragDataLocationIndexed(programId, 0, 1, dual_source_output_ name()));
762 }
763 // skbug.com/2056
764 bool usingBindUniform = fGpu->glInterface()->fFunctions.fBindUniformLocation != NULL;
765 if (usingBindUniform) {
766 int count = fUniforms.count();
767 for (int i = 0; i < count; ++i) {
768 GL_CALL(BindUniformLocation(programId, i, fUniforms[i].fVariable.c_s tr()));
769 fUniforms[i].fLocation = i;
770 }
771 }
772 }
773
774 void GrGLShaderBuilder::resolveProgramLocations(GrGLuint programId) {
775 bool usingBindUniform = fGpu->glInterface()->fFunctions.fBindUniformLocation != NULL;
776 if (!usingBindUniform) {
777 int count = fUniforms.count();
778 for (int i = 0; i < count; ++i) {
779 GrGLint location;
780 GL_CALL_RET(location,
781 GetUniformLocation(programId, fUniforms[i].fVariable.c_s tr()));
782 fUniforms[i].fLocation = location;
783 }
784 }
785 }
786
787 const GrGLContextInfo& GrGLShaderBuilder::ctxInfo() const {
788 return fGpu->ctxInfo();
789 }
790
791 ////////////////////////////////////////////////////////////////////////////////
792
793 GrGLFullShaderBuilder::GrGLFullShaderBuilder(GrGpuGL* gpu,
794 const GrGLProgramDesc& desc)
795 : INHERITED(gpu, desc)
796 , fVSAttrs(kVarsPerBlock)
797 , fVSOutputs(kVarsPerBlock)
798 , fGSInputs(kVarsPerBlock)
799 , fGSOutputs(kVarsPerBlock) {
800 }
801
802 void GrGLFullShaderBuilder::emitCodeBeforeEffects(GrGLSLExpr4* color, GrGLSLExpr 4* coverage) {
803 const GrGLProgramDesc::KeyHeader& header = this->desc().getHeader();
804
805 fHasVertexShader = true;
806
807 fPositionVar = &fVSAttrs.push_back();
808 fPositionVar->set(kVec2f_GrSLType, GrGLShaderVar::kAttribute_TypeModifier, " aPosition");
809 if (-1 != header.fLocalCoordAttributeIndex) {
810 fLocalCoordsVar = &fVSAttrs.push_back();
811 fLocalCoordsVar->set(kVec2f_GrSLType,
812 GrGLShaderVar::kAttribute_TypeModifier,
813 "aLocalCoords");
814 } else {
815 fLocalCoordsVar = fPositionVar;
816 }
817
818 const char* viewMName;
819 fUniformHandles.fViewMatrixUni =
820 this->addUniform(GrGLShaderBuilder::kVertex_Visibility, kMat33f_GrSLType , "ViewM",
821 &viewMName);
822
823 // Transform the position into Skia's device coords.
824 this->vsCodeAppendf("\tvec3 pos3 = %s * vec3(%s, 1);\n",
825 viewMName, fPositionVar->c_str());
826
827 // we output point size in the GS if present
828 if (header.fEmitsPointSize
829 #if GR_GL_EXPERIMENTAL_GS
830 && !header.fExperimentalGS
831 #endif
832 ) {
833 this->vsCodeAppend("\tgl_PointSize = 1.0;\n");
834 }
835
836 if (GrGLProgramDesc::kAttribute_ColorInput == header.fColorInput) {
837 this->addAttribute(kVec4f_GrSLType, color_attribute_name());
838 const char *vsName, *fsName;
839 this->addVarying(kVec4f_GrSLType, "Color", &vsName, &fsName);
840 this->vsCodeAppendf("\t%s = %s;\n", vsName, color_attribute_name());
841 *color = fsName;
842 }
843
844 if (GrGLProgramDesc::kAttribute_ColorInput == header.fCoverageInput) {
845 this->addAttribute(kVec4f_GrSLType, coverage_attribute_name());
846 const char *vsName, *fsName;
847 this->addVarying(kVec4f_GrSLType, "Coverage", &vsName, &fsName);
848 this->vsCodeAppendf("\t%s = %s;\n", vsName, coverage_attribute_name());
849 *coverage = fsName;
850 }
851 }
852
853 void GrGLFullShaderBuilder::emitCodeAfterEffects() {
854 const char* rtAdjustName;
855 fUniformHandles.fRTAdjustmentUni =
856 this->addUniform(GrGLShaderBuilder::kVertex_Visibility, kVec4f_GrSLType, "rtAdjustment",
857 &rtAdjustName);
858
859 // Transform from Skia's device coords to GL's normalized device coords.
860 this->vsCodeAppendf(
861 "\tgl_Position = vec4(dot(pos3.xz, %s.xy), dot(pos3.yz, %s.zw), 0, pos3. z);\n",
862 rtAdjustName, rtAdjustName);
863 }
864
865 bool GrGLFullShaderBuilder::addAttribute(GrSLType type, const char* name) {
866 for (int i = 0; i < fVSAttrs.count(); ++i) {
867 const GrGLShaderVar& attr = fVSAttrs[i];
868 // if attribute already added, don't add it again
869 if (attr.getName().equals(name)) {
870 SkASSERT(attr.getType() == type);
871 return false;
872 }
873 }
874 fVSAttrs.push_back().set(type,
875 GrGLShaderVar::kAttribute_TypeModifier,
876 name);
877 return true;
878 }
879
880 bool GrGLFullShaderBuilder::addEffectAttribute(int attributeIndex,
881 GrSLType type,
882 const SkString& name) {
883 if (!this->addAttribute(type, name.c_str())) {
884 return false;
885 }
886
887 fEffectAttributes.push_back().set(attributeIndex, name);
888 return true;
889 }
890
891 void GrGLFullShaderBuilder::addVarying(GrSLType type,
892 const char* name,
893 const char** vsOutName,
894 const char** fsInName) {
895 fVSOutputs.push_back();
896 fVSOutputs.back().setType(type);
897 fVSOutputs.back().setTypeModifier(GrGLShaderVar::kVaryingOut_TypeModifier);
898 this->nameVariable(fVSOutputs.back().accessName(), 'v', name);
899
900 if (vsOutName) {
901 *vsOutName = fVSOutputs.back().getName().c_str();
902 }
903 // input to FS comes either from VS or GS
904 const SkString* fsName;
905 #if GR_GL_EXPERIMENTAL_GS
906 if (this->desc().getHeader().fExperimentalGS) {
907 // if we have a GS take each varying in as an array
908 // and output as non-array.
909 fGSInputs.push_back();
910 fGSInputs.back().setType(type);
911 fGSInputs.back().setTypeModifier(GrGLShaderVar::kVaryingIn_TypeModifier) ;
912 fGSInputs.back().setUnsizedArray();
913 *fGSInputs.back().accessName() = fVSOutputs.back().getName();
914 fGSOutputs.push_back();
915 fGSOutputs.back().setType(type);
916 fGSOutputs.back().setTypeModifier(GrGLShaderVar::kVaryingOut_TypeModifie r);
917 this->nameVariable(fGSOutputs.back().accessName(), 'g', name);
918 fsName = fGSOutputs.back().accessName();
919 } else
920 #endif
921 {
922 fsName = fVSOutputs.back().accessName();
923 }
924 this->fsInputAppend().set(type, GrGLShaderVar::kVaryingIn_TypeModifier, *fsN ame);
925 if (fsInName) {
926 *fsInName = fsName->c_str();
927 }
928 }
929
930 const SkString* GrGLFullShaderBuilder::getEffectAttributeName(int attributeIndex ) const {
931 const AttributePair* attribEnd = fEffectAttributes.end();
932 for (const AttributePair* attrib = fEffectAttributes.begin(); attrib != attr ibEnd; ++attrib) {
933 if (attrib->fIndex == attributeIndex) {
934 return &attrib->fName;
935 }
936 }
937
938 return NULL;
939 }
940
941 GrGLProgramEffects* GrGLFullShaderBuilder::createAndEmitEffects(
942 const GrEffectStage* effectStages[],
943 int effectCnt,
944 const GrGLProgramDesc::EffectKeyProvider& keyProvider,
945 GrGLSLExpr4* inOutFSColor) {
946
947 GrGLVertexProgramEffectsBuilder programEffectsBuilder(this, effectCnt);
948 this->INHERITED::createAndEmitEffects(&programEffectsBuilder,
949 effectStages,
950 effectCnt,
951 keyProvider,
952 inOutFSColor);
953 return programEffectsBuilder.finish();
954 }
955
956 bool GrGLFullShaderBuilder::compileAndAttachShaders(GrGLuint programId,
957 SkTDArray<GrGLuint>* shaderI ds) const {
958 const GrGLContext& glCtx = this->gpu()->glContext();
959 SkString vertShaderSrc(GrGetGLSLVersionDecl(this->ctxInfo()));
960 this->appendUniformDecls(kVertex_Visibility, &vertShaderSrc);
961 this->appendDecls(fVSAttrs, &vertShaderSrc);
962 this->appendDecls(fVSOutputs, &vertShaderSrc);
963 vertShaderSrc.append("void main() {\n");
964 vertShaderSrc.append(fVSCode);
965 vertShaderSrc.append("}\n");
966 GrGLuint vertShaderId = attach_shader(glCtx, programId, GR_GL_VERTEX_SHADER, vertShaderSrc);
967 if (!vertShaderId) {
968 return false;
969 }
970 *shaderIds->append() = vertShaderId;
971
972 #if GR_GL_EXPERIMENTAL_GS
973 if (this->desc().getHeader().fExperimentalGS) {
974 SkASSERT(this->ctxInfo().glslGeneration() >= k150_GrGLSLGeneration);
975 SkString geomShaderSrc(GrGetGLSLVersionDecl(this->ctxInfo()));
976 geomShaderSrc.append("layout(triangles) in;\n"
977 "layout(triangle_strip, max_vertices = 6) out;\n");
978 this->appendDecls(fGSInputs, &geomShaderSrc);
979 this->appendDecls(fGSOutputs, &geomShaderSrc);
980 geomShaderSrc.append("void main() {\n");
981 geomShaderSrc.append("\tfor (int i = 0; i < 3; ++i) {\n"
982 "\t\tgl_Position = gl_in[i].gl_Position;\n");
983 if (this->desc().getHeader().fEmitsPointSize) {
984 geomShaderSrc.append("\t\tgl_PointSize = 1.0;\n");
985 }
986 SkASSERT(fGSInputs.count() == fGSOutputs.count());
987 for (int i = 0; i < fGSInputs.count(); ++i) {
988 geomShaderSrc.appendf("\t\t%s = %s[i];\n",
989 fGSOutputs[i].getName().c_str(),
990 fGSInputs[i].getName().c_str());
991 }
992 geomShaderSrc.append("\t\tEmitVertex();\n"
993 "\t}\n"
994 "\tEndPrimitive();\n");
995 geomShaderSrc.append("}\n");
996 GrGLuint geomShaderId = attach_shader(glCtx, programId, GR_GL_GEOMETRY_S HADER, geomShaderSrc);
997 if (!geomShaderId) {
998 return false;
999 }
1000 *shaderIds->append() = geomShaderId;
1001 }
1002 #endif
1003
1004 return this->INHERITED::compileAndAttachShaders(programId, shaderIds);
1005 }
1006
1007 void GrGLFullShaderBuilder::bindProgramLocations(GrGLuint programId) {
1008 this->INHERITED::bindProgramLocations(programId);
1009
1010 const GrGLProgramDesc::KeyHeader& header = this->desc().getHeader();
1011
1012 // Bind the attrib locations to same values for all shaders
1013 SkASSERT(-1 != header.fPositionAttributeIndex);
1014 GL_CALL(BindAttribLocation(programId,
1015 header.fPositionAttributeIndex,
1016 fPositionVar->c_str()));
1017 if (-1 != header.fLocalCoordAttributeIndex) {
1018 GL_CALL(BindAttribLocation(programId,
1019 header.fLocalCoordAttributeIndex,
1020 fLocalCoordsVar->c_str()));
1021 }
1022 if (-1 != header.fColorAttributeIndex) {
1023 GL_CALL(BindAttribLocation(programId,
1024 header.fColorAttributeIndex,
1025 color_attribute_name()));
1026 }
1027 if (-1 != header.fCoverageAttributeIndex) {
1028 GL_CALL(BindAttribLocation(programId,
1029 header.fCoverageAttributeIndex,
1030 coverage_attribute_name()));
1031 }
1032
1033 const AttributePair* attribEnd = fEffectAttributes.end();
1034 for (const AttributePair* attrib = fEffectAttributes.begin(); attrib != attr ibEnd; ++attrib) {
1035 GL_CALL(BindAttribLocation(programId, attrib->fIndex, attrib->fName.c_s tr()));
1036 }
1037 }
1038
1039 ////////////////////////////////////////////////////////////////////////////////
1040
1041 GrGLFragmentOnlyShaderBuilder::GrGLFragmentOnlyShaderBuilder(GrGpuGL* gpu,
1042 const GrGLProgramDe sc& desc)
1043 : INHERITED(gpu, desc) {
1044 SkASSERT(!desc.getHeader().fHasVertexCode);
1045 SkASSERT(gpu->glCaps().pathRenderingSupport());
1046 SkASSERT(GrGLProgramDesc::kAttribute_ColorInput != desc.getHeader().fColorIn put);
1047 SkASSERT(GrGLProgramDesc::kAttribute_ColorInput != desc.getHeader().fCoverag eInput);
1048 }
1049
1050 int GrGLFragmentOnlyShaderBuilder::addTexCoordSets(int count) {
1051 int firstFreeCoordSet = fTexCoordSetCnt;
1052 fTexCoordSetCnt += count;
1053 SkASSERT(gpu()->glCaps().maxFixedFunctionTextureCoords() >= fTexCoordSetCnt) ;
1054 return firstFreeCoordSet;
1055 }
1056
1057 GrGLProgramEffects* GrGLFragmentOnlyShaderBuilder::createAndEmitEffects(
1058 const GrEffectStage* effectStages[],
1059 int effectCnt,
1060 const GrGLProgramDesc::EffectKeyProvider& keyProvider,
1061 GrGLSLExpr4* inOutFSColor) {
1062
1063 GrGLPathTexGenProgramEffectsBuilder pathTexGenEffectsBuilder(this,
1064 effectCnt);
1065 this->INHERITED::createAndEmitEffects(&pathTexGenEffectsBuilder,
1066 effectStages,
1067 effectCnt,
1068 keyProvider,
1069 inOutFSColor);
1070 return pathTexGenEffectsBuilder.finish();
1071 }
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