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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 #ifndef GrGLShaderBuilder_DEFINED
9 #define GrGLShaderBuilder_DEFINED
10
11 #include "GrAllocator.h"
12 #include "GrBackendEffectFactory.h"
13 #include "GrColor.h"
14 #include "GrEffect.h"
15 #include "SkTypes.h"
16 #include "gl/GrGLProgramDesc.h"
17 #include "gl/GrGLProgramEffects.h"
18 #include "gl/GrGLSL.h"
19 #include "gl/GrGLProgramDataManager.h"
20
21 #include <stdarg.h>
22
23 class GrGLContextInfo;
24 class GrEffectStage;
25 class GrGLProgramDesc;
26
27 /**
28 Contains all the incremental state of a shader as it is being built,as well as helpers to
29 manipulate that state.
30 */
31 class GrGLShaderBuilder {
32 public:
33 typedef GrTAllocator<GrGLShaderVar> VarArray;
34 typedef GrGLProgramEffects::TextureSampler TextureSampler;
35 typedef GrGLProgramEffects::TransformedCoordsArray TransformedCoordsArray;
36
37 enum ShaderVisibility {
38 kVertex_Visibility = 0x1,
39 kGeometry_Visibility = 0x2,
40 kFragment_Visibility = 0x4,
41 };
42
43 typedef GrGLProgramDataManager::UniformHandle UniformHandle;
44
45 // Handles for program uniforms (other than per-effect uniforms)
46 struct BuiltinUniformHandles {
47 UniformHandle fViewMatrixUni;
48 UniformHandle fRTAdjustmentUni;
49 UniformHandle fColorUni;
50 UniformHandle fCoverageUni;
51
52 // We use the render target height to provide a y-down frag coord when s pecifying
53 // origin_upper_left is not supported.
54 UniformHandle fRTHeightUni;
55
56 // Uniforms for computing texture coords to do the dst-copy lookup
57 UniformHandle fDstCopyTopLeftUni;
58 UniformHandle fDstCopyScaleUni;
59 UniformHandle fDstCopySamplerUni;
60 };
61
62 struct UniformInfo {
63 GrGLShaderVar fVariable;
64 uint32_t fVisibility;
65 GrGLint fLocation;
66 };
67
68 // This uses an allocator rather than array so that the GrGLShaderVars don't move in memory
69 // after they are inserted. Users of GrGLShaderBuilder get refs to the vars and ptrs to their
70 // name strings. Otherwise, we'd have to hand out copies.
71 typedef GrTAllocator<UniformInfo> UniformInfoArray;
72
73 /** Generates a shader program.
74 *
75 * The program implements what is specified in the stages given as input.
76 * After successful generation, the builder result objects are available
77 * to be used.
78 * @return true if generation was successful.
79 */
80 bool genProgram(const GrEffectStage* inColorStages[],
81 const GrEffectStage* inCoverageStages[]);
82
83 // Below are the results of the shader generation.
84
85 GrGLProgramEffects* getColorEffects() const { SkASSERT(fProgramID); return f ColorEffects.get(); }
86 GrGLProgramEffects* getCoverageEffects() const { SkASSERT(fProgramID); retur n fCoverageEffects.get(); }
87 const BuiltinUniformHandles& getBuiltinUniformHandles() const {
88 SkASSERT(fProgramID);
89 return fUniformHandles;
90 }
91 GrGLuint getProgramID() const { SkASSERT(fProgramID); return fProgramID; }
92 bool hasVertexShader() const { SkASSERT(fProgramID); return fHasVertexShader ; }
93 int getTexCoordSetCount() const { SkASSERT(fProgramID); return fTexCoordSetC nt; }
94 const UniformInfoArray& getUniformInfos() const { return fUniforms; }
95
96 virtual ~GrGLShaderBuilder() {}
97
98 /**
99 * Use of these features may require a GLSL extension to be enabled. Shaders may not compile
100 * if code is added that uses one of these features without calling enableFe ature()
101 */
102 enum GLSLFeature {
103 kStandardDerivatives_GLSLFeature = 0,
104
105 kLastGLSLFeature = kStandardDerivatives_GLSLFeature
106 };
107
108 /**
109 * If the feature is supported then true is returned and any necessary #exte nsion declarations
110 * are added to the shaders. If the feature is not supported then false will be returned.
111 */
112 bool enableFeature(GLSLFeature);
113
114 /**
115 * Called by GrGLEffects to add code the fragment shader.
116 */
117 void fsCodeAppendf(const char format[], ...) SK_PRINTF_LIKE(2, 3) {
118 va_list args;
119 va_start(args, format);
120 fFSCode.appendVAList(format, args);
121 va_end(args);
122 }
123
124 void fsCodeAppend(const char* str) { fFSCode.append(str); }
125
126 /** Appends a 2D texture sample with projection if necessary. coordType must either be Vec2f or
127 Vec3f. The latter is interpreted as projective texture coords. The vec l ength and swizzle
128 order of the result depends on the GrTextureAccess associated with the T extureSampler. */
129 void appendTextureLookup(SkString* out,
130 const TextureSampler&,
131 const char* coordName,
132 GrSLType coordType = kVec2f_GrSLType) const;
133
134 /** Version of above that appends the result to the fragment shader code ins tead.*/
135 void fsAppendTextureLookup(const TextureSampler&,
136 const char* coordName,
137 GrSLType coordType = kVec2f_GrSLType);
138
139
140 /** Does the work of appendTextureLookup and modulates the result by modulat ion. The result is
141 always a vec4. modulation and the swizzle specified by TextureSampler mu st both be vec4 or
142 float. If modulation is "" or NULL it this function acts as though appen dTextureLookup were
143 called. */
144 void fsAppendTextureLookupAndModulate(const char* modulation,
145 const TextureSampler&,
146 const char* coordName,
147 GrSLType coordType = kVec2f_GrSLType);
148
149 /** Emits a helper function outside of main() in the fragment shader. */
150 void fsEmitFunction(GrSLType returnType,
151 const char* name,
152 int argCnt,
153 const GrGLShaderVar* args,
154 const char* body,
155 SkString* outName);
156
157 typedef uint8_t DstReadKey;
158 typedef uint8_t FragPosKey;
159
160 /** Returns a key for adding code to read the copy-of-dst color in service of effects that
161 require reading the dst. It must not return 0 because 0 indicates that there is no dst
162 copy read at all (in which case this function should not be called). */
163 static DstReadKey KeyForDstRead(const GrTexture* dstCopy, const GrGLCaps&);
164
165 /** Returns a key for reading the fragment location. This should only be cal led if there is an
166 effect that will requires the fragment position. If the fragment positio n is not required,
167 the key is 0. */
168 static FragPosKey KeyForFragmentPosition(const GrRenderTarget* dst, const Gr GLCaps&);
169
170 /** If texture swizzling is available using tex parameters then it is prefer red over mangling
171 the generated shader code. This potentially allows greater reuse of cach ed shaders. */
172 static const GrGLenum* GetTexParamSwizzle(GrPixelConfig config, const GrGLCa ps& caps);
173
174 /** Add a uniform variable to the current program, that has visibility in on e or more shaders.
175 visibility is a bitfield of ShaderVisibility values indicating from whic h shaders the
176 uniform should be accessible. At least one bit must be set. Geometry sha der uniforms are not
177 supported at this time. The actual uniform name will be mangled. If outN ame is not NULL then
178 it will refer to the final uniform name after return. Use the addUniform Array variant to add
179 an array of uniforms. */
180 GrGLProgramDataManager::UniformHandle addUniform(uint32_t visibility,
181 GrSLType type,
182 const char* name,
183 const char** outName = NULL ) {
184 return this->addUniformArray(visibility, type, name, GrGLShaderVar::kNon Array, outName);
185 }
186 GrGLProgramDataManager::UniformHandle addUniformArray(uint32_t visibility,
187 GrSLType type,
188 const char* name,
189 int arrayCount,
190 const char** outName = NULL);
191
192 const GrGLShaderVar& getUniformVariable(GrGLProgramDataManager::UniformHandl e u) const {
193 return fUniforms[u.toShaderBuilderIndex()].fVariable;
194 }
195
196 /**
197 * Shortcut for getUniformVariable(u).c_str()
198 */
199 const char* getUniformCStr(GrGLProgramDataManager::UniformHandle u) const {
200 return this->getUniformVariable(u).c_str();
201 }
202
203 /**
204 * This returns a variable name to access the 2D, perspective correct versio n of the coords in
205 * the fragment shader. If the coordinates at index are 3-dimensional, it im mediately emits a
206 * perspective divide into the fragment shader (xy / z) to convert them to 2 D.
207 */
208 SkString ensureFSCoords2D(const TransformedCoordsArray&, int index);
209
210 /** Returns a variable name that represents the position of the fragment in the FS. The position
211 is in device space (e.g. 0,0 is the top left and pixel centers are at ha lf-integers). */
212 const char* fragmentPosition();
213
214 /** Returns the variable name that holds the color of the destination pixel. This may be NULL if
215 no effect advertised that it will read the destination. */
216 const char* dstColor();
217
218 const GrGLContextInfo& ctxInfo() const;
219
220 /**
221 * Helper for begining and ending a block in the fragment code. TODO: Make G rGLShaderBuilder
222 * aware of all blocks and turn single \t's into the correct number of tabs (or spaces) so that
223 * our shaders print pretty without effect writers tracking indentation.
224 */
225 class FSBlock {
226 public:
227 FSBlock(GrGLShaderBuilder* builder) : fBuilder(builder) {
228 SkASSERT(NULL != builder);
229 fBuilder->fsCodeAppend("\t{\n");
230 }
231
232 ~FSBlock() {
233 fBuilder->fsCodeAppend("\t}\n");
234 }
235 private:
236 GrGLShaderBuilder* fBuilder;
237 };
238
239 protected:
240 GrGLShaderBuilder(GrGpuGL*, const GrGLProgramDesc&);
241
242 GrGpuGL* gpu() const { return fGpu; }
243
244 const GrGLProgramDesc& desc() const { return fDesc; }
245
246 /** Add input/output variable declarations (i.e. 'varying') to the fragment shader. */
247 GrGLShaderVar& fsInputAppend() { return fFSInputs.push_back(); }
248
249 // Helper for emitEffects().
250 void createAndEmitEffects(GrGLProgramEffectsBuilder*,
251 const GrEffectStage* effectStages[],
252 int effectCnt,
253 const GrGLProgramDesc::EffectKeyProvider&,
254 GrGLSLExpr4* inOutFSColor);
255
256 // Generates a name for a variable. The generated string will be name prefix ed by the prefix
257 // char (unless the prefix is '\0'). It also mangles the name to be stage-sp ecific if we're
258 // generating stage code.
259 void nameVariable(SkString* out, char prefix, const char* name);
260
261 virtual bool compileAndAttachShaders(GrGLuint programId, SkTDArray<GrGLuint> * shaderIds) const;
262
263 virtual void bindProgramLocations(GrGLuint programId);
264 void resolveProgramLocations(GrGLuint programId);
265
266 void appendDecls(const VarArray&, SkString*) const;
267 void appendUniformDecls(ShaderVisibility, SkString*) const;
268
269 SkAutoTUnref<GrGLProgramEffects> fColorEffects;
270 SkAutoTUnref<GrGLProgramEffects> fCoverageEffects;
271 BuiltinUniformHandles fUniformHandles;
272 bool fHasVertexShader;
273 int fTexCoordSetCnt;
274 GrGLuint fProgramID;
275 private:
276 class CodeStage : SkNoncopyable {
277 public:
278 CodeStage() : fNextIndex(0), fCurrentIndex(-1), fEffectStage(NULL) {}
279
280 bool inStageCode() const {
281 this->validate();
282 return NULL != fEffectStage;
283 }
284
285 const GrEffectStage* effectStage() const {
286 this->validate();
287 return fEffectStage;
288 }
289
290 int stageIndex() const {
291 this->validate();
292 return fCurrentIndex;
293 }
294
295 class AutoStageRestore : SkNoncopyable {
296 public:
297 AutoStageRestore(CodeStage* codeStage, const GrEffectStage* newStage ) {
298 SkASSERT(NULL != codeStage);
299 fSavedIndex = codeStage->fCurrentIndex;
300 fSavedEffectStage = codeStage->fEffectStage;
301
302 if (NULL == newStage) {
303 codeStage->fCurrentIndex = -1;
304 } else {
305 codeStage->fCurrentIndex = codeStage->fNextIndex++;
306 }
307 codeStage->fEffectStage = newStage;
308
309 fCodeStage = codeStage;
310 }
311 ~AutoStageRestore() {
312 fCodeStage->fCurrentIndex = fSavedIndex;
313 fCodeStage->fEffectStage = fSavedEffectStage;
314 }
315 private:
316 CodeStage* fCodeStage;
317 int fSavedIndex;
318 const GrEffectStage* fSavedEffectStage;
319 };
320 private:
321 void validate() const { SkASSERT((NULL == fEffectStage) == (-1 == fCurre ntIndex)); }
322 int fNextIndex;
323 int fCurrentIndex;
324 const GrEffectStage* fEffectStage;
325 } fCodeStage;
326
327 /**
328 * The base class will emit the fragment code that precedes the per-effect c ode and then call
329 * this function. The subclass can use it to insert additional fragment code that should
330 * execute before the effects' code and/or emit other shaders (e.g. geometry , vertex).
331 *
332 * The subclass can modify the initial color or coverage
333 */
334 virtual void emitCodeBeforeEffects(GrGLSLExpr4* color, GrGLSLExpr4* coverage ) = 0;
335
336 /**
337 * Adds code for effects and returns a GrGLProgramEffects* object. The caller is responsible for
338 * deleting it when finished. effectStages contains the effects to add. The e ffect key provider
339 * is used to communicate the key each effect created in its GenKey function. inOutFSColor
340 * specifies the input color to the first stage and is updated to be the outp ut color of the
341 * last stage. The handles to texture samplers for effectStage[i] are added t o
342 * effectSamplerHandles[i].
343 */
344 virtual GrGLProgramEffects* createAndEmitEffects(const GrEffectStage* effect Stages[],
345 int effectCnt,
346 const GrGLProgramDesc::Effe ctKeyProvider&,
347 GrGLSLExpr4* inOutFSColor) = 0;
348
349 /**
350 * Similar to emitCodeBeforeEffects() but called after per-effect code is em itted.
351 */
352 virtual void emitCodeAfterEffects() = 0;
353
354 /** Enables using the secondary color output and returns the name of the var in which it is
355 to be stored */
356 const char* enableSecondaryOutput();
357 /** Gets the name of the primary color output. */
358 const char* getColorOutputName() const;
359
360 /**
361 * Compiles all the shaders, links them into a program, and writes the progr am id to the output
362 * struct.
363 **/
364 bool finish();
365
366 /**
367 * Features that should only be enabled by GrGLShaderBuilder itself.
368 */
369 enum GLSLPrivateFeature {
370 kFragCoordConventions_GLSLPrivateFeature = kLastGLSLFeature + 1,
371 kLastGLSLPrivateFeature = kFragCoordConventions_GLSLPrivateFeature
372 };
373 bool enablePrivateFeature(GLSLPrivateFeature);
374
375 // If we ever have VS/GS features we can expand this to take a bitmask of Sh aderVisibility and
376 // track the enables separately for each shader.
377 void addFSFeature(uint32_t featureBit, const char* extensionName);
378
379 // Interpretation of DstReadKey when generating code
380 enum {
381 kNoDstRead_DstReadKey = 0,
382 kYesDstRead_DstReadKeyBit = 0x1, // Set if we do a dst-copy-read.
383 kUseAlphaConfig_DstReadKeyBit = 0x2, // Set if dst-copy config is alph a only.
384 kTopLeftOrigin_DstReadKeyBit = 0x4, // Set if dst-copy origin is top- left.
385 };
386
387 enum {
388 kNoFragPosRead_FragPosKey = 0, // The fragment positition wil l not be needed.
389 kTopLeftFragPosRead_FragPosKey = 0x1,// Read frag pos relative to t op-left.
390 kBottomLeftFragPosRead_FragPosKey = 0x2,// Read frag pos relative to b ottom-left.
391 };
392
393 const GrGLProgramDesc& fDesc;
394 GrGpuGL* fGpu;
395 uint32_t fFSFeaturesAddedMask;
396 SkString fFSFunctions;
397 SkString fFSExtensions;
398 VarArray fFSInputs;
399 VarArray fFSOutputs;
400 UniformInfoArray fUniforms;
401
402 SkString fFSCode;
403
404 bool fSetupFragPosition;
405 bool fTopLeftFragPosRead;
406
407 bool fHasCustomColorOutput;
408 bool fHasSecondaryOutput;
409 };
410
411 ////////////////////////////////////////////////////////////////////////////////
412
413 class GrGLFullShaderBuilder : public GrGLShaderBuilder {
414 public:
415 GrGLFullShaderBuilder(GrGpuGL*, const GrGLProgramDesc&);
416
417 /**
418 * Called by GrGLEffects to add code to one of the shaders.
419 */
420 void vsCodeAppendf(const char format[], ...) SK_PRINTF_LIKE(2, 3) {
421 va_list args;
422 va_start(args, format);
423 fVSCode.appendVAList(format, args);
424 va_end(args);
425 }
426
427 void vsCodeAppend(const char* str) { fVSCode.append(str); }
428
429 /** Add a vertex attribute to the current program that is passed in from the vertex data.
430 Returns false if the attribute was already there, true otherwise. */
431 bool addAttribute(GrSLType type, const char* name);
432
433 /** Add a varying variable to the current program to pass values between vert ex and fragment
434 shaders. If the last two parameters are non-NULL, they are filled in wit h the name
435 generated. */
436 void addVarying(GrSLType type,
437 const char* name,
438 const char** vsOutName = NULL,
439 const char** fsInName = NULL);
440
441 /** Returns a vertex attribute that represents the vertex position in the VS . This is the
442 pre-matrix position and is commonly used by effects to compute texture c oords via a matrix.
443 */
444 const GrGLShaderVar& positionAttribute() const { return *fPositionVar; }
445
446 /** Returns a vertex attribute that represents the local coords in the VS. T his may be the same
447 as positionAttribute() or it may not be. It depends upon whether the ren dering code
448 specified explicit local coords or not in the GrDrawState. */
449 const GrGLShaderVar& localCoordsAttribute() const { return *fLocalCoordsVar; }
450
451 /**
452 * Are explicit local coordinates provided as input to the vertex shader.
453 */
454 bool hasExplicitLocalCoords() const { return (fLocalCoordsVar != fPositionVa r); }
455
456 bool addEffectAttribute(int attributeIndex, GrSLType type, const SkString& n ame);
457 const SkString* getEffectAttributeName(int attributeIndex) const;
458
459 private:
460 virtual void emitCodeBeforeEffects(GrGLSLExpr4* color, GrGLSLExpr4* coverage ) SK_OVERRIDE;
461
462 virtual GrGLProgramEffects* createAndEmitEffects(const GrEffectStage* effect Stages[],
463 int effectCnt,
464 const GrGLProgramDesc::Effe ctKeyProvider&,
465 GrGLSLExpr4* inOutFSColor) SK_OVERRIDE;
466
467 virtual void emitCodeAfterEffects() SK_OVERRIDE;
468
469 virtual bool compileAndAttachShaders(GrGLuint programId,
470 SkTDArray<GrGLuint>* shaderIds) const S K_OVERRIDE;
471
472 virtual void bindProgramLocations(GrGLuint programId) SK_OVERRIDE;
473
474 VarArray fVSAttrs;
475 VarArray fVSOutputs;
476 VarArray fGSInputs;
477 VarArray fGSOutputs;
478
479 SkString fVSCode;
480
481 struct AttributePair {
482 void set(int index, const SkString& name) {
483 fIndex = index; fName = name;
484 }
485 int fIndex;
486 SkString fName;
487 };
488 SkSTArray<10, AttributePair, true> fEffectAttributes;
489
490 GrGLShaderVar* fPositionVar;
491 GrGLShaderVar* fLocalCoordsVar;
492
493 typedef GrGLShaderBuilder INHERITED;
494 };
495
496 ////////////////////////////////////////////////////////////////////////////////
497
498 class GrGLFragmentOnlyShaderBuilder : public GrGLShaderBuilder {
499 public:
500 GrGLFragmentOnlyShaderBuilder(GrGpuGL*, const GrGLProgramDesc&);
501
502 int addTexCoordSets(int count);
503
504 private:
505 virtual void emitCodeBeforeEffects(GrGLSLExpr4* color, GrGLSLExpr4* coverage ) SK_OVERRIDE {}
506
507 virtual GrGLProgramEffects* createAndEmitEffects(const GrEffectStage* effect Stages[],
508 int effectCnt,
509 const GrGLProgramDesc::Effe ctKeyProvider&,
510 GrGLSLExpr4* inOutFSColor) SK_OVERRIDE;
511
512 virtual void emitCodeAfterEffects() SK_OVERRIDE {}
513
514 typedef GrGLShaderBuilder INHERITED;
515 };
516
517 #endif
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