Index: src/gpu/gl/GrGLShaderBuilder.h |
diff --git a/src/gpu/gl/GrGLShaderBuilder.h b/src/gpu/gl/GrGLShaderBuilder.h |
deleted file mode 100644 |
index 2a14a1f6251912fb05aee2dab36637034e71170a..0000000000000000000000000000000000000000 |
--- a/src/gpu/gl/GrGLShaderBuilder.h |
+++ /dev/null |
@@ -1,517 +0,0 @@ |
-/* |
- * Copyright 2012 Google Inc. |
- * |
- * Use of this source code is governed by a BSD-style license that can be |
- * found in the LICENSE file. |
- */ |
- |
-#ifndef GrGLShaderBuilder_DEFINED |
-#define GrGLShaderBuilder_DEFINED |
- |
-#include "GrAllocator.h" |
-#include "GrBackendEffectFactory.h" |
-#include "GrColor.h" |
-#include "GrEffect.h" |
-#include "SkTypes.h" |
-#include "gl/GrGLProgramDesc.h" |
-#include "gl/GrGLProgramEffects.h" |
-#include "gl/GrGLSL.h" |
-#include "gl/GrGLProgramDataManager.h" |
- |
-#include <stdarg.h> |
- |
-class GrGLContextInfo; |
-class GrEffectStage; |
-class GrGLProgramDesc; |
- |
-/** |
- Contains all the incremental state of a shader as it is being built,as well as helpers to |
- manipulate that state. |
-*/ |
-class GrGLShaderBuilder { |
-public: |
- typedef GrTAllocator<GrGLShaderVar> VarArray; |
- typedef GrGLProgramEffects::TextureSampler TextureSampler; |
- typedef GrGLProgramEffects::TransformedCoordsArray TransformedCoordsArray; |
- |
- enum ShaderVisibility { |
- kVertex_Visibility = 0x1, |
- kGeometry_Visibility = 0x2, |
- kFragment_Visibility = 0x4, |
- }; |
- |
- typedef GrGLProgramDataManager::UniformHandle UniformHandle; |
- |
- // Handles for program uniforms (other than per-effect uniforms) |
- struct BuiltinUniformHandles { |
- UniformHandle fViewMatrixUni; |
- UniformHandle fRTAdjustmentUni; |
- UniformHandle fColorUni; |
- UniformHandle fCoverageUni; |
- |
- // We use the render target height to provide a y-down frag coord when specifying |
- // origin_upper_left is not supported. |
- UniformHandle fRTHeightUni; |
- |
- // Uniforms for computing texture coords to do the dst-copy lookup |
- UniformHandle fDstCopyTopLeftUni; |
- UniformHandle fDstCopyScaleUni; |
- UniformHandle fDstCopySamplerUni; |
- }; |
- |
- struct UniformInfo { |
- GrGLShaderVar fVariable; |
- uint32_t fVisibility; |
- GrGLint fLocation; |
- }; |
- |
- // This uses an allocator rather than array so that the GrGLShaderVars don't move in memory |
- // after they are inserted. Users of GrGLShaderBuilder get refs to the vars and ptrs to their |
- // name strings. Otherwise, we'd have to hand out copies. |
- typedef GrTAllocator<UniformInfo> UniformInfoArray; |
- |
- /** Generates a shader program. |
- * |
- * The program implements what is specified in the stages given as input. |
- * After successful generation, the builder result objects are available |
- * to be used. |
- * @return true if generation was successful. |
- */ |
- bool genProgram(const GrEffectStage* inColorStages[], |
- const GrEffectStage* inCoverageStages[]); |
- |
- // Below are the results of the shader generation. |
- |
- GrGLProgramEffects* getColorEffects() const { SkASSERT(fProgramID); return fColorEffects.get(); } |
- GrGLProgramEffects* getCoverageEffects() const { SkASSERT(fProgramID); return fCoverageEffects.get(); } |
- const BuiltinUniformHandles& getBuiltinUniformHandles() const { |
- SkASSERT(fProgramID); |
- return fUniformHandles; |
- } |
- GrGLuint getProgramID() const { SkASSERT(fProgramID); return fProgramID; } |
- bool hasVertexShader() const { SkASSERT(fProgramID); return fHasVertexShader; } |
- int getTexCoordSetCount() const { SkASSERT(fProgramID); return fTexCoordSetCnt; } |
- const UniformInfoArray& getUniformInfos() const { return fUniforms; } |
- |
- virtual ~GrGLShaderBuilder() {} |
- |
- /** |
- * Use of these features may require a GLSL extension to be enabled. Shaders may not compile |
- * if code is added that uses one of these features without calling enableFeature() |
- */ |
- enum GLSLFeature { |
- kStandardDerivatives_GLSLFeature = 0, |
- |
- kLastGLSLFeature = kStandardDerivatives_GLSLFeature |
- }; |
- |
- /** |
- * If the feature is supported then true is returned and any necessary #extension declarations |
- * are added to the shaders. If the feature is not supported then false will be returned. |
- */ |
- bool enableFeature(GLSLFeature); |
- |
- /** |
- * Called by GrGLEffects to add code the fragment shader. |
- */ |
- void fsCodeAppendf(const char format[], ...) SK_PRINTF_LIKE(2, 3) { |
- va_list args; |
- va_start(args, format); |
- fFSCode.appendVAList(format, args); |
- va_end(args); |
- } |
- |
- void fsCodeAppend(const char* str) { fFSCode.append(str); } |
- |
- /** Appends a 2D texture sample with projection if necessary. coordType must either be Vec2f or |
- Vec3f. The latter is interpreted as projective texture coords. The vec length and swizzle |
- order of the result depends on the GrTextureAccess associated with the TextureSampler. */ |
- void appendTextureLookup(SkString* out, |
- const TextureSampler&, |
- const char* coordName, |
- GrSLType coordType = kVec2f_GrSLType) const; |
- |
- /** Version of above that appends the result to the fragment shader code instead.*/ |
- void fsAppendTextureLookup(const TextureSampler&, |
- const char* coordName, |
- GrSLType coordType = kVec2f_GrSLType); |
- |
- |
- /** Does the work of appendTextureLookup and modulates the result by modulation. The result is |
- always a vec4. modulation and the swizzle specified by TextureSampler must both be vec4 or |
- float. If modulation is "" or NULL it this function acts as though appendTextureLookup were |
- called. */ |
- void fsAppendTextureLookupAndModulate(const char* modulation, |
- const TextureSampler&, |
- const char* coordName, |
- GrSLType coordType = kVec2f_GrSLType); |
- |
- /** Emits a helper function outside of main() in the fragment shader. */ |
- void fsEmitFunction(GrSLType returnType, |
- const char* name, |
- int argCnt, |
- const GrGLShaderVar* args, |
- const char* body, |
- SkString* outName); |
- |
- typedef uint8_t DstReadKey; |
- typedef uint8_t FragPosKey; |
- |
- /** Returns a key for adding code to read the copy-of-dst color in service of effects that |
- require reading the dst. It must not return 0 because 0 indicates that there is no dst |
- copy read at all (in which case this function should not be called). */ |
- static DstReadKey KeyForDstRead(const GrTexture* dstCopy, const GrGLCaps&); |
- |
- /** Returns a key for reading the fragment location. This should only be called if there is an |
- effect that will requires the fragment position. If the fragment position is not required, |
- the key is 0. */ |
- static FragPosKey KeyForFragmentPosition(const GrRenderTarget* dst, const GrGLCaps&); |
- |
- /** If texture swizzling is available using tex parameters then it is preferred over mangling |
- the generated shader code. This potentially allows greater reuse of cached shaders. */ |
- static const GrGLenum* GetTexParamSwizzle(GrPixelConfig config, const GrGLCaps& caps); |
- |
- /** Add a uniform variable to the current program, that has visibility in one or more shaders. |
- visibility is a bitfield of ShaderVisibility values indicating from which shaders the |
- uniform should be accessible. At least one bit must be set. Geometry shader uniforms are not |
- supported at this time. The actual uniform name will be mangled. If outName is not NULL then |
- it will refer to the final uniform name after return. Use the addUniformArray variant to add |
- an array of uniforms. */ |
- GrGLProgramDataManager::UniformHandle addUniform(uint32_t visibility, |
- GrSLType type, |
- const char* name, |
- const char** outName = NULL) { |
- return this->addUniformArray(visibility, type, name, GrGLShaderVar::kNonArray, outName); |
- } |
- GrGLProgramDataManager::UniformHandle addUniformArray(uint32_t visibility, |
- GrSLType type, |
- const char* name, |
- int arrayCount, |
- const char** outName = NULL); |
- |
- const GrGLShaderVar& getUniformVariable(GrGLProgramDataManager::UniformHandle u) const { |
- return fUniforms[u.toShaderBuilderIndex()].fVariable; |
- } |
- |
- /** |
- * Shortcut for getUniformVariable(u).c_str() |
- */ |
- const char* getUniformCStr(GrGLProgramDataManager::UniformHandle u) const { |
- return this->getUniformVariable(u).c_str(); |
- } |
- |
- /** |
- * This returns a variable name to access the 2D, perspective correct version of the coords in |
- * the fragment shader. If the coordinates at index are 3-dimensional, it immediately emits a |
- * perspective divide into the fragment shader (xy / z) to convert them to 2D. |
- */ |
- SkString ensureFSCoords2D(const TransformedCoordsArray&, int index); |
- |
- /** Returns a variable name that represents the position of the fragment in the FS. The position |
- is in device space (e.g. 0,0 is the top left and pixel centers are at half-integers). */ |
- const char* fragmentPosition(); |
- |
- /** Returns the variable name that holds the color of the destination pixel. This may be NULL if |
- no effect advertised that it will read the destination. */ |
- const char* dstColor(); |
- |
- const GrGLContextInfo& ctxInfo() const; |
- |
- /** |
- * Helper for begining and ending a block in the fragment code. TODO: Make GrGLShaderBuilder |
- * aware of all blocks and turn single \t's into the correct number of tabs (or spaces) so that |
- * our shaders print pretty without effect writers tracking indentation. |
- */ |
- class FSBlock { |
- public: |
- FSBlock(GrGLShaderBuilder* builder) : fBuilder(builder) { |
- SkASSERT(NULL != builder); |
- fBuilder->fsCodeAppend("\t{\n"); |
- } |
- |
- ~FSBlock() { |
- fBuilder->fsCodeAppend("\t}\n"); |
- } |
- private: |
- GrGLShaderBuilder* fBuilder; |
- }; |
- |
-protected: |
- GrGLShaderBuilder(GrGpuGL*, const GrGLProgramDesc&); |
- |
- GrGpuGL* gpu() const { return fGpu; } |
- |
- const GrGLProgramDesc& desc() const { return fDesc; } |
- |
- /** Add input/output variable declarations (i.e. 'varying') to the fragment shader. */ |
- GrGLShaderVar& fsInputAppend() { return fFSInputs.push_back(); } |
- |
- // Helper for emitEffects(). |
- void createAndEmitEffects(GrGLProgramEffectsBuilder*, |
- const GrEffectStage* effectStages[], |
- int effectCnt, |
- const GrGLProgramDesc::EffectKeyProvider&, |
- GrGLSLExpr4* inOutFSColor); |
- |
- // Generates a name for a variable. The generated string will be name prefixed by the prefix |
- // char (unless the prefix is '\0'). It also mangles the name to be stage-specific if we're |
- // generating stage code. |
- void nameVariable(SkString* out, char prefix, const char* name); |
- |
- virtual bool compileAndAttachShaders(GrGLuint programId, SkTDArray<GrGLuint>* shaderIds) const; |
- |
- virtual void bindProgramLocations(GrGLuint programId); |
- void resolveProgramLocations(GrGLuint programId); |
- |
- void appendDecls(const VarArray&, SkString*) const; |
- void appendUniformDecls(ShaderVisibility, SkString*) const; |
- |
- SkAutoTUnref<GrGLProgramEffects> fColorEffects; |
- SkAutoTUnref<GrGLProgramEffects> fCoverageEffects; |
- BuiltinUniformHandles fUniformHandles; |
- bool fHasVertexShader; |
- int fTexCoordSetCnt; |
- GrGLuint fProgramID; |
-private: |
- class CodeStage : SkNoncopyable { |
- public: |
- CodeStage() : fNextIndex(0), fCurrentIndex(-1), fEffectStage(NULL) {} |
- |
- bool inStageCode() const { |
- this->validate(); |
- return NULL != fEffectStage; |
- } |
- |
- const GrEffectStage* effectStage() const { |
- this->validate(); |
- return fEffectStage; |
- } |
- |
- int stageIndex() const { |
- this->validate(); |
- return fCurrentIndex; |
- } |
- |
- class AutoStageRestore : SkNoncopyable { |
- public: |
- AutoStageRestore(CodeStage* codeStage, const GrEffectStage* newStage) { |
- SkASSERT(NULL != codeStage); |
- fSavedIndex = codeStage->fCurrentIndex; |
- fSavedEffectStage = codeStage->fEffectStage; |
- |
- if (NULL == newStage) { |
- codeStage->fCurrentIndex = -1; |
- } else { |
- codeStage->fCurrentIndex = codeStage->fNextIndex++; |
- } |
- codeStage->fEffectStage = newStage; |
- |
- fCodeStage = codeStage; |
- } |
- ~AutoStageRestore() { |
- fCodeStage->fCurrentIndex = fSavedIndex; |
- fCodeStage->fEffectStage = fSavedEffectStage; |
- } |
- private: |
- CodeStage* fCodeStage; |
- int fSavedIndex; |
- const GrEffectStage* fSavedEffectStage; |
- }; |
- private: |
- void validate() const { SkASSERT((NULL == fEffectStage) == (-1 == fCurrentIndex)); } |
- int fNextIndex; |
- int fCurrentIndex; |
- const GrEffectStage* fEffectStage; |
- } fCodeStage; |
- |
- /** |
- * The base class will emit the fragment code that precedes the per-effect code and then call |
- * this function. The subclass can use it to insert additional fragment code that should |
- * execute before the effects' code and/or emit other shaders (e.g. geometry, vertex). |
- * |
- * The subclass can modify the initial color or coverage |
- */ |
- virtual void emitCodeBeforeEffects(GrGLSLExpr4* color, GrGLSLExpr4* coverage) = 0; |
- |
- /** |
- * Adds code for effects and returns a GrGLProgramEffects* object. The caller is responsible for |
- * deleting it when finished. effectStages contains the effects to add. The effect key provider |
- * is used to communicate the key each effect created in its GenKey function. inOutFSColor |
- * specifies the input color to the first stage and is updated to be the output color of the |
- * last stage. The handles to texture samplers for effectStage[i] are added to |
- * effectSamplerHandles[i]. |
- */ |
- virtual GrGLProgramEffects* createAndEmitEffects(const GrEffectStage* effectStages[], |
- int effectCnt, |
- const GrGLProgramDesc::EffectKeyProvider&, |
- GrGLSLExpr4* inOutFSColor) = 0; |
- |
- /** |
- * Similar to emitCodeBeforeEffects() but called after per-effect code is emitted. |
- */ |
- virtual void emitCodeAfterEffects() = 0; |
- |
- /** Enables using the secondary color output and returns the name of the var in which it is |
- to be stored */ |
- const char* enableSecondaryOutput(); |
- /** Gets the name of the primary color output. */ |
- const char* getColorOutputName() const; |
- |
- /** |
- * Compiles all the shaders, links them into a program, and writes the program id to the output |
- * struct. |
- **/ |
- bool finish(); |
- |
- /** |
- * Features that should only be enabled by GrGLShaderBuilder itself. |
- */ |
- enum GLSLPrivateFeature { |
- kFragCoordConventions_GLSLPrivateFeature = kLastGLSLFeature + 1, |
- kLastGLSLPrivateFeature = kFragCoordConventions_GLSLPrivateFeature |
- }; |
- bool enablePrivateFeature(GLSLPrivateFeature); |
- |
- // If we ever have VS/GS features we can expand this to take a bitmask of ShaderVisibility and |
- // track the enables separately for each shader. |
- void addFSFeature(uint32_t featureBit, const char* extensionName); |
- |
- // Interpretation of DstReadKey when generating code |
- enum { |
- kNoDstRead_DstReadKey = 0, |
- kYesDstRead_DstReadKeyBit = 0x1, // Set if we do a dst-copy-read. |
- kUseAlphaConfig_DstReadKeyBit = 0x2, // Set if dst-copy config is alpha only. |
- kTopLeftOrigin_DstReadKeyBit = 0x4, // Set if dst-copy origin is top-left. |
- }; |
- |
- enum { |
- kNoFragPosRead_FragPosKey = 0, // The fragment positition will not be needed. |
- kTopLeftFragPosRead_FragPosKey = 0x1,// Read frag pos relative to top-left. |
- kBottomLeftFragPosRead_FragPosKey = 0x2,// Read frag pos relative to bottom-left. |
- }; |
- |
- const GrGLProgramDesc& fDesc; |
- GrGpuGL* fGpu; |
- uint32_t fFSFeaturesAddedMask; |
- SkString fFSFunctions; |
- SkString fFSExtensions; |
- VarArray fFSInputs; |
- VarArray fFSOutputs; |
- UniformInfoArray fUniforms; |
- |
- SkString fFSCode; |
- |
- bool fSetupFragPosition; |
- bool fTopLeftFragPosRead; |
- |
- bool fHasCustomColorOutput; |
- bool fHasSecondaryOutput; |
-}; |
- |
-//////////////////////////////////////////////////////////////////////////////// |
- |
-class GrGLFullShaderBuilder : public GrGLShaderBuilder { |
-public: |
- GrGLFullShaderBuilder(GrGpuGL*, const GrGLProgramDesc&); |
- |
- /** |
- * Called by GrGLEffects to add code to one of the shaders. |
- */ |
- void vsCodeAppendf(const char format[], ...) SK_PRINTF_LIKE(2, 3) { |
- va_list args; |
- va_start(args, format); |
- fVSCode.appendVAList(format, args); |
- va_end(args); |
- } |
- |
- void vsCodeAppend(const char* str) { fVSCode.append(str); } |
- |
- /** Add a vertex attribute to the current program that is passed in from the vertex data. |
- Returns false if the attribute was already there, true otherwise. */ |
- bool addAttribute(GrSLType type, const char* name); |
- |
- /** Add a varying variable to the current program to pass values between vertex and fragment |
- shaders. If the last two parameters are non-NULL, they are filled in with the name |
- generated. */ |
- void addVarying(GrSLType type, |
- const char* name, |
- const char** vsOutName = NULL, |
- const char** fsInName = NULL); |
- |
- /** Returns a vertex attribute that represents the vertex position in the VS. This is the |
- pre-matrix position and is commonly used by effects to compute texture coords via a matrix. |
- */ |
- const GrGLShaderVar& positionAttribute() const { return *fPositionVar; } |
- |
- /** Returns a vertex attribute that represents the local coords in the VS. This may be the same |
- as positionAttribute() or it may not be. It depends upon whether the rendering code |
- specified explicit local coords or not in the GrDrawState. */ |
- const GrGLShaderVar& localCoordsAttribute() const { return *fLocalCoordsVar; } |
- |
- /** |
- * Are explicit local coordinates provided as input to the vertex shader. |
- */ |
- bool hasExplicitLocalCoords() const { return (fLocalCoordsVar != fPositionVar); } |
- |
- bool addEffectAttribute(int attributeIndex, GrSLType type, const SkString& name); |
- const SkString* getEffectAttributeName(int attributeIndex) const; |
- |
-private: |
- virtual void emitCodeBeforeEffects(GrGLSLExpr4* color, GrGLSLExpr4* coverage) SK_OVERRIDE; |
- |
- virtual GrGLProgramEffects* createAndEmitEffects(const GrEffectStage* effectStages[], |
- int effectCnt, |
- const GrGLProgramDesc::EffectKeyProvider&, |
- GrGLSLExpr4* inOutFSColor) SK_OVERRIDE; |
- |
- virtual void emitCodeAfterEffects() SK_OVERRIDE; |
- |
- virtual bool compileAndAttachShaders(GrGLuint programId, |
- SkTDArray<GrGLuint>* shaderIds) const SK_OVERRIDE; |
- |
- virtual void bindProgramLocations(GrGLuint programId) SK_OVERRIDE; |
- |
- VarArray fVSAttrs; |
- VarArray fVSOutputs; |
- VarArray fGSInputs; |
- VarArray fGSOutputs; |
- |
- SkString fVSCode; |
- |
- struct AttributePair { |
- void set(int index, const SkString& name) { |
- fIndex = index; fName = name; |
- } |
- int fIndex; |
- SkString fName; |
- }; |
- SkSTArray<10, AttributePair, true> fEffectAttributes; |
- |
- GrGLShaderVar* fPositionVar; |
- GrGLShaderVar* fLocalCoordsVar; |
- |
- typedef GrGLShaderBuilder INHERITED; |
-}; |
- |
-//////////////////////////////////////////////////////////////////////////////// |
- |
-class GrGLFragmentOnlyShaderBuilder : public GrGLShaderBuilder { |
-public: |
- GrGLFragmentOnlyShaderBuilder(GrGpuGL*, const GrGLProgramDesc&); |
- |
- int addTexCoordSets(int count); |
- |
-private: |
- virtual void emitCodeBeforeEffects(GrGLSLExpr4* color, GrGLSLExpr4* coverage) SK_OVERRIDE {} |
- |
- virtual GrGLProgramEffects* createAndEmitEffects(const GrEffectStage* effectStages[], |
- int effectCnt, |
- const GrGLProgramDesc::EffectKeyProvider&, |
- GrGLSLExpr4* inOutFSColor) SK_OVERRIDE; |
- |
- virtual void emitCodeAfterEffects() SK_OVERRIDE {} |
- |
- typedef GrGLShaderBuilder INHERITED; |
-}; |
- |
-#endif |