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1 /* | 1 /* |
2 * Copyright 2014 Google Inc. | 2 * Copyright 2014 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 "GrGLVertexShaderBuilder.h" | 8 #include "GrGLVertexShaderBuilder.h" |
9 #include "GrGLFullProgramBuilder.h" | 9 #include "GrGLProgramBuilder.h" |
10 #include "GrGLShaderStringBuilder.h" | 10 #include "GrGLShaderStringBuilder.h" |
11 #include "../GrGpuGL.h" | 11 #include "../GrGpuGL.h" |
12 #include "../../GrOptDrawState.h" | |
13 | 12 |
14 #define GL_CALL(X) GR_GL_CALL(gpu->glInterface(), X) | 13 #define GL_CALL(X) GR_GL_CALL(fProgramBuilder->gpu()->glInterface(), X) |
15 #define GL_CALL_RET(R, X) GR_GL_CALL_RET(gpu->glInterface(), R, X) | 14 #define GL_CALL_RET(R, X) GR_GL_CALL_RET(fProgramBuilder->gpu()->glInterface(),
R, X) |
16 | 15 |
17 namespace { | 16 static const char* color_attribute_name() { return "inColor"; } |
18 inline const char* color_attribute_name() { return "inColor"; } | 17 static const char* coverage_attribute_name() { return "inCoverage"; } |
19 inline const char* coverage_attribute_name() { return "inCoverage"; } | 18 |
| 19 GrGLVertexShaderBuilder::GrGLVertexShaderBuilder(GrGLProgramBuilder* program) |
| 20 : INHERITED(program) |
| 21 , fPositionVar(NULL) |
| 22 , fLocalCoordsVar(NULL) |
| 23 , fEffectAttribOffset(0) { |
20 } | 24 } |
21 | 25 |
22 GrGLVertexShaderBuilder::GrGLVertexShaderBuilder(GrGLFullProgramBuilder* program
) | 26 SkString* GrGLVertexShaderBuilder::addVarying(GrSLType type, const char* name, |
23 : INHERITED(program) | 27 const char** vsOutName) { |
24 , fPositionVar(NULL) | |
25 , fLocalCoordsVar(NULL) { | |
26 } | |
27 bool GrGLVertexShaderBuilder::addAttribute(const GrShaderVar& var) { | |
28 SkASSERT(GrShaderVar::kAttribute_TypeModifier == var.getTypeModifier()); | |
29 for (int i = 0; i < fInputs.count(); ++i) { | |
30 const GrGLShaderVar& attr = fInputs[i]; | |
31 // if attribute already added, don't add it again | |
32 if (attr.getName().equals(var.getName())) { | |
33 return false; | |
34 } | |
35 } | |
36 fInputs.push_back(var); | |
37 return true; | |
38 } | |
39 | |
40 void GrGLVertexShaderBuilder::emitAttributes(const GrGeometryProcessor& gp) { | |
41 const GrGeometryProcessor::VertexAttribArray& vars = gp.getVertexAttribs(); | |
42 int numAttributes = vars.count(); | |
43 for (int a = 0; a < numAttributes; ++a) { | |
44 this->addAttribute(vars[a]); | |
45 } | |
46 } | |
47 | |
48 void GrGLVertexShaderBuilder::addVarying(GrSLType type, const char* name, const
char** vsOutName) { | |
49 fOutputs.push_back(); | 28 fOutputs.push_back(); |
50 fOutputs.back().setType(type); | 29 fOutputs.back().setType(type); |
51 fOutputs.back().setTypeModifier(GrGLShaderVar::kVaryingOut_TypeModifier); | 30 fOutputs.back().setTypeModifier(GrGLShaderVar::kVaryingOut_TypeModifier); |
52 fProgramBuilder->nameVariable(fOutputs.back().accessName(), 'v', name); | 31 fProgramBuilder->nameVariable(fOutputs.back().accessName(), 'v', name); |
53 | 32 |
54 if (vsOutName) { | 33 if (vsOutName) { |
55 *vsOutName = fOutputs.back().getName().c_str(); | 34 *vsOutName = fOutputs.back().getName().c_str(); |
56 } | 35 } |
| 36 return fOutputs.back().accessName(); |
57 } | 37 } |
58 | 38 |
| 39 void GrGLVertexShaderBuilder::setupLocalCoords() { |
| 40 fPositionVar = &fInputs.push_back(); |
| 41 fPositionVar->set(kVec2f_GrSLType, GrGLShaderVar::kAttribute_TypeModifier, "
inPosition"); |
| 42 if (-1 != fProgramBuilder->header().fLocalCoordAttributeIndex) { |
| 43 fLocalCoordsVar = &fInputs.push_back(); |
| 44 fLocalCoordsVar->set(kVec2f_GrSLType, |
| 45 GrGLShaderVar::kAttribute_TypeModifier, |
| 46 "inLocalCoords"); |
| 47 } else { |
| 48 fLocalCoordsVar = fPositionVar; |
| 49 } |
| 50 fEffectAttribOffset = fInputs.count(); |
| 51 } |
59 | 52 |
60 void GrGLVertexShaderBuilder::bindProgramLocations(GrGLuint programId) { | 53 void GrGLVertexShaderBuilder::setupBuiltinVertexAttribute(const char* inName, Gr
GLSLExpr4* out) { |
61 const GrGLProgramDesc::KeyHeader& header = fProgramBuilder->desc().getHeader
(); | 54 SkString name(inName); |
62 GrGpuGL* gpu = fProgramBuilder->gpu(); | 55 const char *vsName, *fsName; |
| 56 fProgramBuilder->addVarying(kVec4f_GrSLType, name.c_str(), &vsName, &fsName)
; |
| 57 name.prepend("in"); |
| 58 this->addAttribute(GrShaderVar(name.c_str(), |
| 59 kVec4f_GrSLType, |
| 60 GrShaderVar::kAttribute_TypeModifier)); |
| 61 this->codeAppendf("%s = %s;", vsName, name.c_str()); |
| 62 *out = fsName; |
| 63 fEffectAttribOffset++; |
| 64 } |
63 | 65 |
| 66 void GrGLVertexShaderBuilder::emitAttributes(const GrGeometryProcessor& gp) { |
| 67 const GrGeometryProcessor::VertexAttribArray& vars = gp.getVertexAttribs(); |
| 68 int numAttributes = vars.count(); |
| 69 for (int a = 0; a < numAttributes; ++a) { |
| 70 this->addAttribute(vars[a]); |
| 71 } |
| 72 } |
| 73 |
| 74 void GrGLVertexShaderBuilder::bindVertexAttributes(GrGLuint programID) { |
64 // Bind the attrib locations to same values for all shaders | 75 // Bind the attrib locations to same values for all shaders |
| 76 const GrGLProgramDesc::KeyHeader& header = fProgramBuilder->header(); |
65 SkASSERT(-1 != header.fPositionAttributeIndex); | 77 SkASSERT(-1 != header.fPositionAttributeIndex); |
66 GL_CALL(BindAttribLocation(programId, | 78 GL_CALL(BindAttribLocation(programID, |
67 header.fPositionAttributeIndex, | 79 header.fPositionAttributeIndex, |
68 fPositionVar->c_str())); | 80 fPositionVar->c_str())); |
69 if (-1 != header.fLocalCoordAttributeIndex) { | 81 if (-1 != header.fLocalCoordAttributeIndex) { |
70 GL_CALL(BindAttribLocation(programId, | 82 GL_CALL(BindAttribLocation(programID, |
71 header.fLocalCoordAttributeIndex, | 83 header.fLocalCoordAttributeIndex, |
72 fLocalCoordsVar->c_str())); | 84 fLocalCoordsVar->c_str())); |
73 } | 85 } |
74 if (-1 != header.fColorAttributeIndex) { | 86 if (-1 != header.fColorAttributeIndex) { |
75 GL_CALL(BindAttribLocation(programId, | 87 GL_CALL(BindAttribLocation(programID, |
76 header.fColorAttributeIndex, | 88 header.fColorAttributeIndex, |
77 color_attribute_name())); | 89 color_attribute_name())); |
78 } | 90 } |
79 if (-1 != header.fCoverageAttributeIndex) { | 91 if (-1 != header.fCoverageAttributeIndex) { |
80 GL_CALL(BindAttribLocation(programId, | 92 GL_CALL(BindAttribLocation(programID, |
81 header.fCoverageAttributeIndex, | 93 header.fCoverageAttributeIndex, |
82 coverage_attribute_name())); | 94 coverage_attribute_name())); |
83 } | 95 } |
84 | 96 |
85 // We pull the current state of attributes off of drawstate's optimized stat
e and bind them in | 97 // We pull the current state of attributes off of drawstate's optimized stat
e and bind them in |
86 // order. This assumes that the drawState has not changed since we called fl
ushGraphicsState() | 98 // order. This assumes that the drawState has not changed since we called fl
ushGraphicsState() |
87 // higher up in the stack. | 99 // higher up in the stack. |
88 const GrDrawTargetCaps* caps = fProgramBuilder->gpu()->caps(); | 100 const GrDrawTargetCaps* caps = fProgramBuilder->gpu()->caps(); |
89 const GrDrawState& drawState = *fProgramBuilder->gpu()->drawState(); | 101 const GrDrawState& drawState = *fProgramBuilder->gpu()->drawState(); |
90 SkAutoTUnref<GrOptDrawState> optState(drawState.createOptState(*caps)); | 102 SkAutoTUnref<GrOptDrawState> optState(drawState.createOptState(*caps)); |
91 const GrVertexAttrib* vaPtr = optState->getVertexAttribs(); | 103 const GrVertexAttrib* vaPtr = optState->getVertexAttribs(); |
92 const int vaCount = optState->getVertexAttribCount(); | 104 const int vaCount = optState->getVertexAttribCount(); |
93 | 105 |
| 106 // We start binding attributes after builtins |
94 int i = fEffectAttribOffset; | 107 int i = fEffectAttribOffset; |
95 for (int index = 0; index < vaCount; index++) { | 108 for (int index = 0; index < vaCount; index++) { |
96 if (kGeometryProcessor_GrVertexAttribBinding != vaPtr[index].fBinding) { | 109 if (kGeometryProcessor_GrVertexAttribBinding != vaPtr[index].fBinding) { |
97 continue; | 110 continue; |
98 } | 111 } |
99 SkASSERT(index != header.fPositionAttributeIndex && | 112 SkASSERT(index != header.fPositionAttributeIndex && |
100 index != header.fLocalCoordAttributeIndex && | 113 index != header.fLocalCoordAttributeIndex && |
101 index != header.fColorAttributeIndex && | 114 index != header.fColorAttributeIndex && |
102 index != header.fCoverageAttributeIndex); | 115 index != header.fCoverageAttributeIndex); |
103 // We should never find another effect attribute if we have bound everyt
hing | 116 // We should never find another effect attribute if we have bound everyt
hing |
104 SkASSERT(i < fInputs.count()); | 117 SkASSERT(i < fInputs.count()); |
105 GL_CALL(BindAttribLocation(programId, index, fInputs[i].c_str())); | 118 GL_CALL(BindAttribLocation(programID, index, fInputs[i].c_str())); |
106 i++; | 119 i++; |
107 } | 120 } |
108 // Make sure we bound everything | 121 // Make sure we bound everything |
109 SkASSERT(fInputs.count() == i); | 122 SkASSERT(fInputs.count() == i); |
110 } | 123 } |
111 | 124 |
112 bool GrGLVertexShaderBuilder::compileAndAttachShaders(GrGLuint programId, | 125 bool GrGLVertexShaderBuilder::compileAndAttachShaders(GrGLuint programId, |
113 SkTDArray<GrGLuint>* shaderIds) const { | 126 SkTDArray<GrGLuint>* shaderIds) const { |
114 GrGpuGL* gpu = fProgramBuilder->gpu(); | 127 GrGpuGL* gpu = fProgramBuilder->gpu(); |
115 const GrGLContext& glCtx = gpu->glContext(); | 128 const GrGLContext& glCtx = gpu->glContext(); |
116 const GrGLContextInfo& ctxInfo = gpu->ctxInfo(); | 129 const GrGLContextInfo& ctxInfo = gpu->ctxInfo(); |
117 SkString vertShaderSrc(GrGetGLSLVersionDecl(ctxInfo)); | 130 SkString vertShaderSrc(GrGetGLSLVersionDecl(ctxInfo)); |
118 fProgramBuilder->appendUniformDecls(GrGLProgramBuilder::kVertex_Visibility,
&vertShaderSrc); | 131 fProgramBuilder->appendUniformDecls(GrGLProgramBuilder::kVertex_Visibility,
&vertShaderSrc); |
119 fProgramBuilder->appendDecls(fInputs, &vertShaderSrc); | 132 this->appendDecls(fInputs, &vertShaderSrc); |
120 fProgramBuilder->appendDecls(fOutputs, &vertShaderSrc); | 133 this->appendDecls(fOutputs, &vertShaderSrc); |
121 vertShaderSrc.append("void main() {"); | 134 vertShaderSrc.append("void main() {"); |
122 vertShaderSrc.append(fCode); | 135 vertShaderSrc.append(fCode); |
123 vertShaderSrc.append("}\n"); | 136 vertShaderSrc.append("}\n"); |
124 GrGLuint vertShaderId = GrGLCompileAndAttachShader(glCtx, programId, | 137 GrGLuint vertShaderId = GrGLCompileAndAttachShader(glCtx, programId, |
125 GR_GL_VERTEX_SHADER, vert
ShaderSrc, | 138 GR_GL_VERTEX_SHADER, vert
ShaderSrc, |
126 gpu->gpuStats()); | 139 gpu->gpuStats()); |
127 if (!vertShaderId) { | 140 if (!vertShaderId) { |
128 return false; | 141 return false; |
129 } | 142 } |
130 *shaderIds->append() = vertShaderId; | 143 *shaderIds->append() = vertShaderId; |
131 return true; | 144 return true; |
132 } | 145 } |
133 | 146 |
134 void GrGLVertexShaderBuilder::emitCodeAfterEffects() { | 147 bool GrGLVertexShaderBuilder::addAttribute(const GrShaderVar& var) { |
135 const char* rtAdjustName; | 148 SkASSERT(GrShaderVar::kAttribute_TypeModifier == var.getTypeModifier()); |
136 fProgramBuilder->fUniformHandles.fRTAdjustmentUni = | 149 for (int i = 0; i < fInputs.count(); ++i) { |
137 fProgramBuilder->addUniform(GrGLProgramBuilder::kVertex_Visibility, | 150 const GrGLShaderVar& attr = fInputs[i]; |
138 kVec4f_GrSLType, | 151 // if attribute already added, don't add it again |
139 "rtAdjustment", | 152 if (attr.getName().equals(var.getName())) { |
140 &rtAdjustName); | 153 return false; |
141 | 154 } |
142 // Transform from Skia's device coords to GL's normalized device coords. | 155 } |
143 this->codeAppendf( | 156 fInputs.push_back(var); |
144 "gl_Position = vec4(dot(pos3.xz, %s.xy), dot(pos3.yz, %s.zw), 0, pos3.z)
;", | 157 return true; |
145 rtAdjustName, rtAdjustName); | |
146 } | 158 } |
147 | |
148 void GrGLVertexShaderBuilder::emitCodeBeforeEffects(GrGLSLExpr4* color, GrGLSLEx
pr4* coverage) { | |
149 const GrGLProgramDesc::KeyHeader& header = fProgramBuilder->desc().getHeader
(); | |
150 | |
151 fPositionVar = &fInputs.push_back(); | |
152 fPositionVar->set(kVec2f_GrSLType, GrGLShaderVar::kAttribute_TypeModifier, "
inPosition"); | |
153 if (-1 != header.fLocalCoordAttributeIndex) { | |
154 fLocalCoordsVar = &fInputs.push_back(); | |
155 fLocalCoordsVar->set(kVec2f_GrSLType, | |
156 GrGLShaderVar::kAttribute_TypeModifier, | |
157 "inLocalCoords"); | |
158 } else { | |
159 fLocalCoordsVar = fPositionVar; | |
160 } | |
161 | |
162 const char* viewMName; | |
163 fProgramBuilder->fUniformHandles.fViewMatrixUni = | |
164 fProgramBuilder->addUniform(GrGLProgramBuilder::kVertex_Visibility, | |
165 kMat33f_GrSLType, | |
166 "ViewM", | |
167 &viewMName); | |
168 | |
169 // Transform the position into Skia's device coords. | |
170 this->codeAppendf("vec3 pos3 = %s * vec3(%s, 1);", | |
171 viewMName, fPositionVar->c_str()); | |
172 | |
173 // we output point size in the GS if present | |
174 if (header.fEmitsPointSize | |
175 #if GR_GL_EXPERIMENTAL_GS | |
176 && !header.fExperimentalGS | |
177 #endif | |
178 ) { | |
179 this->codeAppend("gl_PointSize = 1.0;"); | |
180 } | |
181 | |
182 if (GrGLProgramDesc::kAttribute_ColorInput == header.fColorInput) { | |
183 this->addAttribute(GrShaderVar(color_attribute_name(), | |
184 kVec4f_GrSLType, | |
185 GrShaderVar::kAttribute_TypeModifier)); | |
186 const char *vsName, *fsName; | |
187 fFullProgramBuilder->addVarying(kVec4f_GrSLType, "Color", &vsName, &fsNa
me); | |
188 this->codeAppendf("%s = %s;", vsName, color_attribute_name()); | |
189 *color = fsName; | |
190 } | |
191 | |
192 if (GrGLProgramDesc::kAttribute_ColorInput == header.fCoverageInput) { | |
193 this->addAttribute(GrShaderVar(coverage_attribute_name(), | |
194 kVec4f_GrSLType, | |
195 GrShaderVar::kAttribute_TypeModifier)); | |
196 const char *vsName, *fsName; | |
197 fFullProgramBuilder->addVarying(kVec4f_GrSLType, "Coverage", &vsName, &f
sName); | |
198 this->codeAppendf("%s = %s;", vsName, coverage_attribute_name()); | |
199 *coverage = fsName; | |
200 } | |
201 fEffectAttribOffset = fInputs.count(); | |
202 } | |
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