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Side by Side Diff: src/gpu/gl/builders/GrGLVertexShaderBuilder.cpp

Issue 611653002: Cleanup of shader building system (Closed) Base URL: https://skia.googlesource.com/skia.git@solo_gp
Patch Set: Created 6 years, 2 months ago
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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 GrGLVertexBuilder::GrGLVertexBuilder(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* GrGLVertexBuilder::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 GrGLVertexBuilder::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 GrGLVertexBuilder::transformGLToSkiaCoords() {
61 const GrGLProgramDesc::KeyHeader& header = fProgramBuilder->desc().getHeader (); 54 const char* viewMName;
62 GrGpuGL* gpu = fProgramBuilder->gpu(); 55 fProgramBuilder->fUniformHandles.fViewMatrixUni =
56 fProgramBuilder->addUniform(GrGLProgramBuilder::kVertex_Visibility,
57 kMat33f_GrSLType,
58 "ViewM",
59 &viewMName);
63 60
61 // Transform the position into Skia's device coords.
62 this->codeAppendf("vec3 pos3 = %s * vec3(%s, 1);", viewMName, fPositionVar-> c_str());
63 }
64
65 void GrGLVertexBuilder::setupBuiltinVertexAttribute(const char* inName, GrGLSLEx pr4* out) {
66 SkString name(inName);
67 const char *vsName, *fsName;
68 fProgramBuilder->addVarying(kVec4f_GrSLType, name.c_str(), &vsName, &fsName) ;
69 name.prepend("in");
70 this->addAttribute(GrShaderVar(name.c_str(),
71 kVec4f_GrSLType,
72 GrShaderVar::kAttribute_TypeModifier));
73 this->codeAppendf("%s = %s;", vsName, name.c_str());
74 *out = fsName;
75 fEffectAttribOffset++;
76 }
77
78 void GrGLVertexBuilder::emitAttributes(const GrGeometryProcessor& gp) {
79 const GrGeometryProcessor::VertexAttribArray& vars = gp.getVertexAttribs();
80 int numAttributes = vars.count();
81 for (int a = 0; a < numAttributes; ++a) {
82 this->addAttribute(vars[a]);
83 }
84 }
85
86 void GrGLVertexBuilder::transformSkiaToGLCoords() {
87 const char* rtAdjustName;
88 fProgramBuilder->fUniformHandles.fRTAdjustmentUni =
89 fProgramBuilder->addUniform(GrGLProgramBuilder::kVertex_Visibility,
90 kVec4f_GrSLType,
91 "rtAdjustment",
92 &rtAdjustName);
93
94 // Transform from Skia's device coords to GL's normalized device coords.
95 this->codeAppendf("gl_Position = vec4(dot(pos3.xz, %s.xy), dot(pos3.yz, %s.z w), 0, pos3.z);",
96 rtAdjustName, rtAdjustName);
97 }
98
99 void GrGLVertexBuilder::bindVertexAttributes(GrGLuint programID) {
64 // Bind the attrib locations to same values for all shaders 100 // Bind the attrib locations to same values for all shaders
101 const GrGLProgramDesc::KeyHeader& header = fProgramBuilder->header();
65 SkASSERT(-1 != header.fPositionAttributeIndex); 102 SkASSERT(-1 != header.fPositionAttributeIndex);
66 GL_CALL(BindAttribLocation(programId, 103 GL_CALL(BindAttribLocation(programID,
67 header.fPositionAttributeIndex, 104 header.fPositionAttributeIndex,
68 fPositionVar->c_str())); 105 fPositionVar->c_str()));
69 if (-1 != header.fLocalCoordAttributeIndex) { 106 if (-1 != header.fLocalCoordAttributeIndex) {
70 GL_CALL(BindAttribLocation(programId, 107 GL_CALL(BindAttribLocation(programID,
71 header.fLocalCoordAttributeIndex, 108 header.fLocalCoordAttributeIndex,
72 fLocalCoordsVar->c_str())); 109 fLocalCoordsVar->c_str()));
73 } 110 }
74 if (-1 != header.fColorAttributeIndex) { 111 if (-1 != header.fColorAttributeIndex) {
75 GL_CALL(BindAttribLocation(programId, 112 GL_CALL(BindAttribLocation(programID,
76 header.fColorAttributeIndex, 113 header.fColorAttributeIndex,
77 color_attribute_name())); 114 color_attribute_name()));
78 } 115 }
79 if (-1 != header.fCoverageAttributeIndex) { 116 if (-1 != header.fCoverageAttributeIndex) {
80 GL_CALL(BindAttribLocation(programId, 117 GL_CALL(BindAttribLocation(programID,
81 header.fCoverageAttributeIndex, 118 header.fCoverageAttributeIndex,
82 coverage_attribute_name())); 119 coverage_attribute_name()));
83 } 120 }
84 121
85 const GrOptDrawState& optState = fProgramBuilder->optState(); 122 const GrOptDrawState& optState = fProgramBuilder->optState();
86 const GrVertexAttrib* vaPtr = optState.getVertexAttribs(); 123 const GrVertexAttrib* vaPtr = optState.getVertexAttribs();
87 const int vaCount = optState.getVertexAttribCount(); 124 const int vaCount = optState.getVertexAttribCount();
88 125
126 // We start binding attributes after builtins
89 int i = fEffectAttribOffset; 127 int i = fEffectAttribOffset;
90 for (int index = 0; index < vaCount; index++) { 128 for (int index = 0; index < vaCount; index++) {
91 if (kGeometryProcessor_GrVertexAttribBinding != vaPtr[index].fBinding) { 129 if (kGeometryProcessor_GrVertexAttribBinding != vaPtr[index].fBinding) {
92 continue; 130 continue;
93 } 131 }
94 SkASSERT(index != header.fPositionAttributeIndex && 132 SkASSERT(index != header.fPositionAttributeIndex &&
95 index != header.fLocalCoordAttributeIndex && 133 index != header.fLocalCoordAttributeIndex &&
96 index != header.fColorAttributeIndex && 134 index != header.fColorAttributeIndex &&
97 index != header.fCoverageAttributeIndex); 135 index != header.fCoverageAttributeIndex);
98 // We should never find another effect attribute if we have bound everyt hing 136 // We should never find another effect attribute if we have bound everyt hing
99 SkASSERT(i < fInputs.count()); 137 SkASSERT(i < fInputs.count());
100 GL_CALL(BindAttribLocation(programId, index, fInputs[i].c_str())); 138 GL_CALL(BindAttribLocation(programID, index, fInputs[i].c_str()));
101 i++; 139 i++;
102 } 140 }
103 // Make sure we bound everything 141 // Make sure we bound everything
104 SkASSERT(fInputs.count() == i); 142 SkASSERT(fInputs.count() == i);
105 } 143 }
106 144
107 bool GrGLVertexShaderBuilder::compileAndAttachShaders(GrGLuint programId, 145 bool GrGLVertexBuilder::compileAndAttachShaders(GrGLuint programId,
108 SkTDArray<GrGLuint>* shaderIds) const { 146 SkTDArray<GrGLuint>* shaderIds) const {
109 GrGpuGL* gpu = fProgramBuilder->gpu(); 147 GrGpuGL* gpu = fProgramBuilder->gpu();
110 const GrGLContext& glCtx = gpu->glContext(); 148 const GrGLContext& glCtx = gpu->glContext();
111 const GrGLContextInfo& ctxInfo = gpu->ctxInfo(); 149 const GrGLContextInfo& ctxInfo = gpu->ctxInfo();
112 SkString vertShaderSrc(GrGetGLSLVersionDecl(ctxInfo)); 150 SkString vertShaderSrc(GrGetGLSLVersionDecl(ctxInfo));
113 fProgramBuilder->appendUniformDecls(GrGLProgramBuilder::kVertex_Visibility, &vertShaderSrc); 151 fProgramBuilder->appendUniformDecls(GrGLProgramBuilder::kVertex_Visibility, &vertShaderSrc);
114 fProgramBuilder->appendDecls(fInputs, &vertShaderSrc); 152 this->appendDecls(fInputs, &vertShaderSrc);
115 fProgramBuilder->appendDecls(fOutputs, &vertShaderSrc); 153 this->appendDecls(fOutputs, &vertShaderSrc);
116 vertShaderSrc.append("void main() {"); 154 vertShaderSrc.append("void main() {");
117 vertShaderSrc.append(fCode); 155 vertShaderSrc.append(fCode);
118 vertShaderSrc.append("}\n"); 156 vertShaderSrc.append("}\n");
119 GrGLuint vertShaderId = GrGLCompileAndAttachShader(glCtx, programId, 157 GrGLuint vertShaderId = GrGLCompileAndAttachShader(glCtx, programId,
120 GR_GL_VERTEX_SHADER, vert ShaderSrc, 158 GR_GL_VERTEX_SHADER, vert ShaderSrc,
121 gpu->gpuStats()); 159 gpu->gpuStats());
122 if (!vertShaderId) { 160 if (!vertShaderId) {
123 return false; 161 return false;
124 } 162 }
125 *shaderIds->append() = vertShaderId; 163 *shaderIds->append() = vertShaderId;
126 return true; 164 return true;
127 } 165 }
128 166
129 void GrGLVertexShaderBuilder::emitCodeAfterEffects() { 167 bool GrGLVertexBuilder::addAttribute(const GrShaderVar& var) {
130 const char* rtAdjustName; 168 SkASSERT(GrShaderVar::kAttribute_TypeModifier == var.getTypeModifier());
131 fProgramBuilder->fUniformHandles.fRTAdjustmentUni = 169 for (int i = 0; i < fInputs.count(); ++i) {
132 fProgramBuilder->addUniform(GrGLProgramBuilder::kVertex_Visibility, 170 const GrGLShaderVar& attr = fInputs[i];
133 kVec4f_GrSLType, 171 // if attribute already added, don't add it again
134 "rtAdjustment", 172 if (attr.getName().equals(var.getName())) {
135 &rtAdjustName); 173 return false;
136 174 }
137 // Transform from Skia's device coords to GL's normalized device coords. 175 }
138 this->codeAppendf( 176 fInputs.push_back(var);
139 "gl_Position = vec4(dot(pos3.xz, %s.xy), dot(pos3.yz, %s.zw), 0, pos3.z) ;", 177 return true;
140 rtAdjustName, rtAdjustName);
141 } 178 }
142
143 void GrGLVertexShaderBuilder::emitCodeBeforeEffects(GrGLSLExpr4* color, GrGLSLEx pr4* coverage) {
144 const GrGLProgramDesc::KeyHeader& header = fProgramBuilder->desc().getHeader ();
145
146 fPositionVar = &fInputs.push_back();
147 fPositionVar->set(kVec2f_GrSLType, GrGLShaderVar::kAttribute_TypeModifier, " inPosition");
148 if (-1 != header.fLocalCoordAttributeIndex) {
149 fLocalCoordsVar = &fInputs.push_back();
150 fLocalCoordsVar->set(kVec2f_GrSLType,
151 GrGLShaderVar::kAttribute_TypeModifier,
152 "inLocalCoords");
153 } else {
154 fLocalCoordsVar = fPositionVar;
155 }
156
157 const char* viewMName;
158 fProgramBuilder->fUniformHandles.fViewMatrixUni =
159 fProgramBuilder->addUniform(GrGLProgramBuilder::kVertex_Visibility,
160 kMat33f_GrSLType,
161 "ViewM",
162 &viewMName);
163
164 // Transform the position into Skia's device coords.
165 this->codeAppendf("vec3 pos3 = %s * vec3(%s, 1);",
166 viewMName, fPositionVar->c_str());
167
168 // we output point size in the GS if present
169 if (header.fEmitsPointSize
170 #if GR_GL_EXPERIMENTAL_GS
171 && !header.fExperimentalGS
172 #endif
173 ) {
174 this->codeAppend("gl_PointSize = 1.0;");
175 }
176
177 if (GrGLProgramDesc::kAttribute_ColorInput == header.fColorInput) {
178 this->addAttribute(GrShaderVar(color_attribute_name(),
179 kVec4f_GrSLType,
180 GrShaderVar::kAttribute_TypeModifier));
181 const char *vsName, *fsName;
182 fFullProgramBuilder->addVarying(kVec4f_GrSLType, "Color", &vsName, &fsNa me);
183 this->codeAppendf("%s = %s;", vsName, color_attribute_name());
184 *color = fsName;
185 }
186
187 if (GrGLProgramDesc::kAttribute_ColorInput == header.fCoverageInput) {
188 this->addAttribute(GrShaderVar(coverage_attribute_name(),
189 kVec4f_GrSLType,
190 GrShaderVar::kAttribute_TypeModifier));
191 const char *vsName, *fsName;
192 fFullProgramBuilder->addVarying(kVec4f_GrSLType, "Coverage", &vsName, &f sName);
193 this->codeAppendf("%s = %s;", vsName, coverage_attribute_name());
194 *coverage = fsName;
195 }
196 fEffectAttribOffset = fInputs.count();
197 }
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