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

Issue 635533005: Revert of 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 "GrGLProgramBuilder.h"
9 #include "gl/GrGLGeometryProcessor.h"
10 #include "gl/GrGLProgram.h" 8 #include "gl/GrGLProgram.h"
11 #include "gl/GrGLSLPrettyPrint.h" 9 #include "gl/GrGLSLPrettyPrint.h"
12 #include "gl/GrGLUniformHandle.h" 10 #include "gl/GrGLUniformHandle.h"
11 #include "GrCoordTransform.h"
13 #include "../GrGpuGL.h" 12 #include "../GrGpuGL.h"
14 #include "GrCoordTransform.h" 13 #include "GrGLFragmentShaderBuilder.h"
15 #include "GrGLLegacyNvprProgramBuilder.h"
16 #include "GrGLNvprProgramBuilder.h"
17 #include "GrGLProgramBuilder.h" 14 #include "GrGLProgramBuilder.h"
18 #include "GrTexture.h" 15 #include "GrTexture.h"
16 #include "GrGLVertexShaderBuilder.h"
19 #include "SkRTConf.h" 17 #include "SkRTConf.h"
20 #include "SkTraceEvent.h" 18 #include "SkTraceEvent.h"
21 19
20 namespace {
22 #define GL_CALL(X) GR_GL_CALL(this->gpu()->glInterface(), X) 21 #define GL_CALL(X) GR_GL_CALL(this->gpu()->glInterface(), X)
23 #define GL_CALL_RET(R, X) GR_GL_CALL_RET(this->gpu()->glInterface(), R, X) 22 #define GL_CALL_RET(R, X) GR_GL_CALL_RET(this->gpu()->glInterface(), R, X)
24 23
24 // number of each input/output type in a single allocation block
25 static const int kVarsPerBlock = 8;
26
25 // ES2 FS only guarantees mediump and lowp support 27 // ES2 FS only guarantees mediump and lowp support
26 static const GrGLShaderVar::Precision kDefaultFragmentPrecision = GrGLShaderVar: :kMedium_Precision; 28 static const GrGLShaderVar::Precision kDefaultFragmentPrecision = GrGLShaderVar: :kMedium_Precision;
29 }
30
31 //////////////////////////////////////////////////////////////////////////////// ///////////////////
32
33 bool GrGLProgramBuilder::genProgram(const GrGeometryStage* geometryProcessor,
34 const GrFragmentStage* colorStages[],
35 const GrFragmentStage* coverageStages[]) {
36 const GrGLProgramDesc::KeyHeader& header = this->desc().getHeader();
37
38 fFS.emitCodeBeforeEffects();
39
40 ///////////////////////////////////////////////////////////////////////////
41 // get the initial color and coverage to feed into the first effect in each effect chain
42
43 GrGLSLExpr4 inputColor;
44 GrGLSLExpr4 inputCoverage;
45
46 if (GrGLProgramDesc::kUniform_ColorInput == header.fColorInput) {
47 const char* name;
48 fUniformHandles.fColorUni =
49 this->addUniform(GrGLProgramBuilder::kFragment_Visibility,
50 kVec4f_GrSLType,
51 "Color",
52 &name);
53 inputColor = GrGLSLExpr4(name);
54 } else if (GrGLProgramDesc::kAllOnes_ColorInput == header.fColorInput) {
55 inputColor = GrGLSLExpr4(1);
56 }
57
58 if (GrGLProgramDesc::kUniform_ColorInput == header.fCoverageInput) {
59 const char* name;
60 fUniformHandles.fCoverageUni =
61 this->addUniform(GrGLProgramBuilder::kFragment_Visibility,
62 kVec4f_GrSLType,
63 "Coverage",
64 &name);
65 inputCoverage = GrGLSLExpr4(name);
66 } else if (GrGLProgramDesc::kAllOnes_ColorInput == header.fCoverageInput) {
67 inputCoverage = GrGLSLExpr4(1);
68 }
69
70 // Subclasses drive effect emitting
71 this->createAndEmitEffects(geometryProcessor, colorStages, coverageStages, & inputColor,
72 &inputCoverage);
73
74 fFS.emitCodeAfterEffects(inputColor, inputCoverage);
75
76 if (!this->finish()) {
77 return false;
78 }
79
80 return true;
81 }
27 82
28 ////////////////////////////////////////////////////////////////////////////// 83 //////////////////////////////////////////////////////////////////////////////
29 84
30 const int GrGLProgramBuilder::kVarsPerBlock = 8;
31
32 GrGLProgram* GrGLProgramBuilder::CreateProgram(const GrOptDrawState& optState,
33 const GrGLProgramDesc& desc,
34 GrGpu::DrawType drawType,
35 const GrGeometryStage* geometryPr ocessor,
36 const GrFragmentStage* colorStage s[],
37 const GrFragmentStage* coverageSt ages[],
38 GrGpuGL* gpu) {
39 // create a builder. This will be handed off to effects so they can use it to add
40 // uniforms, varyings, textures, etc
41 SkAutoTDelete<GrGLProgramBuilder> builder(CreateProgramBuilder(desc,
42 optState,
43 drawType,
44 SkToBool(geom etryProcessor),
45 gpu));
46
47 GrGLProgramBuilder* pb = builder.get();
48 const GrGLProgramDesc::KeyHeader& header = pb->header();
49
50 // emit code to read the dst copy texture, if necessary
51 if (GrGLFragmentShaderBuilder::kNoDstRead_DstReadKey != header.fDstReadKey
52 && !gpu->glCaps().fbFetchSupport()) {
53 pb->fFS.emitCodeToReadDstTexture();
54 }
55
56 // get the initial color and coverage to feed into the first effect in each effect chain
57 GrGLSLExpr4 inputColor, inputCoverage;
58 pb->setupUniformColorAndCoverageIfNeeded(&inputColor, &inputCoverage);
59
60 // if we have a vertex shader(we don't only if we are using NVPR or NVPR ES) , then we may have
61 // to setup a few more things like builtin vertex attributes
62 bool hasVertexShader = !header.fUseFragShaderOnly;
63 if (hasVertexShader) {
64 pb->fVS.setupLocalCoords();
65 pb->fVS.transformGLToSkiaCoords();
66 if (header.fEmitsPointSize) {
67 pb->fVS.codeAppend("gl_PointSize = 1.0;");
68 }
69 if (GrGLProgramDesc::kAttribute_ColorInput == header.fColorInput) {
70 pb->fVS.setupBuiltinVertexAttribute("Color", &inputColor);
71 }
72 if (GrGLProgramDesc::kAttribute_ColorInput == header.fCoverageInput) {
73 pb->fVS.setupBuiltinVertexAttribute("Coverage", &inputCoverage);
74 }
75 }
76
77 pb->createAndEmitProcessors(geometryProcessor, colorStages, coverageStages, &inputColor,
78 &inputCoverage);
79
80 if (hasVertexShader) {
81 pb->fVS.transformSkiaToGLCoords();
82 }
83
84 // write the secondary color output if necessary
85 if (GrOptDrawState::kNone_SecondaryOutputType != header.fSecondaryOutputType ) {
86 pb->fFS.enableSecondaryOutput(inputColor, inputCoverage);
87 }
88
89 pb->fFS.combineColorAndCoverage(inputColor, inputCoverage);
90
91 return pb->finalize();
92 }
93
94 GrGLProgramBuilder*
95 GrGLProgramBuilder::CreateProgramBuilder(const GrGLProgramDesc& desc,
96 const GrOptDrawState& optState,
97 GrGpu::DrawType drawType,
98 bool hasGeometryProcessor,
99 GrGpuGL* gpu) {
100 if (desc.getHeader().fUseFragShaderOnly) {
101 SkASSERT(gpu->glCaps().pathRenderingSupport());
102 SkASSERT(gpu->glPathRendering()->texturingMode() ==
103 GrGLPathRendering::FixedFunction_TexturingMode);
104 SkASSERT(!hasGeometryProcessor);
105 return SkNEW_ARGS(GrGLLegacyNvprProgramBuilder, (gpu, optState, desc));
106 } else if (GrGpu::IsPathRenderingDrawType(drawType)) {
107 SkASSERT(gpu->glCaps().pathRenderingSupport());
108 SkASSERT(gpu->glPathRendering()->texturingMode() ==
109 GrGLPathRendering::SeparableShaders_TexturingMode);
110 SkASSERT(!hasGeometryProcessor);
111 return SkNEW_ARGS(GrGLNvprProgramBuilder, (gpu, optState, desc));
112 } else {
113 return SkNEW_ARGS(GrGLProgramBuilder, (gpu, optState, desc));
114 }
115 }
116
117 /////////////////////////////////////////////////////////////////////////////
118
119 GrGLProgramBuilder::GrGLProgramBuilder(GrGpuGL* gpu, const GrOptDrawState& optSt ate, 85 GrGLProgramBuilder::GrGLProgramBuilder(GrGpuGL* gpu, const GrOptDrawState& optSt ate,
120 const GrGLProgramDesc& desc) 86 const GrGLProgramDesc& desc)
121 : fVS(this) 87 : fEffectEmitter(NULL)
122 , fGS(this) 88 , fFragOnly(SkToBool(desc.getHeader().fUseFragShaderOnly))
89 , fTexCoordSetCnt(0)
90 , fProgramID(0)
123 , fFS(this, desc) 91 , fFS(this, desc)
124 , fOutOfStage(true) 92 , fSeparableVaryingInfos(kVarsPerBlock)
125 , fStageIndex(-1) 93 , fGrProcessorEmitter(this)
126 , fOptState(optState) 94 , fOptState(optState)
127 , fDesc(desc) 95 , fDesc(desc)
128 , fGpu(gpu) 96 , fGpu(gpu)
129 , fUniforms(kVarsPerBlock) { 97 , fUniforms(kVarsPerBlock) {
130 } 98 }
131 99
132 void GrGLProgramBuilder::addVarying(GrSLType type,
133 const char* name,
134 const char** vsOutName,
135 const char** fsInName,
136 GrGLShaderVar::Precision fsPrecision) {
137 SkString* fsInputName = fVS.addVarying(type, name, vsOutName);
138 fFS.addVarying(type, fsInputName->c_str(), fsInName, fsPrecision);
139 }
140
141 void GrGLProgramBuilder::nameVariable(SkString* out, char prefix, const char* na me) { 100 void GrGLProgramBuilder::nameVariable(SkString* out, char prefix, const char* na me) {
142 if ('\0' == prefix) { 101 if ('\0' == prefix) {
143 *out = name; 102 *out = name;
144 } else { 103 } else {
145 out->printf("%c%s", prefix, name); 104 out->printf("%c%s", prefix, name);
146 } 105 }
147 if (!fOutOfStage) { 106 if (fCodeStage.inStageCode()) {
148 if (out->endsWith('_')) { 107 if (out->endsWith('_')) {
149 // Names containing "__" are reserved. 108 // Names containing "__" are reserved.
150 out->append("x"); 109 out->append("x");
151 } 110 }
152 out->appendf("_Stage%d", fStageIndex); 111 out->appendf("_Stage%d", fCodeStage.stageIndex());
153 } 112 }
154 } 113 }
155 114
156 GrGLProgramDataManager::UniformHandle GrGLProgramBuilder::addUniformArray(uint32 _t visibility, 115 GrGLProgramDataManager::UniformHandle GrGLProgramBuilder::addUniformArray(uint32 _t visibility,
157 GrSLTy pe type, 116 GrSLTy pe type,
158 const char* name, 117 const char* name,
159 int co unt, 118 int co unt,
160 const char** outName) { 119 const char** outName) {
161 SkASSERT(name && strlen(name)); 120 SkASSERT(name && strlen(name));
162 SkDEBUGCODE(static const uint32_t kVisibilityMask = kVertex_Visibility | kFr agment_Visibility); 121 SkDEBUGCODE(static const uint32_t kVisibilityMask = kVertex_Visibility | kFr agment_Visibility);
(...skipping 14 matching lines...) Expand all
177 // the fragment and vertex precisions must match 136 // the fragment and vertex precisions must match
178 uni.fVariable.setPrecision(kDefaultFragmentPrecision); 137 uni.fVariable.setPrecision(kDefaultFragmentPrecision);
179 } 138 }
180 139
181 if (outName) { 140 if (outName) {
182 *outName = uni.fVariable.c_str(); 141 *outName = uni.fVariable.c_str();
183 } 142 }
184 return GrGLProgramDataManager::UniformHandle::CreateFromUniformIndex(fUnifor ms.count() - 1); 143 return GrGLProgramDataManager::UniformHandle::CreateFromUniformIndex(fUnifor ms.count() - 1);
185 } 144 }
186 145
146 void GrGLProgramBuilder::appendDecls(const VarArray& vars, SkString* out) const {
147 for (int i = 0; i < vars.count(); ++i) {
148 vars[i].appendDecl(this->ctxInfo(), out);
149 out->append(";\n");
150 }
151 }
152
187 void GrGLProgramBuilder::appendUniformDecls(ShaderVisibility visibility, 153 void GrGLProgramBuilder::appendUniformDecls(ShaderVisibility visibility,
188 SkString* out) const { 154 SkString* out) const {
189 for (int i = 0; i < fUniforms.count(); ++i) { 155 for (int i = 0; i < fUniforms.count(); ++i) {
190 if (fUniforms[i].fVisibility & visibility) { 156 if (fUniforms[i].fVisibility & visibility) {
191 fUniforms[i].fVariable.appendDecl(this->ctxInfo(), out); 157 fUniforms[i].fVariable.appendDecl(this->ctxInfo(), out);
192 out->append(";\n"); 158 out->append(";\n");
193 } 159 }
194 } 160 }
195 } 161 }
196 162
197 const GrGLContextInfo& GrGLProgramBuilder::ctxInfo() const { 163 void GrGLProgramBuilder::createAndEmitEffects(const GrFragmentStage* effectStage s[],
198 return fGpu->ctxInfo(); 164 int effectCnt,
199 } 165 const GrGLProgramDesc::EffectKeyPr ovider& keyProvider,
200 166 GrGLSLExpr4* fsInOutColor) {
201 void GrGLProgramBuilder::setupUniformColorAndCoverageIfNeeded(GrGLSLExpr4* input Color,
202 GrGLSLExpr4* input Coverage) {
203 const GrGLProgramDesc::KeyHeader& header = this->header();
204 if (GrGLProgramDesc::kUniform_ColorInput == header.fColorInput) {
205 const char* name;
206 fUniformHandles.fColorUni =
207 this->addUniform(GrGLProgramBuilder::kFragment_Visibility,
208 kVec4f_GrSLType,
209 "Color",
210 &name);
211 *inputColor = GrGLSLExpr4(name);
212 } else if (GrGLProgramDesc::kAllOnes_ColorInput == header.fColorInput) {
213 *inputColor = GrGLSLExpr4(1);
214 }
215 if (GrGLProgramDesc::kUniform_ColorInput == header.fCoverageInput) {
216 const char* name;
217 fUniformHandles.fCoverageUni =
218 this->addUniform(GrGLProgramBuilder::kFragment_Visibility,
219 kVec4f_GrSLType,
220 "Coverage",
221 &name);
222 *inputCoverage = GrGLSLExpr4(name);
223 } else if (GrGLProgramDesc::kAllOnes_ColorInput == header.fCoverageInput) {
224 *inputCoverage = GrGLSLExpr4(1);
225 }
226 }
227
228 void GrGLProgramBuilder::createAndEmitProcessors(const GrGeometryStage* geometry Processor,
229 const GrFragmentStage* colorSta ges[],
230 const GrFragmentStage* coverage Stages[],
231 GrGLSLExpr4* inputColor,
232 GrGLSLExpr4* inputCoverage) {
233 bool useLocalCoords = fVS.hasExplicitLocalCoords();
234
235 EffectKeyProvider colorKeyProvider(&fDesc, EffectKeyProvider::kColor_EffectT ype);
236 int numColorEffects = fDesc.numColorEffects();
237 GrGLInstalledProcessors* ip = SkNEW_ARGS(GrGLInstalledProcessors, (numColorE ffects,
238 useLocalC oords));
239 this->createAndEmitProcessors<GrFragmentStage>(colorStages, numColorEffects, colorKeyProvider,
240 inputColor, ip);
241 fColorEffects.reset(ip);
242
243 if (geometryProcessor) {
244 fVS.emitAttributes(*geometryProcessor->getProcessor());
245 EffectKeyProvider gpKeyProvider(&fDesc, EffectKeyProvider::kGeometryProc essor_EffectType);
246 ip = SkNEW_ARGS(GrGLInstalledProcessors, (1, useLocalCoords));
247 this->createAndEmitProcessors<GrGeometryStage>(&geometryProcessor, 1, gp KeyProvider,
248 inputCoverage, ip);
249 fGeometryProcessor.reset(ip);
250 }
251
252 EffectKeyProvider coverageKeyProvider(&fDesc, EffectKeyProvider::kCoverage_E ffectType);
253 int numCoverageEffects = fDesc.numCoverageEffects();
254 ip = SkNEW_ARGS(GrGLInstalledProcessors, (numCoverageEffects, useLocalCoords ));
255 this->createAndEmitProcessors<GrFragmentStage>(coverageStages, numCoverageEf fects,
256 coverageKeyProvider, inputCov erage, ip);
257 fCoverageEffects.reset(ip);
258 }
259
260 template <class ProcessorStage>
261 void GrGLProgramBuilder::createAndEmitProcessors(const ProcessorStage* processSt ages[],
262 int effectCnt,
263 const EffectKeyProvider& keyPro vider,
264 GrGLSLExpr4* fsInOutColor,
265 GrGLInstalledProcessors* instal ledProcessors) {
266 bool effectEmitted = false; 167 bool effectEmitted = false;
267 168
268 GrGLSLExpr4 inColor = *fsInOutColor; 169 GrGLSLExpr4 inColor = *fsInOutColor;
269 GrGLSLExpr4 outColor; 170 GrGLSLExpr4 outColor;
270 171
271 for (int e = 0; e < effectCnt; ++e) { 172 for (int e = 0; e < effectCnt; ++e) {
272 // Program builders have a bit of state we need to clear with each effec t 173 fGrProcessorEmitter.set(effectStages[e]->getFragmentProcessor());
273 this->reset(); 174 fEffectEmitter = &fGrProcessorEmitter;
274 const ProcessorStage& stage = *processStages[e]; 175 // calls into the subclass to emit the actual effect into the program ef fect object
275 SkASSERT(stage.getProcessor()); 176 this->emitEffect(*effectStages[e], e, keyProvider, &inColor, &outColor);
276
277 if (inColor.isZeros()) {
278 SkString inColorName;
279
280 // Effects have no way to communicate zeros, they treat an empty str ing as ones.
281 this->nameVariable(&inColorName, '\0', "input");
282 fFS.codeAppendf("vec4 %s = %s;", inColorName.c_str(), inColor.c_str( ));
283 inColor = inColorName;
284 }
285
286 // create var to hold stage result
287 SkString outColorName;
288 this->nameVariable(&outColorName, '\0', "output");
289 fFS.codeAppendf("vec4 %s;", outColorName.c_str());
290 outColor = outColorName;
291
292 SkASSERT(installedProcessors);
293 const typename ProcessorStage::Processor& processor = *stage.getProcesso r();
294 SkSTArray<2, GrGLProcessor::TransformedCoords> coords(processor.numTrans forms());
295 SkSTArray<4, GrGLProcessor::TextureSampler> samplers(processor.numTextur es());
296
297 this->emitTransforms(stage, &coords, installedProcessors);
298 this->emitSamplers(processor, &samplers, installedProcessors);
299
300 typename ProcessorStage::GLProcessor* glEffect =
301 processor.getFactory().createGLInstance(processor);
302 installedProcessors->addEffect(glEffect);
303
304 // Enclose custom code in a block to avoid namespace conflicts
305 SkString openBrace;
306 openBrace.printf("{ // Stage %d: %s\n", fStageIndex, glEffect->name());
307 fFS.codeAppend(openBrace.c_str());
308
309 glEffect->emitCode(this, processor, keyProvider.get(e), outColor.c_str() , inColor.c_str(),
310 coords, samplers);
311
312 // We have to check that effects and the code they emit are consistent, ie if an effect
313 // asks for dst color, then the emit code needs to follow suit
314 verify(processor);
315 fFS.codeAppend("}");
316
317 inColor = outColor;
318 effectEmitted = true; 177 effectEmitted = true;
319 } 178 }
320 179
321 if (effectEmitted) { 180 if (effectEmitted) {
322 *fsInOutColor = outColor; 181 *fsInOutColor = outColor;
323 } 182 }
324 } 183 }
325 184
326 void GrGLProgramBuilder::verify(const GrGeometryProcessor& gp) { 185 void GrGLProgramBuilder::emitEffect(const GrProcessorStage& effectStage,
327 SkASSERT(fFS.hasReadFragmentPosition() == gp.willReadFragmentPosition()); 186 int effectIndex,
187 const GrGLProgramDesc::EffectKeyProvider& ke yProvider,
188 GrGLSLExpr4* inColor,
189 GrGLSLExpr4* outColor) {
190 SkASSERT(effectStage.getProcessor());
191 CodeStage::AutoStageRestore csar(&fCodeStage, &effectStage);
192
193 if (inColor->isZeros()) {
194 SkString inColorName;
195
196 // Effects have no way to communicate zeros, they treat an empty string as ones.
197 this->nameVariable(&inColorName, '\0', "input");
198 fFS.codeAppendf("\tvec4 %s = %s;\n", inColorName.c_str(), inColor->c_str ());
199 *inColor = inColorName;
200 }
201
202 // create var to hold stage result
203 SkString outColorName;
204 this->nameVariable(&outColorName, '\0', "output");
205 fFS.codeAppendf("\tvec4 %s;\n", outColorName.c_str());
206 *outColor = outColorName;
207
208 this->emitEffect(effectStage, keyProvider.get(effectIndex), outColor->c_str( ),
209 inColor->isOnes() ? NULL : inColor->c_str(), fCodeStage.sta geIndex());
210
211 *inColor = *outColor;
328 } 212 }
329 213
330 void GrGLProgramBuilder::verify(const GrFragmentProcessor& fp) { 214 void GrGLProgramBuilder::emitSamplers(const GrProcessor& effect,
331 SkASSERT(fFS.hasReadFragmentPosition() == fp.willReadFragmentPosition()); 215 GrGLProcessor::TextureSamplerArray* outSam plers) {
332 SkASSERT(fFS.hasReadDstColor() == fp.willReadDstColor()); 216 SkTArray<GrGLProgramEffects::Sampler, true>& samplers =
333 } 217 this->getProgramEffects()->addSamplers();
334 218 int numTextures = effect.numTextures();
335 void GrGLProgramBuilder::emitTransforms(const GrProcessorStage& effectStage,
336 GrGLProcessor::TransformedCoordsArray* o utCoords,
337 GrGLInstalledProcessors* installedProces sors) {
338 SkTArray<GrGLInstalledProcessors::Transform, true>& transforms =
339 installedProcessors->addTransforms();
340 const GrProcessor* effect = effectStage.getProcessor();
341 int numTransforms = effect->numTransforms();
342 transforms.push_back_n(numTransforms);
343
344 for (int t = 0; t < numTransforms; t++) {
345 const char* uniName = "StageMatrix";
346 GrSLType varyingType =
347 effectStage.isPerspectiveCoordTransform(t, fVS.hasExplicitLocalC oords()) ?
348 kVec3f_GrSLType :
349 kVec2f_GrSLType;
350
351 SkString suffixedUniName;
352 if (0 != t) {
353 suffixedUniName.append(uniName);
354 suffixedUniName.appendf("_%i", t);
355 uniName = suffixedUniName.c_str();
356 }
357 transforms[t].fHandle = this->addUniform(GrGLProgramBuilder::kVertex_Vis ibility,
358 kMat33f_GrSLType,
359 uniName,
360 &uniName).toShaderBuilderIndex( );
361
362 const char* varyingName = "MatrixCoord";
363 SkString suffixedVaryingName;
364 if (0 != t) {
365 suffixedVaryingName.append(varyingName);
366 suffixedVaryingName.appendf("_%i", t);
367 varyingName = suffixedVaryingName.c_str();
368 }
369 const char* vsVaryingName;
370 const char* fsVaryingName;
371 this->addVarying(varyingType, varyingName, &vsVaryingName, &fsVaryingNam e);
372
373 const GrGLShaderVar& coords =
374 kPosition_GrCoordSet == effect->coordTransform(t).sourceCoords() ?
375 fVS.positionAttribute() :
376 fVS.localCoordsAttribute();
377
378 // varying = matrix * coords (logically)
379 SkASSERT(kVec2f_GrSLType == varyingType || kVec3f_GrSLType == varyingTyp e);
380 if (kVec2f_GrSLType == varyingType) {
381 fVS.codeAppendf("%s = (%s * vec3(%s, 1)).xy;",
382 vsVaryingName, uniName, coords.c_str());
383 } else {
384 fVS.codeAppendf("%s = %s * vec3(%s, 1);",
385 vsVaryingName, uniName, coords.c_str());
386 }
387 SkNEW_APPEND_TO_TARRAY(outCoords, GrGLProcessor::TransformedCoords,
388 (SkString(fsVaryingName), varyingType));
389 }
390 }
391
392 void GrGLProgramBuilder::emitSamplers(const GrProcessor& processor,
393 GrGLProcessor::TextureSamplerArray* outSam plers,
394 GrGLInstalledProcessors* installedProcesso rs) {
395 SkTArray<GrGLInstalledProcessors::Sampler, true>& samplers = installedProces sors->addSamplers();
396 int numTextures = processor.numTextures();
397 samplers.push_back_n(numTextures); 219 samplers.push_back_n(numTextures);
398 SkString name; 220 SkString name;
399 for (int t = 0; t < numTextures; ++t) { 221 for (int t = 0; t < numTextures; ++t) {
400 name.printf("Sampler%d", t); 222 name.printf("Sampler%d", t);
401 samplers[t].fUniform = this->addUniform(GrGLProgramBuilder::kFragment_Vi sibility, 223 samplers[t].fUniform = this->addUniform(GrGLProgramBuilder::kFragment_Vi sibility,
402 kSampler2D_GrSLType, 224 kSampler2D_GrSLType,
403 name.c_str()); 225 name.c_str());
404 SkNEW_APPEND_TO_TARRAY(outSamplers, GrGLProcessor::TextureSampler, 226 SkNEW_APPEND_TO_TARRAY(outSamplers, GrGLProcessor::TextureSampler,
405 (samplers[t].fUniform, processor.textureAccess(t) )); 227 (samplers[t].fUniform, effect.textureAccess(t)));
406 } 228 }
407 } 229 }
408 230
409 GrGLProgram* GrGLProgramBuilder::finalize() { 231 bool GrGLProgramBuilder::finish() {
410 // verify we can get a program id 232 SkASSERT(0 == fProgramID);
411 GrGLuint programID; 233 GL_CALL_RET(fProgramID, CreateProgram());
412 GL_CALL_RET(programID, CreateProgram()); 234 if (!fProgramID) {
413 if (0 == programID) { 235 return false;
414 return NULL;
415 } 236 }
416 237
417 // compile shaders and bind attributes / uniforms
418 SkTDArray<GrGLuint> shadersToDelete; 238 SkTDArray<GrGLuint> shadersToDelete;
419 if (!fFS.compileAndAttachShaders(programID, &shadersToDelete)) { 239
420 this->cleanupProgram(programID, shadersToDelete); 240 if (!this->compileAndAttachShaders(fProgramID, &shadersToDelete)) {
421 return NULL; 241 GL_CALL(DeleteProgram(fProgramID));
242 return false;
422 } 243 }
423 if (!this->header().fUseFragShaderOnly) { 244
424 if (!fVS.compileAndAttachShaders(programID, &shadersToDelete)) { 245 this->bindProgramLocations(fProgramID);
425 this->cleanupProgram(programID, shadersToDelete); 246
426 return NULL; 247 GL_CALL(LinkProgram(fProgramID));
427 }
428 fVS.bindVertexAttributes(programID);
429 }
430 bool usingBindUniform = fGpu->glInterface()->fFunctions.fBindUniformLocation != NULL;
431 if (usingBindUniform) {
432 this->bindUniformLocations(programID);
433 }
434 fFS.bindFragmentShaderLocations(programID);
435 GL_CALL(LinkProgram(programID));
436 248
437 // Calling GetProgramiv is expensive in Chromium. Assume success in release builds. 249 // Calling GetProgramiv is expensive in Chromium. Assume success in release builds.
438 bool checkLinked = !fGpu->ctxInfo().isChromium(); 250 bool checkLinked = !fGpu->ctxInfo().isChromium();
439 #ifdef SK_DEBUG 251 #ifdef SK_DEBUG
440 checkLinked = true; 252 checkLinked = true;
441 #endif 253 #endif
442 if (checkLinked) { 254 if (checkLinked) {
443 checkLinkStatus(programID); 255 GrGLint linked = GR_GL_INIT_ZERO;
444 } 256 GL_CALL(GetProgramiv(fProgramID, GR_GL_LINK_STATUS, &linked));
445 if (!usingBindUniform) { 257 if (!linked) {
446 this->resolveUniformLocations(programID); 258 GrGLint infoLen = GR_GL_INIT_ZERO;
259 GL_CALL(GetProgramiv(fProgramID, GR_GL_INFO_LOG_LENGTH, &infoLen));
260 SkAutoMalloc log(sizeof(char)*(infoLen+1)); // outside if for debug ger
261 if (infoLen > 0) {
262 // retrieve length even though we don't need it to workaround
263 // bug in chrome cmd buffer param validation.
264 GrGLsizei length = GR_GL_INIT_ZERO;
265 GL_CALL(GetProgramInfoLog(fProgramID,
266 infoLen+1,
267 &length,
268 (char*)log.get()));
269 GrPrintf((char*)log.get());
270 }
271 SkDEBUGFAIL("Error linking program");
272 GL_CALL(DeleteProgram(fProgramID));
273 fProgramID = 0;
274 return false;
275 }
447 } 276 }
448 277
449 this->cleanupShaders(shadersToDelete); 278 this->resolveProgramLocations(fProgramID);
450 279
451 return this->createProgram(programID); 280 for (int i = 0; i < shadersToDelete.count(); ++i) {
281 GL_CALL(DeleteShader(shadersToDelete[i]));
282 }
283
284 return true;
452 } 285 }
453 286
454 void GrGLProgramBuilder::bindUniformLocations(GrGLuint programID) { 287 bool GrGLProgramBuilder::compileAndAttachShaders(GrGLuint programId,
455 int count = fUniforms.count(); 288 SkTDArray<GrGLuint>* shaderIds) const {
456 for (int i = 0; i < count; ++i) { 289 return fFS.compileAndAttachShaders(programId, shaderIds);
457 GL_CALL(BindUniformLocation(programID, i, fUniforms[i].fVariable.c_str() )); 290 }
458 fUniforms[i].fLocation = i; 291
292 void GrGLProgramBuilder::bindProgramLocations(GrGLuint programId) {
293 fFS.bindProgramLocations(programId);
294
295 // skbug.com/2056
296 bool usingBindUniform = fGpu->glInterface()->fFunctions.fBindUniformLocation != NULL;
297 if (usingBindUniform) {
298 int count = fUniforms.count();
299 for (int i = 0; i < count; ++i) {
300 GL_CALL(BindUniformLocation(programId, i, fUniforms[i].fVariable.c_s tr()));
301 fUniforms[i].fLocation = i;
302 }
459 } 303 }
460 } 304 }
461 305
462 bool GrGLProgramBuilder::checkLinkStatus(GrGLuint programID) { 306 void GrGLProgramBuilder::resolveProgramLocations(GrGLuint programId) {
463 GrGLint linked = GR_GL_INIT_ZERO; 307 bool usingBindUniform = fGpu->glInterface()->fFunctions.fBindUniformLocation != NULL;
464 GL_CALL(GetProgramiv(programID, GR_GL_LINK_STATUS, &linked)); 308 if (!usingBindUniform) {
465 if (!linked) { 309 int count = fUniforms.count();
466 GrGLint infoLen = GR_GL_INIT_ZERO; 310 for (int i = 0; i < count; ++i) {
467 GL_CALL(GetProgramiv(programID, GR_GL_INFO_LOG_LENGTH, &infoLen)); 311 GrGLint location;
468 SkAutoMalloc log(sizeof(char)*(infoLen+1)); // outside if for debugger 312 GL_CALL_RET(location,
469 if (infoLen > 0) { 313 GetUniformLocation(programId, fUniforms[i].fVariable.c_s tr()));
470 // retrieve length even though we don't need it to workaround 314 fUniforms[i].fLocation = location;
471 // bug in chrome cmd buffer param validation.
472 GrGLsizei length = GR_GL_INIT_ZERO;
473 GL_CALL(GetProgramInfoLog(programID,
474 infoLen+1,
475 &length,
476 (char*)log.get()));
477 GrPrintf((char*)log.get());
478 } 315 }
479 SkDEBUGFAIL("Error linking program");
480 GL_CALL(DeleteProgram(programID));
481 programID = 0;
482 } 316 }
483 return SkToBool(linked);
484 }
485 317
486 void GrGLProgramBuilder::resolveUniformLocations(GrGLuint programID) { 318 int count = fSeparableVaryingInfos.count();
487 int count = fUniforms.count();
488 for (int i = 0; i < count; ++i) { 319 for (int i = 0; i < count; ++i) {
489 GrGLint location; 320 GrGLint location;
490 GL_CALL_RET(location, GetUniformLocation(programID, fUniforms[i].fVariab le.c_str())); 321 GL_CALL_RET(location,
491 fUniforms[i].fLocation = location; 322 GetProgramResourceLocation(programId,
323 GR_GL_FRAGMENT_INPUT,
324 fSeparableVaryingInfos[i].fVariab le.c_str()));
325 fSeparableVaryingInfos[i].fLocation = location;
492 } 326 }
493 } 327 }
494 328
495 void GrGLProgramBuilder::cleanupProgram(GrGLuint programID, const SkTDArray<GrGL uint>& shaderIDs) { 329 const GrGLContextInfo& GrGLProgramBuilder::ctxInfo() const {
496 GL_CALL(DeleteProgram(programID)); 330 return fGpu->ctxInfo();
497 cleanupShaders(shaderIDs);
498 } 331 }
499 void GrGLProgramBuilder::cleanupShaders(const SkTDArray<GrGLuint>& shaderIDs) {
500 for (int i = 0; i < shaderIDs.count(); ++i) {
501 GL_CALL(DeleteShader(shaderIDs[i]));
502 }
503 }
504
505 GrGLProgram* GrGLProgramBuilder::createProgram(GrGLuint programID) {
506 return SkNEW_ARGS(GrGLProgram, (fGpu, fDesc, fUniformHandles, programID, fUn iforms,
507 fGeometryProcessor, fColorEffects, fCoverage Effects));
508 }
509
510 ////////////////////////////////////////////////////////////////////////////////
511
512 GrGLInstalledProcessors::~GrGLInstalledProcessors() {
513 int numEffects = fGLProcessors.count();
514 for (int e = 0; e < numEffects; ++e) {
515 SkDELETE(fGLProcessors[e]);
516 }
517 }
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