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Side by Side Diff: src/gpu/gl/builders/GrGLVertexShaderBuilder.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 "GrGLVertexShaderBuilder.h" 8 #include "GrGLVertexShaderBuilder.h"
9 #include "GrGLProgramBuilder.h" 9 #include "GrGLFullProgramBuilder.h"
10 #include "GrGLShaderStringBuilder.h" 10 #include "GrGLShaderStringBuilder.h"
11 #include "../GrGpuGL.h" 11 #include "../GrGpuGL.h"
12 #include "../../GrOptDrawState.h"
12 13
13 #define GL_CALL(X) GR_GL_CALL(fProgramBuilder->gpu()->glInterface(), X) 14 #define GL_CALL(X) GR_GL_CALL(gpu->glInterface(), X)
14 #define GL_CALL_RET(R, X) GR_GL_CALL_RET(fProgramBuilder->gpu()->glInterface(), R, X) 15 #define GL_CALL_RET(R, X) GR_GL_CALL_RET(gpu->glInterface(), R, X)
15 16
16 static const char* color_attribute_name() { return "inColor"; } 17 namespace {
17 static const char* coverage_attribute_name() { return "inCoverage"; } 18 inline const char* color_attribute_name() { return "inColor"; }
19 inline const char* coverage_attribute_name() { return "inCoverage"; }
20 }
18 21
19 GrGLVertexBuilder::GrGLVertexBuilder(GrGLProgramBuilder* program) 22 GrGLVertexShaderBuilder::GrGLVertexShaderBuilder(GrGLFullProgramBuilder* program )
20 : INHERITED(program) 23 : INHERITED(program)
21 , fPositionVar(NULL) 24 , fPositionVar(NULL)
22 , fLocalCoordsVar(NULL) 25 , fLocalCoordsVar(NULL) {
23 , fEffectAttribOffset(0) { 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;
24 } 38 }
25 39
26 SkString* GrGLVertexBuilder::addVarying(GrSLType type, const char* name, 40 void GrGLVertexShaderBuilder::emitAttributes(const GrGeometryProcessor& gp) {
27 const char** vsOutName) { 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) {
28 fOutputs.push_back(); 49 fOutputs.push_back();
29 fOutputs.back().setType(type); 50 fOutputs.back().setType(type);
30 fOutputs.back().setTypeModifier(GrGLShaderVar::kVaryingOut_TypeModifier); 51 fOutputs.back().setTypeModifier(GrGLShaderVar::kVaryingOut_TypeModifier);
31 fProgramBuilder->nameVariable(fOutputs.back().accessName(), 'v', name); 52 fProgramBuilder->nameVariable(fOutputs.back().accessName(), 'v', name);
32 53
33 if (vsOutName) { 54 if (vsOutName) {
34 *vsOutName = fOutputs.back().getName().c_str(); 55 *vsOutName = fOutputs.back().getName().c_str();
35 } 56 }
36 return fOutputs.back().accessName();
37 } 57 }
38 58
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 }
52 59
53 void GrGLVertexBuilder::transformGLToSkiaCoords() { 60 void GrGLVertexShaderBuilder::bindProgramLocations(GrGLuint programId) {
54 const char* viewMName; 61 const GrGLProgramDesc::KeyHeader& header = fProgramBuilder->desc().getHeader ();
55 fProgramBuilder->fUniformHandles.fViewMatrixUni = 62 GrGpuGL* gpu = fProgramBuilder->gpu();
56 fProgramBuilder->addUniform(GrGLProgramBuilder::kVertex_Visibility,
57 kMat33f_GrSLType,
58 "ViewM",
59 &viewMName);
60 63
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) {
100 // Bind the attrib locations to same values for all shaders 64 // Bind the attrib locations to same values for all shaders
101 const GrGLProgramDesc::KeyHeader& header = fProgramBuilder->header();
102 SkASSERT(-1 != header.fPositionAttributeIndex); 65 SkASSERT(-1 != header.fPositionAttributeIndex);
103 GL_CALL(BindAttribLocation(programID, 66 GL_CALL(BindAttribLocation(programId,
104 header.fPositionAttributeIndex, 67 header.fPositionAttributeIndex,
105 fPositionVar->c_str())); 68 fPositionVar->c_str()));
106 if (-1 != header.fLocalCoordAttributeIndex) { 69 if (-1 != header.fLocalCoordAttributeIndex) {
107 GL_CALL(BindAttribLocation(programID, 70 GL_CALL(BindAttribLocation(programId,
108 header.fLocalCoordAttributeIndex, 71 header.fLocalCoordAttributeIndex,
109 fLocalCoordsVar->c_str())); 72 fLocalCoordsVar->c_str()));
110 } 73 }
111 if (-1 != header.fColorAttributeIndex) { 74 if (-1 != header.fColorAttributeIndex) {
112 GL_CALL(BindAttribLocation(programID, 75 GL_CALL(BindAttribLocation(programId,
113 header.fColorAttributeIndex, 76 header.fColorAttributeIndex,
114 color_attribute_name())); 77 color_attribute_name()));
115 } 78 }
116 if (-1 != header.fCoverageAttributeIndex) { 79 if (-1 != header.fCoverageAttributeIndex) {
117 GL_CALL(BindAttribLocation(programID, 80 GL_CALL(BindAttribLocation(programId,
118 header.fCoverageAttributeIndex, 81 header.fCoverageAttributeIndex,
119 coverage_attribute_name())); 82 coverage_attribute_name()));
120 } 83 }
121 84
122 const GrOptDrawState& optState = fProgramBuilder->optState(); 85 const GrOptDrawState& optState = fProgramBuilder->optState();
123 const GrVertexAttrib* vaPtr = optState.getVertexAttribs(); 86 const GrVertexAttrib* vaPtr = optState.getVertexAttribs();
124 const int vaCount = optState.getVertexAttribCount(); 87 const int vaCount = optState.getVertexAttribCount();
125 88
126 // We start binding attributes after builtins
127 int i = fEffectAttribOffset; 89 int i = fEffectAttribOffset;
128 for (int index = 0; index < vaCount; index++) { 90 for (int index = 0; index < vaCount; index++) {
129 if (kGeometryProcessor_GrVertexAttribBinding != vaPtr[index].fBinding) { 91 if (kGeometryProcessor_GrVertexAttribBinding != vaPtr[index].fBinding) {
130 continue; 92 continue;
131 } 93 }
132 SkASSERT(index != header.fPositionAttributeIndex && 94 SkASSERT(index != header.fPositionAttributeIndex &&
133 index != header.fLocalCoordAttributeIndex && 95 index != header.fLocalCoordAttributeIndex &&
134 index != header.fColorAttributeIndex && 96 index != header.fColorAttributeIndex &&
135 index != header.fCoverageAttributeIndex); 97 index != header.fCoverageAttributeIndex);
136 // We should never find another effect attribute if we have bound everyt hing 98 // We should never find another effect attribute if we have bound everyt hing
137 SkASSERT(i < fInputs.count()); 99 SkASSERT(i < fInputs.count());
138 GL_CALL(BindAttribLocation(programID, index, fInputs[i].c_str())); 100 GL_CALL(BindAttribLocation(programId, index, fInputs[i].c_str()));
139 i++; 101 i++;
140 } 102 }
141 // Make sure we bound everything 103 // Make sure we bound everything
142 SkASSERT(fInputs.count() == i); 104 SkASSERT(fInputs.count() == i);
143 } 105 }
144 106
145 bool GrGLVertexBuilder::compileAndAttachShaders(GrGLuint programId, 107 bool GrGLVertexShaderBuilder::compileAndAttachShaders(GrGLuint programId,
146 SkTDArray<GrGLuint>* shaderIds) const { 108 SkTDArray<GrGLuint>* shaderIds) const {
147 GrGpuGL* gpu = fProgramBuilder->gpu(); 109 GrGpuGL* gpu = fProgramBuilder->gpu();
148 const GrGLContext& glCtx = gpu->glContext(); 110 const GrGLContext& glCtx = gpu->glContext();
149 const GrGLContextInfo& ctxInfo = gpu->ctxInfo(); 111 const GrGLContextInfo& ctxInfo = gpu->ctxInfo();
150 SkString vertShaderSrc(GrGetGLSLVersionDecl(ctxInfo)); 112 SkString vertShaderSrc(GrGetGLSLVersionDecl(ctxInfo));
151 fProgramBuilder->appendUniformDecls(GrGLProgramBuilder::kVertex_Visibility, &vertShaderSrc); 113 fProgramBuilder->appendUniformDecls(GrGLProgramBuilder::kVertex_Visibility, &vertShaderSrc);
152 this->appendDecls(fInputs, &vertShaderSrc); 114 fProgramBuilder->appendDecls(fInputs, &vertShaderSrc);
153 this->appendDecls(fOutputs, &vertShaderSrc); 115 fProgramBuilder->appendDecls(fOutputs, &vertShaderSrc);
154 vertShaderSrc.append("void main() {"); 116 vertShaderSrc.append("void main() {");
155 vertShaderSrc.append(fCode); 117 vertShaderSrc.append(fCode);
156 vertShaderSrc.append("}\n"); 118 vertShaderSrc.append("}\n");
157 GrGLuint vertShaderId = GrGLCompileAndAttachShader(glCtx, programId, 119 GrGLuint vertShaderId = GrGLCompileAndAttachShader(glCtx, programId,
158 GR_GL_VERTEX_SHADER, vert ShaderSrc, 120 GR_GL_VERTEX_SHADER, vert ShaderSrc,
159 gpu->gpuStats()); 121 gpu->gpuStats());
160 if (!vertShaderId) { 122 if (!vertShaderId) {
161 return false; 123 return false;
162 } 124 }
163 *shaderIds->append() = vertShaderId; 125 *shaderIds->append() = vertShaderId;
164 return true; 126 return true;
165 } 127 }
166 128
167 bool GrGLVertexBuilder::addAttribute(const GrShaderVar& var) { 129 void GrGLVertexShaderBuilder::emitCodeAfterEffects() {
168 SkASSERT(GrShaderVar::kAttribute_TypeModifier == var.getTypeModifier()); 130 const char* rtAdjustName;
169 for (int i = 0; i < fInputs.count(); ++i) { 131 fProgramBuilder->fUniformHandles.fRTAdjustmentUni =
170 const GrGLShaderVar& attr = fInputs[i]; 132 fProgramBuilder->addUniform(GrGLProgramBuilder::kVertex_Visibility,
171 // if attribute already added, don't add it again 133 kVec4f_GrSLType,
172 if (attr.getName().equals(var.getName())) { 134 "rtAdjustment",
173 return false; 135 &rtAdjustName);
174 } 136
137 // Transform from Skia's device coords to GL's normalized device coords.
138 this->codeAppendf(
139 "gl_Position = vec4(dot(pos3.xz, %s.xy), dot(pos3.yz, %s.zw), 0, pos3.z) ;",
140 rtAdjustName, rtAdjustName);
141 }
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;
175 } 155 }
176 fInputs.push_back(var); 156
177 return true; 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();
178 } 197 }
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