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

Issue 674543004: OptState owns program descriptor (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: cleaup Created 6 years, 1 month 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" 8 #include "GrGLProgramBuilder.h"
9 #include "gl/GrGLProgram.h" 9 #include "gl/GrGLProgram.h"
10 #include "gl/GrGLSLPrettyPrint.h" 10 #include "gl/GrGLSLPrettyPrint.h"
(...skipping 11 matching lines...) Expand all
22 #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)
23 23
24 // ES2 FS only guarantees mediump and lowp support 24 // ES2 FS only guarantees mediump and lowp support
25 static const GrGLShaderVar::Precision kDefaultFragmentPrecision = GrGLShaderVar: :kMedium_Precision; 25 static const GrGLShaderVar::Precision kDefaultFragmentPrecision = GrGLShaderVar: :kMedium_Precision;
26 26
27 ////////////////////////////////////////////////////////////////////////////// 27 //////////////////////////////////////////////////////////////////////////////
28 28
29 const int GrGLProgramBuilder::kVarsPerBlock = 8; 29 const int GrGLProgramBuilder::kVarsPerBlock = 8;
30 30
31 GrGLProgram* GrGLProgramBuilder::CreateProgram(const GrOptDrawState& optState, 31 GrGLProgram* GrGLProgramBuilder::CreateProgram(const GrOptDrawState& optState,
32 const GrGLProgramDesc& desc,
33 GrGpu::DrawType drawType, 32 GrGpu::DrawType drawType,
34 GrGpuGL* gpu) { 33 GrGpuGL* gpu) {
35 // create a builder. This will be handed off to effects so they can use it to add 34 // create a builder. This will be handed off to effects so they can use it to add
36 // uniforms, varyings, textures, etc 35 // uniforms, varyings, textures, etc
37 SkAutoTDelete<GrGLProgramBuilder> builder(CreateProgramBuilder(desc, 36 SkAutoTDelete<GrGLProgramBuilder> builder(CreateProgramBuilder(optState,
38 optState,
39 drawType, 37 drawType,
40 optState.hasG eometryProcessor(), 38 optState.hasG eometryProcessor(),
41 gpu)); 39 gpu));
42 40
43 GrGLProgramBuilder* pb = builder.get(); 41 GrGLProgramBuilder* pb = builder.get();
44 const GrGLProgramDesc::KeyHeader& header = pb->header(); 42 const GrGLProgramDescBuilder::GLKeyHeader& header = GrGLProgramDescBuilder:: GetHeader(pb->desc());
45 43
46 // emit code to read the dst copy texture, if necessary 44 // emit code to read the dst copy texture, if necessary
47 if (GrGLFragmentShaderBuilder::kNoDstRead_DstReadKey != header.fDstReadKey 45 if (GrGLFragmentShaderBuilder::kNoDstRead_DstReadKey != header.fDstReadKey
48 && !gpu->glCaps().fbFetchSupport()) { 46 && !gpu->glCaps().fbFetchSupport()) {
49 pb->fFS.emitCodeToReadDstTexture(); 47 pb->fFS.emitCodeToReadDstTexture();
50 } 48 }
51 49
52 // get the initial color and coverage to feed into the first effect in each effect chain 50 // get the initial color and coverage to feed into the first effect in each effect chain
53 GrGLSLExpr4 inputColor, inputCoverage; 51 GrGLSLExpr4 inputColor, inputCoverage;
54 pb->setupUniformColorAndCoverageIfNeeded(&inputColor, &inputCoverage); 52 pb->setupUniformColorAndCoverageIfNeeded(&inputColor, &inputCoverage);
55 53
56 // if we have a vertex shader(we don't only if we are using NVPR or NVPR ES) , then we may have 54 // if we have a vertex shader(we don't only if we are using NVPR or NVPR ES) , then we may have
57 // to setup a few more things like builtin vertex attributes 55 // to setup a few more things like builtin vertex attributes
58 bool hasVertexShader = !(header.fUseNvpr && 56 bool hasVertexShader = !(header.fUseNvpr &&
59 gpu->glPathRendering()->texturingMode() == 57 gpu->glPathRendering()->texturingMode() ==
60 GrGLPathRendering::FixedFunction_TexturingMode); 58 GrGLPathRendering::FixedFunction_TexturingMode);
61 if (hasVertexShader) { 59 if (hasVertexShader) {
62 pb->fVS.setupLocalCoords(); 60 pb->fVS.setupLocalCoords();
63 pb->fVS.transformGLToSkiaCoords(); 61 pb->fVS.transformGLToSkiaCoords();
64 if (header.fEmitsPointSize) { 62 if (header.fEmitsPointSize) {
65 pb->fVS.codeAppend("gl_PointSize = 1.0;"); 63 pb->fVS.codeAppend("gl_PointSize = 1.0;");
66 } 64 }
67 if (GrGLProgramDesc::kAttribute_ColorInput == header.fColorInput) { 65 if (GrProgramDesc::kAttribute_ColorInput == header.fColorInput) {
68 pb->fVS.setupBuiltinVertexAttribute("Color", &inputColor); 66 pb->fVS.setupBuiltinVertexAttribute("Color", &inputColor);
69 } 67 }
70 if (GrGLProgramDesc::kAttribute_ColorInput == header.fCoverageInput) { 68 if (GrProgramDesc::kAttribute_ColorInput == header.fCoverageInput) {
71 pb->fVS.setupBuiltinVertexAttribute("Coverage", &inputCoverage); 69 pb->fVS.setupBuiltinVertexAttribute("Coverage", &inputCoverage);
72 } 70 }
73 } 71 }
74 72
75 pb->emitAndInstallProcs(optState, &inputColor, &inputCoverage); 73 pb->emitAndInstallProcs(optState, &inputColor, &inputCoverage);
76 74
77 if (hasVertexShader) { 75 if (hasVertexShader) {
78 pb->fVS.transformSkiaToGLCoords(); 76 pb->fVS.transformSkiaToGLCoords();
79 } 77 }
80 78
81 // write the secondary color output if necessary 79 // write the secondary color output if necessary
82 if (GrOptDrawState::kNone_SecondaryOutputType != header.fSecondaryOutputType ) { 80 if (GrProgramDesc::kNone_SecondaryOutputType != header.fSecondaryOutputType) {
83 pb->fFS.enableSecondaryOutput(inputColor, inputCoverage); 81 pb->fFS.enableSecondaryOutput(inputColor, inputCoverage);
84 } 82 }
85 83
86 pb->fFS.combineColorAndCoverage(inputColor, inputCoverage); 84 pb->fFS.combineColorAndCoverage(inputColor, inputCoverage);
87 85
88 return pb->finalize(); 86 return pb->finalize();
89 } 87 }
90 88
91 GrGLProgramBuilder* 89 GrGLProgramBuilder*
92 GrGLProgramBuilder::CreateProgramBuilder(const GrGLProgramDesc& desc, 90 GrGLProgramBuilder::CreateProgramBuilder(const GrOptDrawState& optState,
93 const GrOptDrawState& optState,
94 GrGpu::DrawType drawType, 91 GrGpu::DrawType drawType,
95 bool hasGeometryProcessor, 92 bool hasGeometryProcessor,
96 GrGpuGL* gpu) { 93 GrGpuGL* gpu) {
97 if (desc.getHeader().fUseNvpr) { 94 const GrProgramDesc& desc = optState.programDesc();
95 if (GrGLProgramDescBuilder::GetHeader(desc).fUseNvpr) {
98 SkASSERT(gpu->glCaps().pathRenderingSupport()); 96 SkASSERT(gpu->glCaps().pathRenderingSupport());
97 SkASSERT(GrProgramDesc::kAttribute_ColorInput != desc.header().fColorInp ut);
98 SkASSERT(GrProgramDesc::kAttribute_ColorInput != desc.header().fCoverage Input);
99 SkASSERT(!hasGeometryProcessor); 99 SkASSERT(!hasGeometryProcessor);
100 if (gpu->glPathRendering()->texturingMode() == 100 if (gpu->glPathRendering()->texturingMode() ==
101 GrGLPathRendering::FixedFunction_TexturingMode) { 101 GrGLPathRendering::FixedFunction_TexturingMode) {
102 return SkNEW_ARGS(GrGLLegacyNvprProgramBuilder, (gpu, optState, desc )); 102 return SkNEW_ARGS(GrGLLegacyNvprProgramBuilder, (gpu, optState));
103 } else { 103 } else {
104 return SkNEW_ARGS(GrGLNvprProgramBuilder, (gpu, optState, desc)); 104 return SkNEW_ARGS(GrGLNvprProgramBuilder, (gpu, optState));
105 } 105 }
106 } else { 106 } else {
107 return SkNEW_ARGS(GrGLProgramBuilder, (gpu, optState, desc)); 107 return SkNEW_ARGS(GrGLProgramBuilder, (gpu, optState));
108 } 108 }
109 } 109 }
110 110
111 ///////////////////////////////////////////////////////////////////////////// 111 /////////////////////////////////////////////////////////////////////////////
112 112
113 GrGLProgramBuilder::GrGLProgramBuilder(GrGpuGL* gpu, 113 GrGLProgramBuilder::GrGLProgramBuilder(GrGpuGL* gpu, const GrOptDrawState& optSt ate)
114 const GrOptDrawState& optState,
115 const GrGLProgramDesc& desc)
116 : fVS(this) 114 : fVS(this)
117 , fGS(this) 115 , fGS(this)
118 , fFS(this, desc) 116 , fFS(this, optState.programDesc().header().fFragPosKey)
119 , fOutOfStage(true) 117 , fOutOfStage(true)
120 , fStageIndex(-1) 118 , fStageIndex(-1)
121 , fGeometryProcessor(NULL) 119 , fGeometryProcessor(NULL)
122 , fOptState(optState) 120 , fOptState(optState)
123 , fDesc(desc) 121 , fDesc(optState.programDesc())
124 , fGpu(gpu) 122 , fGpu(gpu)
125 , fUniforms(kVarsPerBlock) { 123 , fUniforms(kVarsPerBlock) {
126 } 124 }
127 125
128 void GrGLProgramBuilder::addVarying(const char* name, 126 void GrGLProgramBuilder::addVarying(const char* name,
129 GrGLVarying* varying, 127 GrGLVarying* varying,
130 GrGLShaderVar::Precision fsPrecision) { 128 GrGLShaderVar::Precision fsPrecision) {
131 SkASSERT(varying); 129 SkASSERT(varying);
132 if (varying->vsVarying()) { 130 if (varying->vsVarying()) {
133 fVS.addVarying(name, varying); 131 fVS.addVarying(name, varying);
(...skipping 61 matching lines...) Expand 10 before | Expand all | Expand 10 after
195 } 193 }
196 } 194 }
197 } 195 }
198 196
199 const GrGLContextInfo& GrGLProgramBuilder::ctxInfo() const { 197 const GrGLContextInfo& GrGLProgramBuilder::ctxInfo() const {
200 return fGpu->ctxInfo(); 198 return fGpu->ctxInfo();
201 } 199 }
202 200
203 void GrGLProgramBuilder::setupUniformColorAndCoverageIfNeeded(GrGLSLExpr4* input Color, 201 void GrGLProgramBuilder::setupUniformColorAndCoverageIfNeeded(GrGLSLExpr4* input Color,
204 GrGLSLExpr4* input Coverage) { 202 GrGLSLExpr4* input Coverage) {
205 const GrGLProgramDesc::KeyHeader& header = this->header(); 203 const GrProgramDesc::KeyHeader& header = this->header();
206 if (GrGLProgramDesc::kUniform_ColorInput == header.fColorInput) { 204 if (GrProgramDesc::kUniform_ColorInput == header.fColorInput) {
207 const char* name; 205 const char* name;
208 fUniformHandles.fColorUni = 206 fUniformHandles.fColorUni =
209 this->addUniform(GrGLProgramBuilder::kFragment_Visibility, 207 this->addUniform(GrGLProgramBuilder::kFragment_Visibility,
210 kVec4f_GrSLType, 208 kVec4f_GrSLType,
211 "Color", 209 "Color",
212 &name); 210 &name);
213 *inputColor = GrGLSLExpr4(name); 211 *inputColor = GrGLSLExpr4(name);
214 } else if (GrGLProgramDesc::kAllOnes_ColorInput == header.fColorInput) { 212 } else if (GrProgramDesc::kAllOnes_ColorInput == header.fColorInput) {
215 *inputColor = GrGLSLExpr4(1); 213 *inputColor = GrGLSLExpr4(1);
216 } 214 }
217 if (GrGLProgramDesc::kUniform_ColorInput == header.fCoverageInput) { 215 if (GrProgramDesc::kUniform_ColorInput == header.fCoverageInput) {
218 const char* name; 216 const char* name;
219 fUniformHandles.fCoverageUni = 217 fUniformHandles.fCoverageUni =
220 this->addUniform(GrGLProgramBuilder::kFragment_Visibility, 218 this->addUniform(GrGLProgramBuilder::kFragment_Visibility,
221 kVec4f_GrSLType, 219 kVec4f_GrSLType,
222 "Coverage", 220 "Coverage",
223 &name); 221 &name);
224 *inputCoverage = GrGLSLExpr4(name); 222 *inputCoverage = GrGLSLExpr4(name);
225 } else if (GrGLProgramDesc::kAllOnes_ColorInput == header.fCoverageInput) { 223 } else if (GrProgramDesc::kAllOnes_ColorInput == header.fCoverageInput) {
226 *inputCoverage = GrGLSLExpr4(1); 224 *inputCoverage = GrGLSLExpr4(1);
227 } 225 }
228 } 226 }
229 227
230 void GrGLProgramBuilder::emitAndInstallProcs(const GrOptDrawState& optState, 228 void GrGLProgramBuilder::emitAndInstallProcs(const GrOptDrawState& optState,
231 GrGLSLExpr4* inputColor, 229 GrGLSLExpr4* inputColor,
232 GrGLSLExpr4* inputCoverage) { 230 GrGLSLExpr4* inputCoverage) {
233 fFragmentProcessors.reset(SkNEW(GrGLInstalledFragProcs)); 231 fFragmentProcessors.reset(SkNEW(GrGLInstalledFragProcs));
234 int numProcs = optState.numFragmentStages(); 232 int numProcs = optState.numFragmentStages();
235 this->emitAndInstallFragProcs(0, optState.numColorStages(), inputColor); 233 this->emitAndInstallFragProcs(0, optState.numColorStages(), inputColor);
236 if (optState.hasGeometryProcessor()) { 234 if (optState.hasGeometryProcessor()) {
237 const GrGeometryProcessor& gp = *optState.getGeometryProcessor(); 235 const GrGeometryProcessor& gp = *optState.getGeometryProcessor();
238 fVS.emitAttributes(gp); 236 fVS.emitAttributes(gp);
239 ProcKeyProvider keyProvider(&fDesc, ProcKeyProvider::kGeometry_Processor Type); 237 ProcKeyProvider keyProvider(&fDesc,
238 ProcKeyProvider::kGeometry_ProcessorType,
239 GrGLProgramDescBuilder::kProcessorKeyOffsets AndLengthOffset);
240 GrGLSLExpr4 output; 240 GrGLSLExpr4 output;
241 this->emitAndInstallProc<GrGeometryProcessor>(gp, 0, keyProvider, *input Coverage, &output); 241 this->emitAndInstallProc<GrGeometryProcessor>(gp, 0, keyProvider, *input Coverage, &output);
242 *inputCoverage = output; 242 *inputCoverage = output;
243 } 243 }
244 this->emitAndInstallFragProcs(optState.numColorStages(), numProcs, inputCov erage); 244 this->emitAndInstallFragProcs(optState.numColorStages(), numProcs, inputCov erage);
245 } 245 }
246 246
247 void GrGLProgramBuilder::emitAndInstallFragProcs(int procOffset, int numProcs, G rGLSLExpr4* inOut) { 247 void GrGLProgramBuilder::emitAndInstallFragProcs(int procOffset, int numProcs, G rGLSLExpr4* inOut) {
248 ProcKeyProvider keyProvider(&fDesc, ProcKeyProvider::kFragment_ProcessorType ); 248 ProcKeyProvider keyProvider(&fDesc,
249 ProcKeyProvider::kFragment_ProcessorType,
250 GrGLProgramDescBuilder::kProcessorKeyOffsetsAndL engthOffset);
249 for (int e = procOffset; e < numProcs; ++e) { 251 for (int e = procOffset; e < numProcs; ++e) {
250 GrGLSLExpr4 output; 252 GrGLSLExpr4 output;
251 const GrFragmentStage& stage = fOptState.getFragmentStage(e); 253 const GrFragmentStage& stage = fOptState.getFragmentStage(e);
252 this->emitAndInstallProc<GrFragmentStage>(stage, e, keyProvider, *inOut, &output); 254 this->emitAndInstallProc<GrFragmentStage>(stage, e, keyProvider, *inOut, &output);
253 *inOut = output; 255 *inOut = output;
254 } 256 }
255 } 257 }
256 258
257 // TODO Processors cannot output zeros because an empty string is all 1s 259 // TODO Processors cannot output zeros because an empty string is all 1s
258 // the fix is to allow effects to take the GrGLSLExpr4 directly 260 // the fix is to allow effects to take the GrGLSLExpr4 directly
259 template <class Proc> 261 template <class Proc>
260 void GrGLProgramBuilder::emitAndInstallProc(const Proc& proc, 262 void GrGLProgramBuilder::emitAndInstallProc(const Proc& proc,
261 int index, 263 int index,
262 const ProcKeyProvider keyProvider, 264 const ProcKeyProvider& keyProvider,
263 const GrGLSLExpr4& input, 265 const GrGLSLExpr4& input,
264 GrGLSLExpr4* output) { 266 GrGLSLExpr4* output) {
265 // Program builders have a bit of state we need to clear with each effect 267 // Program builders have a bit of state we need to clear with each effect
266 AutoStageAdvance adv(this); 268 AutoStageAdvance adv(this);
267 269
268 // create var to hold stage result 270 // create var to hold stage result
269 SkString outColorName; 271 SkString outColorName;
270 this->nameVariable(&outColorName, '\0', "output"); 272 this->nameVariable(&outColorName, '\0', "output");
271 fFS.codeAppendf("vec4 %s;", outColorName.c_str()); 273 fFS.codeAppendf("vec4 %s;", outColorName.c_str());
272 *output = outColorName; 274 *output = outColorName;
(...skipping 139 matching lines...) Expand 10 before | Expand all | Expand 10 after
412 if (0 == programID) { 414 if (0 == programID) {
413 return NULL; 415 return NULL;
414 } 416 }
415 417
416 // compile shaders and bind attributes / uniforms 418 // compile shaders and bind attributes / uniforms
417 SkTDArray<GrGLuint> shadersToDelete; 419 SkTDArray<GrGLuint> shadersToDelete;
418 if (!fFS.compileAndAttachShaders(programID, &shadersToDelete)) { 420 if (!fFS.compileAndAttachShaders(programID, &shadersToDelete)) {
419 this->cleanupProgram(programID, shadersToDelete); 421 this->cleanupProgram(programID, shadersToDelete);
420 return NULL; 422 return NULL;
421 } 423 }
422 if (!(this->header().fUseNvpr && 424 if (!(GrGLProgramDescBuilder::GetHeader(fDesc).fUseNvpr &&
423 fGpu->glPathRendering()->texturingMode() == 425 fGpu->glPathRendering()->texturingMode() ==
424 GrGLPathRendering::FixedFunction_TexturingMode)) { 426 GrGLPathRendering::FixedFunction_TexturingMode)) {
425 if (!fVS.compileAndAttachShaders(programID, &shadersToDelete)) { 427 if (!fVS.compileAndAttachShaders(programID, &shadersToDelete)) {
426 this->cleanupProgram(programID, shadersToDelete); 428 this->cleanupProgram(programID, shadersToDelete);
427 return NULL; 429 return NULL;
428 } 430 }
429 fVS.bindVertexAttributes(programID); 431 fVS.bindVertexAttributes(programID);
430 } 432 }
431 bool usingBindUniform = fGpu->glInterface()->fFunctions.fBindUniformLocation != NULL; 433 bool usingBindUniform = fGpu->glInterface()->fFunctions.fBindUniformLocation != NULL;
432 if (usingBindUniform) { 434 if (usingBindUniform) {
(...skipping 76 matching lines...) Expand 10 before | Expand all | Expand 10 after
509 } 511 }
510 512
511 //////////////////////////////////////////////////////////////////////////////// /////////////////// 513 //////////////////////////////////////////////////////////////////////////////// ///////////////////
512 514
513 GrGLInstalledFragProcs::~GrGLInstalledFragProcs() { 515 GrGLInstalledFragProcs::~GrGLInstalledFragProcs() {
514 int numProcs = fProcs.count(); 516 int numProcs = fProcs.count();
515 for (int e = 0; e < numProcs; ++e) { 517 for (int e = 0; e < numProcs; ++e) {
516 SkDELETE(fProcs[e]); 518 SkDELETE(fProcs[e]);
517 } 519 }
518 } 520 }
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