/* * Copyright 2012 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef GrShaderCaps_DEFINED #define GrShaderCaps_DEFINED #include "../private/GrSwizzle.h" #include "../private/GrGLSL.h" namespace SkSL { class ShaderCapsFactory; } struct GrContextOptions; class GrShaderCaps : public SkRefCnt { public: /** Info about shader variable precision within a given shader stage. That is, this info is relevant to a float (or vecNf) variable declared with a GrSLPrecision in a given GrShaderType. The info here is hoisted from the OpenGL spec. */ struct PrecisionInfo { PrecisionInfo() { fLogRangeLow = 0; fLogRangeHigh = 0; fBits = 0; } /** Is this precision level allowed in the shader stage? */ bool supported() const { return 0 != fBits; } bool operator==(const PrecisionInfo& that) const { return fLogRangeLow == that.fLogRangeLow && fLogRangeHigh == that.fLogRangeHigh && fBits == that.fBits; } bool operator!=(const PrecisionInfo& that) const { return !(*this == that); } /** floor(log2(|min_value|)) */ int fLogRangeLow; /** floor(log2(|max_value|)) */ int fLogRangeHigh; /** Number of bits of precision. As defined in OpenGL (with names modified to reflect this struct) : """ If the smallest representable value greater than 1 is 1 + e, then fBits will contain floor(log2(e)), and every value in the range [2^fLogRangeLow, 2^fLogRangeHigh] can be represented to at least one part in 2^fBits. """ */ int fBits; }; /** * Indicates how GLSL must interact with advanced blend equations. The KHR extension requires * special layout qualifiers in the fragment shader. */ enum AdvBlendEqInteraction { kNotSupported_AdvBlendEqInteraction, //= kGeneralEnable_AdvBlendEqInteraction; } bool mustEnableSpecificAdvBlendEqs() const { return fAdvBlendEqInteraction == kSpecificEnables_AdvBlendEqInteraction; } bool mustDeclareFragmentShaderOutput() const { return fGLSLGeneration > k110_GrGLSLGeneration; } bool usesPrecisionModifiers() const { return fUsesPrecisionModifiers; } // Returns whether we can use the glsl function any() in our shader code. bool canUseAnyFunctionInShader() const { return fCanUseAnyFunctionInShader; } bool canUseMinAndAbsTogether() const { return fCanUseMinAndAbsTogether; } bool mustForceNegatedAtanParamToFloat() const { return fMustForceNegatedAtanParamToFloat; } // Returns whether a device incorrectly implements atan(y,x) as atan(y/x) bool atan2ImplementedAsAtanYOverX() const { return fAtan2ImplementedAsAtanYOverX; } bool requiresLocalOutputColorForFBFetch() const { return fRequiresLocalOutputColorForFBFetch; } // On MacBook, geometry shaders break if they have more than one invocation. bool mustImplementGSInvocationsWithLoop() const { return fMustImplementGSInvocationsWithLoop; } // Returns the string of an extension that must be enabled in the shader to support // derivatives. If nullptr is returned then no extension needs to be enabled. Before calling // this function, the caller should check that shaderDerivativeSupport exists. const char* shaderDerivativeExtensionString() const { SkASSERT(this->shaderDerivativeSupport()); return fShaderDerivativeExtensionString; } // Returns the string of an extension that will do all necessary coord transfomations needed // when reading the fragment position. If such an extension does not exisits, this function // returns a nullptr, and all transforms of the frag position must be done manually in the // shader. const char* fragCoordConventionsExtensionString() const { return fFragCoordConventionsExtensionString; } // This returns the name of an extension that must be enabled in the shader, if such a thing is // required in order to use a secondary output in the shader. This returns a nullptr if no such // extension is required. However, the return value of this function does not say whether dual // source blending is supported. const char* secondaryOutputExtensionString() const { return fSecondaryOutputExtensionString; } const char* externalTextureExtensionString() const { SkASSERT(this->externalTextureSupport()); return fExternalTextureExtensionString; } const char* texelBufferExtensionString() const { SkASSERT(this->texelBufferSupport()); return fTexelBufferExtensionString; } const char* noperspectiveInterpolationExtensionString() const { SkASSERT(this->noperspectiveInterpolationSupport()); return fNoPerspectiveInterpolationExtensionString; } const char* multisampleInterpolationExtensionString() const { SkASSERT(this->multisampleInterpolationSupport()); return fMultisampleInterpolationExtensionString; } const char* sampleVariablesExtensionString() const { SkASSERT(this->sampleVariablesSupport()); return fSampleVariablesExtensionString; } const char* imageLoadStoreExtensionString() const { SkASSERT(this->imageLoadStoreSupport()); return fImageLoadStoreExtensionString; } int maxVertexSamplers() const { return fMaxVertexSamplers; } int maxGeometrySamplers() const { return fMaxGeometrySamplers; } int maxFragmentSamplers() const { return fMaxFragmentSamplers; } int maxCombinedSamplers() const { return fMaxCombinedSamplers; } int maxVertexImageStorages() const { return fMaxVertexImageStorages; } int maxGeometryImageStorages() const { return fMaxGeometryImageStorages; } int maxFragmentImageStorages() const { return fMaxFragmentImageStorages; } int maxCombinedImageStorages() const { return fMaxCombinedImageStorages; } /** * Given a texture's config, this determines what swizzle must be appended to accesses to the * texture in generated shader code. Swizzling may be implemented in texture parameters or a * sampler rather than in the shader. In this case the returned swizzle will always be "rgba". */ const GrSwizzle& configTextureSwizzle(GrPixelConfig config) const { return fConfigTextureSwizzle[config]; } /** Swizzle that should occur on the fragment shader outputs for a given config. */ const GrSwizzle& configOutputSwizzle(GrPixelConfig config) const { return fConfigOutputSwizzle[config]; } /** Precision qualifier that should be used with a sampler, given its config and visibility. */ GrSLPrecision samplerPrecision(GrPixelConfig config, GrShaderFlags visibility) const { return static_cast(fSamplerPrecisions[visibility][config]); } GrGLSLGeneration generation() const { return fGLSLGeneration; } private: /** GrCaps subclasses must call this after filling in the shader precision table. */ void initSamplerPrecisionTable(); void applyOptionsOverrides(const GrContextOptions& options); GrGLSLGeneration fGLSLGeneration; bool fShaderDerivativeSupport : 1; bool fGeometryShaderSupport : 1; bool fPathRenderingSupport : 1; bool fDstReadInShaderSupport : 1; bool fDualSourceBlendingSupport : 1; bool fIntegerSupport : 1; bool fTexelBufferSupport : 1; bool fImageLoadStoreSupport : 1; bool fShaderPrecisionVaries : 1; bool fDropsTileOnZeroDivide : 1; bool fFBFetchSupport : 1; bool fFBFetchNeedsCustomOutput : 1; bool fBindlessTextureSupport : 1; bool fUsesPrecisionModifiers : 1; bool fCanUseAnyFunctionInShader : 1; bool fFlatInterpolationSupport : 1; bool fNoPerspectiveInterpolationSupport : 1; bool fMultisampleInterpolationSupport : 1; bool fSampleVariablesSupport : 1; bool fSampleMaskOverrideCoverageSupport : 1; bool fExternalTextureSupport : 1; bool fTexelFetchSupport : 1; // Used for specific driver bug work arounds bool fCanUseMinAndAbsTogether : 1; bool fMustForceNegatedAtanParamToFloat : 1; bool fAtan2ImplementedAsAtanYOverX : 1; bool fRequiresLocalOutputColorForFBFetch : 1; bool fMustImplementGSInvocationsWithLoop : 1; PrecisionInfo fFloatPrecisions[kGrShaderTypeCount][kGrSLPrecisionCount]; const char* fVersionDeclString; const char* fShaderDerivativeExtensionString; const char* fFragCoordConventionsExtensionString; const char* fSecondaryOutputExtensionString; const char* fExternalTextureExtensionString; const char* fTexelBufferExtensionString; const char* fNoPerspectiveInterpolationExtensionString; const char* fMultisampleInterpolationExtensionString; const char* fSampleVariablesExtensionString; const char* fImageLoadStoreExtensionString; const char* fFBFetchColorName; const char* fFBFetchExtensionString; int fMaxVertexSamplers; int fMaxGeometrySamplers; int fMaxFragmentSamplers; int fMaxCombinedSamplers; int fMaxVertexImageStorages; int fMaxGeometryImageStorages; int fMaxFragmentImageStorages; int fMaxCombinedImageStorages; AdvBlendEqInteraction fAdvBlendEqInteraction; GrSwizzle fConfigTextureSwizzle[kGrPixelConfigCnt]; GrSwizzle fConfigOutputSwizzle[kGrPixelConfigCnt]; uint8_t fSamplerPrecisions[(1 << kGrShaderTypeCount)][kGrPixelConfigCnt]; friend class GrGLCaps; // For initialization. friend class GrVkCaps; friend class SkSL::ShaderCapsFactory; }; #endif