/* * Copyright 2011 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef GrGLProgram_DEFINED #define GrGLProgram_DEFINED #include "GrDrawState.h" #include "GrGLEffect.h" #include "GrGLContextInfo.h" #include "GrGLSL.h" #include "GrGLTexture.h" #include "GrGLUniformManager.h" #include "SkString.h" #include "SkXfermode.h" class GrBinHashKeyBuilder; class GrGLEffect; class GrGLShaderBuilder; class SkMWCRandom; // optionally compile the experimental GS code. Set to GR_DEBUG // so that debug build bots will execute the code. #define GR_GL_EXPERIMENTAL_GS GR_DEBUG /** * This class manages a GPU program and records per-program information. * We can specify the attribute locations so that they are constant * across our shaders. But the driver determines the uniform locations * at link time. We don't need to remember the sampler uniform location * because we will bind a texture slot to it and never change it * Uniforms are program-local so we can't rely on fHWState to hold the * previous uniform state after a program change. */ class GrGLProgram : public GrRefCnt { public: SK_DECLARE_INST_COUNT(GrGLProgram) class Desc; /** * Builds a program descriptor from a GrDrawState. Whether the primitive type is points, the * output of GrDrawState::getBlendOpts, and the caps of the GrGpuGL are also inputs. */ static void BuildDesc(const GrDrawState&, bool isPoints, GrDrawState::BlendOptFlags, GrBlendCoeff srcCoeff, GrBlendCoeff dstCoeff, const GrGpuGL* gpu, Desc* outDesc); static GrGLProgram* Create(const GrGLContextInfo& gl, const Desc& desc, const GrEffectStage* stages[]); virtual ~GrGLProgram(); /** * Call to abandon GL objects owned by this program. */ void abandon(); /** * The shader may modify the blend coefficients. Params are in/out */ void overrideBlend(GrBlendCoeff* srcCoeff, GrBlendCoeff* dstCoeff) const; const Desc& getDesc() { return fDesc; } /** * Gets the GL program ID for this program. */ GrGLuint programID() const { return fProgramID; } /** * Attribute indices. These should not overlap. */ static int PositionAttributeIdx() { return 0; } static int ColorAttributeIdx() { return 1; } static int CoverageAttributeIdx() { return 2; } static int EdgeAttributeIdx() { return 3; } static int TexCoordAttributeIdx(int tcIdx) { return 4 + tcIdx; } /** * Some GL state that is relevant to programs is not stored per-program. In particular vertex * attributes are global state. This struct is read and updated by GrGLProgram::setData to * allow us to avoid setting this state redundantly. */ struct SharedGLState { GrColor fConstAttribColor; GrColor fConstAttribCoverage; SharedGLState() { this->invalidate(); } void invalidate() { fConstAttribColor = GrColor_ILLEGAL; fConstAttribCoverage = GrColor_ILLEGAL; } }; /** * The GrDrawState's view matrix along with the aspects of the render target determine the * matrix sent to GL. The size of the render target affects the GL matrix because we must * convert from Skia device coords to GL's normalized coords. Also the origin of the render * target may require us to perform a mirror-flip. */ struct MatrixState { SkMatrix fViewMatrix; SkISize fRenderTargetSize; GrSurfaceOrigin fRenderTargetOrigin; MatrixState() { this->invalidate(); } void invalidate() { fViewMatrix = SkMatrix::InvalidMatrix(); fRenderTargetSize.fWidth = -1; fRenderTargetSize.fHeight = -1; fRenderTargetOrigin = (GrSurfaceOrigin) -1; } }; /** * This function uploads uniforms and calls each GrGLEffect's setData. It is called before a * draw occurs using the program after the program has already been bound. It also uses the * GrGpuGL object to bind the textures required by the GrGLEffects. * * The color and coverage params override the GrDrawState's getColor() and getCoverage() values. */ void setData(GrGpuGL*, GrColor color, GrColor coverage, SharedGLState*); // Parameters that affect code generation // This structs should be kept compact; it is input to an expensive hash key generator. class Desc { public: Desc() { // since we use this as part of a key we can't have any uninitialized // padding memset(this, 0, sizeof(Desc)); } // returns this as a uint32_t array to be used as a key in the program cache const uint32_t* asKey() const { return reinterpret_cast(this); } // For unit testing. void setRandom(SkMWCRandom*, const GrGpuGL* gpu, const GrEffectStage stages[GrDrawState::kNumStages]); private: // Specifies where the initial color comes from before the stages are applied. enum ColorInput { kSolidWhite_ColorInput, kTransBlack_ColorInput, kAttribute_ColorInput, kUniform_ColorInput, kColorInputCnt }; // Dual-src blending makes use of a secondary output color that can be // used as a per-pixel blend coefficient. This controls whether a // secondary source is output and what value it holds. enum DualSrcOutput { kNone_DualSrcOutput, kCoverage_DualSrcOutput, kCoverageISA_DualSrcOutput, kCoverageISC_DualSrcOutput, kDualSrcOutputCnt }; // TODO: remove these two members when edge-aa can be rewritten as a GrEffect. GrDrawState::VertexEdgeType fVertexEdgeType; // should the FS discard if the edge-aa coverage is zero (to avoid stencil manipulation) bool fDiscardIfOutsideEdge; // stripped of bits that don't affect program generation GrVertexLayout fVertexLayout; /** Non-zero if this stage has an effect */ GrGLEffect::EffectKey fEffectKeys[GrDrawState::kNumStages]; // To enable experimental geometry shader code (not for use in // production) #if GR_GL_EXPERIMENTAL_GS bool fExperimentalGS; #endif uint8_t fColorInput; // casts to enum ColorInput uint8_t fCoverageInput; // casts to enum ColorInput uint8_t fDualSrcOutput; // casts to enum DualSrcOutput int8_t fFirstCoverageStage; SkBool8 fEmitsPointSize; uint8_t fColorFilterXfermode; // casts to enum SkXfermode::Mode friend class GrGLProgram; }; private: GrGLProgram(const GrGLContextInfo& gl, const Desc& desc, const GrEffectStage* stages[]); bool succeeded() const { return 0 != fProgramID; } /** * This is the heavy initialization routine for building a GLProgram. */ bool genProgram(const GrEffectStage* stages[]); void genInputColor(GrGLShaderBuilder* builder, SkString* inColor); void genGeometryShader(GrGLShaderBuilder* segments) const; typedef GrGLUniformManager::UniformHandle UniformHandle; void genUniformCoverage(GrGLShaderBuilder* segments, SkString* inOutCoverage); // generates code to compute coverage based on edge AA. Returns true if edge coverage was // inserted in which case coverageVar will be updated to refer to a scalar. Otherwise, // coverageVar is set to an empty string. bool genEdgeCoverage(SkString* coverageVar, GrGLShaderBuilder* builder) const; // Creates a GL program ID, binds shader attributes to GL vertex attrs, and links the program bool bindOutputsAttribsAndLinkProgram(const GrGLShaderBuilder& builder, SkString texCoordAttrNames[GrDrawState::kMaxTexCoords], bool bindColorOut, bool bindDualSrcOut); // Sets the texture units for samplers void initSamplerUniforms(); bool compileShaders(const GrGLShaderBuilder& builder); const char* adjustInColor(const SkString& inColor) const; // Helper for setData(). Makes GL calls to specify the initial color when there is not // per-vertex colors. void setColor(const GrDrawState&, GrColor color, SharedGLState*); // Helper for setData(). Makes GL calls to specify the initial coverage when there is not // per-vertex coverages. void setCoverage(const GrDrawState&, GrColor coverage, SharedGLState*); // Helper for setData() that sets the view matrix and loads the render target height uniform void setMatrixAndRenderTargetHeight(const GrDrawState&); typedef SkSTArray<4, UniformHandle, true> SamplerUniSArray; struct UniformHandles { UniformHandle fViewMatrixUni; UniformHandle fColorUni; UniformHandle fCoverageUni; UniformHandle fColorFilterUni; // We use the render target height to provide a y-down frag coord when specifying // origin_upper_left is not supported. UniformHandle fRTHeightUni; // An array of sampler uniform handles for each effect. SamplerUniSArray fSamplerUnis[GrDrawState::kNumStages]; UniformHandles() { fViewMatrixUni = GrGLUniformManager::kInvalidUniformHandle; fColorUni = GrGLUniformManager::kInvalidUniformHandle; fCoverageUni = GrGLUniformManager::kInvalidUniformHandle; fColorFilterUni = GrGLUniformManager::kInvalidUniformHandle; fRTHeightUni = GrGLUniformManager::kInvalidUniformHandle; } }; // GL IDs GrGLuint fVShaderID; GrGLuint fGShaderID; GrGLuint fFShaderID; GrGLuint fProgramID; // these reflect the current values of uniforms (GL uniform values travel with program) MatrixState fMatrixState; GrColor fColor; GrColor fCoverage; GrColor fColorFilterColor; GrGLEffect* fEffects[GrDrawState::kNumStages]; Desc fDesc; const GrGLContextInfo& fContextInfo; GrGLUniformManager fUniformManager; UniformHandles fUniformHandles; typedef GrRefCnt INHERITED; }; #endif