/* * 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 "GrGLContextInfo.h" #include "GrGLSL.h" #include "GrGLTexture.h" #include "GrGLUniformManager.h" #include "SkString.h" #include "SkXfermode.h" class GrBinHashKeyBuilder; class GrGLProgramStage; class GrGLShaderBuilder; // 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) struct Desc; static GrGLProgram* Create(const GrGLContextInfo& gl, const Desc& desc, const GrCustomStage** customStages); virtual ~GrGLProgram(); /** Call to abandon GL objects owned by this program */ void abandon(); /** * The shader may modify the blend coeffecients. Params are in/out */ void overrideBlend(GrBlendCoeff* srcCoeff, GrBlendCoeff* dstCoeff) const; const Desc& getDesc() { return fDesc; } /** * Attribute indices. These should not overlap. Matrices consume 3 slots. */ static int PositionAttributeIdx() { return 0; } static int TexCoordAttributeIdx(int tcIdx) { return 1 + tcIdx; } static int ColorAttributeIdx() { return 1 + GrDrawState::kMaxTexCoords; } static int CoverageAttributeIdx() { return 2 + GrDrawState::kMaxTexCoords; } static int EdgeAttributeIdx() { return 3 + GrDrawState::kMaxTexCoords; } static int ViewMatrixAttributeIdx() { return 4 + GrDrawState::kMaxTexCoords; } static int TextureMatrixAttributeIdx(int stage) { return 7 + GrDrawState::kMaxTexCoords + 3 * stage; } // Parameters that affect code generation // These structs should be kept compact; they are the input to an // expensive hash key generator. struct Desc { Desc() { // since we use this as part of a key we can't have any unitialized // 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); } struct StageDesc { enum OptFlagBits { kNoPerspective_OptFlagBit = 1 << 0, kIdentityMatrix_OptFlagBit = 1 << 1, kIsEnabled_OptFlagBit = 1 << 7 }; uint8_t fOptFlags; /** Non-zero if user-supplied code will write the stage's contribution to the fragment shader. */ GrProgramStageFactory::StageKey fCustomStageKey; inline bool isEnabled() const { return SkToBool(fOptFlags & kIsEnabled_OptFlagBit); } inline void setEnabled(bool newValue) { if (newValue) { fOptFlags |= kIsEnabled_OptFlagBit; } else { fOptFlags &= ~kIsEnabled_OptFlagBit; } } }; // Specifies where the intitial 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 coeffecient. This controls whether a // secondary source is output and what value it holds. enum DualSrcOutput { kNone_DualSrcOutput, kCoverage_DualSrcOutput, kCoverageISA_DualSrcOutput, kCoverageISC_DualSrcOutput, kDualSrcOutputCnt }; GrDrawState::VertexEdgeType fVertexEdgeType; // stripped of bits that don't affect prog generation GrVertexLayout fVertexLayout; StageDesc fStages[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 CoverageInput uint8_t fDualSrcOutput; // casts to enum DualSrcOutput int8_t fFirstCoverageStage; SkBool8 fEmitsPointSize; SkBool8 fColorMatrixEnabled; uint8_t fColorFilterXfermode; // casts to enum SkXfermode::Mode }; GR_STATIC_ASSERT(!(sizeof(Desc) % 4)); // for code readability typedef Desc::StageDesc StageDesc; private: struct StageUniforms; GrGLProgram(const GrGLContextInfo& gl, const Desc& desc, const GrCustomStage** customStages); bool succeeded() const { return 0 != fProgramID; } /** * This is the heavy initilization routine for building a GLProgram. */ bool genProgram(const GrCustomStage** customStages); void genInputColor(GrGLShaderBuilder* builder, SkString* inColor); static GrGLProgramStage* GenStageCode(const GrCustomStage* stage, const StageDesc& desc, // TODO: Eliminate this StageUniforms* stageUniforms, // TODO: Eliminate this const char* fsInColor, // NULL means no incoming color const char* fsOutColor, const char* vsInCoord, GrGLShaderBuilder* builder); 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(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; struct StageUniforms { UniformHandle fTextureMatrixUni; SkTArray fSamplerUniforms; StageUniforms() { fTextureMatrixUni = GrGLUniformManager::kInvalidUniformHandle; } }; struct Uniforms { UniformHandle fViewMatrixUni; UniformHandle fColorUni; UniformHandle fCoverageUni; UniformHandle fColorFilterUni; UniformHandle fColorMatrixUni; UniformHandle fColorMatrixVecUni; StageUniforms fStages[GrDrawState::kNumStages]; Uniforms() { fViewMatrixUni = GrGLUniformManager::kInvalidUniformHandle; fColorUni = GrGLUniformManager::kInvalidUniformHandle; fCoverageUni = GrGLUniformManager::kInvalidUniformHandle; fColorFilterUni = GrGLUniformManager::kInvalidUniformHandle; fColorMatrixUni = GrGLUniformManager::kInvalidUniformHandle; fColorMatrixVecUni = GrGLUniformManager::kInvalidUniformHandle; } }; // IDs GrGLuint fVShaderID; GrGLuint fGShaderID; GrGLuint fFShaderID; GrGLuint fProgramID; // The matrix sent to GL is determined by both the client's matrix and // the size of the viewport. GrMatrix fViewMatrix; SkISize fViewportSize; // these reflect the current values of uniforms // (GL uniform values travel with program) GrColor fColor; GrColor fCoverage; GrColor fColorFilterColor; /// When it is sent to GL, the texture matrix will be flipped if the texture orientation /// (below) requires. GrMatrix fTextureMatrices[GrDrawState::kNumStages]; GrGLTexture::Orientation fTextureOrientation[GrDrawState::kNumStages]; GrGLProgramStage* fProgramStage[GrDrawState::kNumStages]; Desc fDesc; const GrGLContextInfo& fContextInfo; GrGLUniformManager fUniformManager; Uniforms fUniforms; friend class GrGpuGL; // TODO: remove this by adding getters and moving functionality. typedef GrRefCnt INHERITED; }; #endif