/* * Copyright 2013 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "GrGLProgramDesc.h" #include "GrGLFragmentProcessor.h" #include "GrProcessor.h" #include "GrGLGpu.h" #include "GrPipeline.h" #include "SkChecksum.h" #include "gl/builders/GrGLFragmentShaderBuilder.h" /** * Do we need to either map r,g,b->a or a->r. configComponentMask indicates which channels are * present in the texture's config. swizzleComponentMask indicates the channels present in the * shader swizzle. */ static bool swizzle_requires_alpha_remapping(const GrGLCaps& caps, uint32_t configComponentMask, uint32_t swizzleComponentMask) { if (caps.textureSwizzleSupport()) { // Any remapping is handled using texture swizzling not shader modifications. return false; } // check if the texture is alpha-only if (kA_GrColorComponentFlag == configComponentMask) { if (caps.textureRedSupport() && (kA_GrColorComponentFlag & swizzleComponentMask)) { // we must map the swizzle 'a's to 'r'. return true; } if (kRGB_GrColorComponentFlags & swizzleComponentMask) { // The 'r', 'g', and/or 'b's must be mapped to 'a' according to our semantics that // alpha-only textures smear alpha across all four channels when read. return true; } } return false; } static uint32_t gen_texture_key(const GrProcessor& proc, const GrGLCaps& caps) { uint32_t key = 0; int numTextures = proc.numTextures(); for (int t = 0; t < numTextures; ++t) { const GrTextureAccess& access = proc.textureAccess(t); uint32_t configComponentMask = GrPixelConfigComponentMask(access.getTexture()->config()); if (swizzle_requires_alpha_remapping(caps, configComponentMask, access.swizzleMask())) { key |= 1 << t; } } return key; } /** * A function which emits a meta key into the key builder. This is required because shader code may * be dependent on properties of the effect that the effect itself doesn't use * in its key (e.g. the pixel format of textures used). So we create a meta-key for * every effect using this function. It is also responsible for inserting the effect's class ID * which must be different for every GrProcessor subclass. It can fail if an effect uses too many * textures, transforms, etc, for the space allotted in the meta-key. NOTE, both FPs and GPs share * this function because it is hairy, though FPs do not have attribs, and GPs do not have transforms * * TODO: A better name for this function would be "compute" instead of "get". */ static bool get_meta_key(const GrProcessor& proc, const GrGLCaps& caps, uint32_t transformKey, GrProcessorKeyBuilder* b) { size_t processorKeySize = b->size(); uint32_t textureKey = gen_texture_key(proc, caps); uint32_t classID = proc.classID(); // Currently we allow 16 bits for each of the above portions of the meta-key. Fail if they // don't fit. static const uint32_t kMetaKeyInvalidMask = ~((uint32_t) SK_MaxU16); if ((textureKey | transformKey | classID) & kMetaKeyInvalidMask) { return false; } if (processorKeySize > SK_MaxU16) { return false; } uint32_t* key = b->add32n(2); key[0] = (textureKey << 16 | transformKey); key[1] = (classID << 16 | SkToU16(processorKeySize)); return true; } /* * TODO: A better name for this function would be "compute" instead of "get". */ static bool get_frag_proc_and_meta_keys(const GrPrimitiveProcessor& primProc, const GrFragmentProcessor& fp, const GrGLCaps& caps, GrProcessorKeyBuilder* b) { for (int i = 0; i < fp.numChildProcessors(); ++i) { if (!get_frag_proc_and_meta_keys(primProc, fp.childProcessor(i), caps, b)) { return false; } } fp.getGLProcessorKey(*caps.glslCaps(), b); //**** use glslCaps here? return get_meta_key(fp, caps, primProc.getTransformKey(fp.coordTransforms(), fp.numTransformsExclChildren()), b); } bool GrGLProgramDescBuilder::Build(GrProgramDesc* desc, const GrPrimitiveProcessor& primProc, const GrPipeline& pipeline, const GrGLGpu* gpu) { // The descriptor is used as a cache key. Thus when a field of the // descriptor will not affect program generation (because of the attribute // bindings in use or other descriptor field settings) it should be set // to a canonical value to avoid duplicate programs with different keys. GrGLProgramDesc* glDesc = (GrGLProgramDesc*) desc; GR_STATIC_ASSERT(0 == kProcessorKeysOffset % sizeof(uint32_t)); // Make room for everything up to the effect keys. glDesc->key().reset(); glDesc->key().push_back_n(kProcessorKeysOffset); GrProcessorKeyBuilder b(&glDesc->key()); primProc.getGLProcessorKey(*gpu->glCaps().glslCaps(), &b); //**** use glslCaps here? if (!get_meta_key(primProc, gpu->glCaps(), 0, &b)) { glDesc->key().reset(); return false; } for (int i = 0; i < pipeline.numFragmentProcessors(); ++i) { const GrFragmentProcessor& fp = pipeline.getFragmentProcessor(i); if (!get_frag_proc_and_meta_keys(primProc, fp, gpu->glCaps(), &b)) { glDesc->key().reset(); return false; } } const GrXferProcessor& xp = *pipeline.getXferProcessor(); xp.getGLProcessorKey(*gpu->glCaps().glslCaps(), &b); //**** use glslCaps here? if (!get_meta_key(xp, gpu->glCaps(), 0, &b)) { glDesc->key().reset(); return false; } // --------DO NOT MOVE HEADER ABOVE THIS LINE-------------------------------------------------- // Because header is a pointer into the dynamic array, we can't push any new data into the key // below here. KeyHeader* header = glDesc->atOffset(); // make sure any padding in the header is zeroed. memset(header, 0, kHeaderSize); if (pipeline.readsFragPosition()) { header->fFragPosKey = GrGLFragmentShaderBuilder::KeyForFragmentPosition(pipeline.getRenderTarget()); } else { header->fFragPosKey = 0; } header->fSnapVerticesToPixelCenters = pipeline.snapVerticesToPixelCenters(); header->fColorEffectCnt = pipeline.numColorFragmentProcessors(); header->fCoverageEffectCnt = pipeline.numCoverageFragmentProcessors(); glDesc->finalize(); return true; }