/* * Copyright 2013 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef GrGLProgramDesc_DEFINED #define GrGLProgramDesc_DEFINED #include "GrGLEffect.h" #include "GrDrawState.h" #include "GrGpu.h" class GrGpuGL; #ifdef SK_DEBUG // Optionally compile the experimental GS code. Set to SK_DEBUG so that debug build bots will // execute the code. #define GR_GL_EXPERIMENTAL_GS 1 #else #define GR_GL_EXPERIMENTAL_GS 0 #endif /** This class describes a program to generate. It also serves as a program cache key. Very little of this is GL-specific. The GL-specific parts could be factored out into a subclass. */ class GrGLProgramDesc { public: GrGLProgramDesc() {} GrGLProgramDesc(const GrGLProgramDesc& desc) { *this = 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(fKey.begin()); } // Gets the number of bytes in asKey(). It will be a 4-byte aligned value. When comparing two // keys the size of either key can be used with memcmp() since the lengths themselves begin the // keys and thus the memcmp will exit early if the keys are of different lengths. uint32_t keyLength() const { return *this->atOffset(); } // Gets the a checksum of the key. Can be used as a hash value for a fast lookup in a cache. uint32_t getChecksum() const { return *this->atOffset(); } // For unit testing. bool setRandom(SkRandom*, const GrGpuGL* gpu, const GrRenderTarget* dummyDstRenderTarget, const GrTexture* dummyDstCopyTexture, const GrEffectStage* stages[], int numColorStages, int numCoverageStages, int currAttribIndex); /** * 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. It also * outputs the color and coverage stages referenced by the generated descriptor. This may * not contain all stages from the draw state and coverage stages from the drawState may * be treated as color stages in the output. */ static bool Build(const GrDrawState&, GrGpu::DrawType drawType, GrDrawState::BlendOptFlags, GrBlendCoeff srcCoeff, GrBlendCoeff dstCoeff, const GrGpuGL* gpu, const GrDeviceCoordTexture* dstCopy, SkTArray* outColorStages, SkTArray* outCoverageStages, GrGLProgramDesc* outDesc); int numColorEffects() const { return this->getHeader().fColorEffectCnt; } int numCoverageEffects() const { return this->getHeader().fCoverageEffectCnt; } int numTotalEffects() const { return this->numColorEffects() + this->numCoverageEffects(); } GrGLProgramDesc& operator= (const GrGLProgramDesc& other); bool operator== (const GrGLProgramDesc& other) const { // The length is masked as a hint to the compiler that the address will be 4 byte aligned. return 0 == memcmp(this->asKey(), other.asKey(), this->keyLength() & ~0x3); } bool operator!= (const GrGLProgramDesc& other) const { return !(*this == other); } static bool Less(const GrGLProgramDesc& a, const GrGLProgramDesc& b) { return memcmp(a.asKey(), b.asKey(), a.keyLength() & ~0x3) < 0; } private: // Specifies where the initial color comes from before the stages are applied. enum ColorInput { kSolidWhite_ColorInput, kAttribute_ColorInput, kUniform_ColorInput, kColorInputCnt }; enum CoverageOutput { // modulate color and coverage, write result as the color output. kModulate_CoverageOutput, // Writes color*coverage as the primary color output and also writes coverage as the // secondary output. Only set if dual source blending is supported. kSecondaryCoverage_CoverageOutput, // Writes color*coverage as the primary color output and also writes coverage * (1 - colorA) // as the secondary output. Only set if dual source blending is supported. kSecondaryCoverageISA_CoverageOutput, // Writes color*coverage as the primary color output and also writes coverage * // (1 - colorRGB) as the secondary output. Only set if dual source blending is supported. kSecondaryCoverageISC_CoverageOutput, // Combines the coverage, dst, and color as coverage * color + (1 - coverage) * dst. This // can only be set if fDstReadKey is non-zero. kCombineWithDst_CoverageOutput, kCoverageOutputCnt }; static bool CoverageOutputUsesSecondaryOutput(CoverageOutput co) { switch (co) { case kSecondaryCoverage_CoverageOutput: // fallthru case kSecondaryCoverageISA_CoverageOutput: case kSecondaryCoverageISC_CoverageOutput: return true; default: return false; } } struct KeyHeader { uint8_t fDstReadKey; // set by GrGLShaderBuilder if there // are effects that must read the dst. // Otherwise, 0. uint8_t fFragPosKey; // set by GrGLShaderBuilder if there are // effects that read the fragment position. // Otherwise, 0. ColorInput fColorInput : 8; ColorInput fCoverageInput : 8; CoverageOutput fCoverageOutput : 8; SkBool8 fHasVertexCode; SkBool8 fEmitsPointSize; // To enable experimental geometry shader code (not for use in // production) #if GR_GL_EXPERIMENTAL_GS SkBool8 fExperimentalGS; #endif int8_t fPositionAttributeIndex; int8_t fLocalCoordAttributeIndex; int8_t fColorAttributeIndex; int8_t fCoverageAttributeIndex; int8_t fColorEffectCnt; int8_t fCoverageEffectCnt; }; // The key, stored in fKey, is composed of five parts: // 1. uint32_t for total key length. // 2. uint32_t for a checksum. // 3. Header struct defined above. // 4. An array of offsets to effect keys and their sizes (see 5). uint16_t for each // offset and size. // 5. per-effect keys. Each effect's key is a variable length array of uint32_t. enum { // Part 1. kLengthOffset = 0, // Part 2. kChecksumOffset = kLengthOffset + sizeof(uint32_t), // Part 3. kHeaderOffset = kChecksumOffset + sizeof(uint32_t), kHeaderSize = SkAlign4(sizeof(KeyHeader)), // Part 4. // This is the offset in the overall key to the array of per-effect offset,length pairs. kEffectKeyOffsetsAndLengthOffset = kHeaderOffset + kHeaderSize, }; template T* atOffset() { return reinterpret_cast(reinterpret_cast(fKey.begin()) + OFFSET); } template const T* atOffset() const { return reinterpret_cast(reinterpret_cast(fKey.begin()) + OFFSET); } KeyHeader* header() { return this->atOffset(); } // Shared code between setRandom() and Build(). static bool GetEffectKeyAndUpdateStats(const GrEffectStage& stage, const GrGLCaps& caps, bool useExplicitLocalCoords, GrEffectKeyBuilder* b, uint16_t* effectKeySize, bool* setTrueIfReadsDst, bool* setTrueIfReadsPos, bool* setTrueIfHasVertexCode); void finalize(); const KeyHeader& getHeader() const { return *this->atOffset(); } /** Used to provide effects' keys to their emitCode() function. */ class EffectKeyProvider { public: enum EffectType { kColor_EffectType, kCoverage_EffectType, }; EffectKeyProvider(const GrGLProgramDesc* desc, EffectType type) : fDesc(desc) { // Coverage effect key offsets begin immediately after those of the color effects. fBaseIndex = kColor_EffectType == type ? 0 : desc->numColorEffects(); } GrEffectKey get(int index) const { const uint16_t* offsetsAndLengths = reinterpret_cast( fDesc->fKey.begin() + kEffectKeyOffsetsAndLengthOffset); // We store two uint16_ts per effect, one for the offset to the effect's key and one for // its length. Here we just need the offset. uint16_t offset = offsetsAndLengths[2 * (fBaseIndex + index) + 0]; uint16_t length = offsetsAndLengths[2 * (fBaseIndex + index) + 1]; // Currently effects must add to the key in units of uint32_t. SkASSERT(0 == (length % sizeof(uint32_t))); return GrEffectKey(reinterpret_cast(fDesc->fKey.begin() + offset), length / sizeof(uint32_t)); } private: const GrGLProgramDesc* fDesc; int fBaseIndex; }; enum { kMaxPreallocEffects = 8, kIntsPerEffect = 4, // This is an overestimate of the average effect key size. kPreAllocSize = kEffectKeyOffsetsAndLengthOffset + kMaxPreallocEffects * sizeof(uint32_t) * kIntsPerEffect, }; SkSTArray fKey; // GrGLProgram and GrGLShaderBuilder read the private fields to generate code. TODO: Split out // part of GrGLShaderBuilder that is used by effects so that this header doesn't need to be // visible to GrGLEffects. Then make public accessors as necessary and remove friends. friend class GrGLProgram; friend class GrGLShaderBuilder; friend class GrGLFullShaderBuilder; friend class GrGLFragmentOnlyShaderBuilder; }; #endif