/* * Copyright 2012 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "gl/GrGLShaderBuilder.h" #include "gl/GrGLProgram.h" #include "gl/GrGLUniformHandle.h" #include "GrTexture.h" // number of each input/output type in a single allocation block static const int kVarsPerBlock = 8; // except FS outputs where we expect 2 at most. static const int kMaxFSOutputs = 2; // ES2 FS only guarantees mediump and lowp support static const GrGLShaderVar::Precision kDefaultFragmentPrecision = GrGLShaderVar::kMedium_Precision; typedef GrGLUniformManager::UniformHandle UniformHandle; /////////////////////////////////////////////////////////////////////////////// namespace { inline const char* sample_function_name(GrSLType type) { if (kVec2f_GrSLType == type) { return "texture2D"; } else { GrAssert(kVec3f_GrSLType == type); return "texture2DProj"; } } /** * Do we need to either map r,g,b->a or a->r. */ inline bool swizzle_requires_alpha_remapping(const GrGLCaps& caps, const GrTextureAccess& access) { if (GrPixelConfigIsAlphaOnly(access.getTexture()->config())) { if (caps.textureRedSupport() && (GrTextureAccess::kA_SwizzleFlag & access.swizzleMask())) { return true; } if (GrTextureAccess::kRGB_SwizzleMask & access.swizzleMask()) { return true; } } return false; } void append_swizzle(SkString* outAppend, const GrTextureAccess& access, const GrGLCaps& caps) { const char* swizzle = access.getSwizzle(); char mangledSwizzle[5]; // The swizzling occurs using texture params instead of shader-mangling if ARB_texture_swizzle // is available. if (!caps.textureSwizzleSupport() && GrPixelConfigIsAlphaOnly(access.getTexture()->config())) { char alphaChar = caps.textureRedSupport() ? 'r' : 'a'; int i; for (i = 0; '\0' != swizzle[i]; ++i) { mangledSwizzle[i] = alphaChar; } mangledSwizzle[i] ='\0'; swizzle = mangledSwizzle; } // For shader prettiness we omit the swizzle rather than appending ".rgba". if (memcmp(swizzle, "rgba", 4)) { outAppend->appendf(".%s", swizzle); } } } /////////////////////////////////////////////////////////////////////////////// // Architectural assumption: always 2-d input coords. // Likely to become non-constant and non-static, perhaps even // varying by stage, if we use 1D textures for gradients! //const int GrGLShaderBuilder::fCoordDims = 2; GrGLShaderBuilder::GrGLShaderBuilder(const GrGLContextInfo& ctx, GrGLUniformManager& uniformManager) : fUniforms(kVarsPerBlock) , fVSAttrs(kVarsPerBlock) , fVSOutputs(kVarsPerBlock) , fGSInputs(kVarsPerBlock) , fGSOutputs(kVarsPerBlock) , fFSInputs(kVarsPerBlock) , fFSOutputs(kMaxFSOutputs) , fUsesGS(false) , fContext(ctx) , fUniformManager(uniformManager) , fCurrentStageIdx(kNonStageIdx) , fSetupFragPosition(false) , fRTHeightUniform(GrGLUniformManager::kInvalidUniformHandle) { fPositionVar = &fVSAttrs.push_back(); fPositionVar->set(kVec2f_GrSLType, GrGLShaderVar::kAttribute_TypeModifier, "aPosition"); } void GrGLShaderBuilder::appendTextureLookup(SkString* out, const GrGLShaderBuilder::TextureSampler& sampler, const char* coordName, GrSLType varyingType) const { GrAssert(NULL != sampler.textureAccess()); GrAssert(NULL != coordName); out->appendf("%s(%s, %s)", sample_function_name(varyingType), this->getUniformCStr(sampler.fSamplerUniform), coordName); append_swizzle(out, *sampler.textureAccess(), fContext.caps()); } void GrGLShaderBuilder::appendTextureLookupAndModulate( SkString* out, const char* modulation, const GrGLShaderBuilder::TextureSampler& sampler, const char* coordName, GrSLType varyingType) const { GrAssert(NULL != out); SkString lookup; this->appendTextureLookup(&lookup, sampler, coordName, varyingType); GrGLSLModulate4f(out, modulation, lookup.c_str()); } GrBackendEffectFactory::EffectKey GrGLShaderBuilder::KeyForTextureAccess( const GrTextureAccess& access, const GrGLCaps& caps) { GrBackendEffectFactory::EffectKey key = 0; // Assume that swizzle support implies that we never have to modify a shader to adjust // for texture format/swizzle settings. if (!caps.textureSwizzleSupport() && swizzle_requires_alpha_remapping(caps, access)) { key = 1; } #if GR_DEBUG // Assert that key is set iff the swizzle will be modified. SkString origString(access.getSwizzle()); origString.prepend("."); SkString modifiedString; append_swizzle(&modifiedString, access, caps); if (!modifiedString.size()) { modifiedString = ".rgba"; } GrAssert(SkToBool(key) == (modifiedString != origString)); #endif return key; } const GrGLenum* GrGLShaderBuilder::GetTexParamSwizzle(GrPixelConfig config, const GrGLCaps& caps) { if (caps.textureSwizzleSupport() && GrPixelConfigIsAlphaOnly(config)) { if (caps.textureRedSupport()) { static const GrGLenum gRedSmear[] = { GR_GL_RED, GR_GL_RED, GR_GL_RED, GR_GL_RED }; return gRedSmear; } else { static const GrGLenum gAlphaSmear[] = { GR_GL_ALPHA, GR_GL_ALPHA, GR_GL_ALPHA, GR_GL_ALPHA }; return gAlphaSmear; } } else { static const GrGLenum gStraight[] = { GR_GL_RED, GR_GL_GREEN, GR_GL_BLUE, GR_GL_ALPHA }; return gStraight; } } GrGLUniformManager::UniformHandle GrGLShaderBuilder::addUniformArray(uint32_t visibility, GrSLType type, const char* name, int count, const char** outName) { GrAssert(name && strlen(name)); SkDEBUGCODE(static const uint32_t kVisibilityMask = kVertex_ShaderType | kFragment_ShaderType); GrAssert(0 == (~kVisibilityMask & visibility)); GrAssert(0 != visibility); BuilderUniform& uni = fUniforms.push_back(); UniformHandle h = index_to_handle(fUniforms.count() - 1); GR_DEBUGCODE(UniformHandle h2 =) fUniformManager.appendUniform(type, count); // We expect the uniform manager to initially have no uniforms and that all uniforms are added // by this function. Therefore, the handles should match. GrAssert(h2 == h); uni.fVariable.setType(type); uni.fVariable.setTypeModifier(GrGLShaderVar::kUniform_TypeModifier); SkString* uniName = uni.fVariable.accessName(); if (kNonStageIdx == fCurrentStageIdx) { uniName->printf("u%s", name); } else { uniName->printf("u%s%d", name, fCurrentStageIdx); } uni.fVariable.setArrayCount(count); uni.fVisibility = visibility; // If it is visible in both the VS and FS, the precision must match. // We declare a default FS precision, but not a default VS. So set the var // to use the default FS precision. if ((kVertex_ShaderType | kFragment_ShaderType) == visibility) { // the fragment and vertex precisions must match uni.fVariable.setPrecision(kDefaultFragmentPrecision); } if (NULL != outName) { *outName = uni.fVariable.c_str(); } return h; } const GrGLShaderVar& GrGLShaderBuilder::getUniformVariable(UniformHandle u) const { return fUniforms[handle_to_index(u)].fVariable; } void GrGLShaderBuilder::addVarying(GrSLType type, const char* name, const char** vsOutName, const char** fsInName) { fVSOutputs.push_back(); fVSOutputs.back().setType(type); fVSOutputs.back().setTypeModifier(GrGLShaderVar::kOut_TypeModifier); if (kNonStageIdx == fCurrentStageIdx) { fVSOutputs.back().accessName()->printf("v%s", name); } else { fVSOutputs.back().accessName()->printf("v%s%d", name, fCurrentStageIdx); } if (vsOutName) { *vsOutName = fVSOutputs.back().getName().c_str(); } // input to FS comes either from VS or GS const SkString* fsName; if (fUsesGS) { // if we have a GS take each varying in as an array // and output as non-array. fGSInputs.push_back(); fGSInputs.back().setType(type); fGSInputs.back().setTypeModifier(GrGLShaderVar::kIn_TypeModifier); fGSInputs.back().setUnsizedArray(); *fGSInputs.back().accessName() = fVSOutputs.back().getName(); fGSOutputs.push_back(); fGSOutputs.back().setType(type); fGSOutputs.back().setTypeModifier(GrGLShaderVar::kOut_TypeModifier); if (kNonStageIdx == fCurrentStageIdx) { fGSOutputs.back().accessName()->printf("g%s", name); } else { fGSOutputs.back().accessName()->printf("g%s%d", name, fCurrentStageIdx); } fsName = fGSOutputs.back().accessName(); } else { fsName = fVSOutputs.back().accessName(); } fFSInputs.push_back(); fFSInputs.back().setType(type); fFSInputs.back().setTypeModifier(GrGLShaderVar::kIn_TypeModifier); fFSInputs.back().setName(*fsName); if (fsInName) { *fsInName = fsName->c_str(); } } const char* GrGLShaderBuilder::fragmentPosition() { #if 1 if (fContext.caps().fragCoordConventionsSupport()) { if (!fSetupFragPosition) { fFSHeader.append("#extension GL_ARB_fragment_coord_conventions: require\n"); fFSInputs.push_back().set(kVec4f_GrSLType, GrGLShaderVar::kIn_TypeModifier, "gl_FragCoord", GrGLShaderVar::kDefault_Precision, GrGLShaderVar::kUpperLeft_Origin); fSetupFragPosition = true; } return "gl_FragCoord"; } else { static const char* kCoordName = "fragCoordYDown"; if (!fSetupFragPosition) { GrAssert(GrGLUniformManager::kInvalidUniformHandle == fRTHeightUniform); const char* rtHeightName; // temporarily change the stage index because we're inserting a uniform whose name // shouldn't be mangled to be stage-specific. int oldStageIdx = fCurrentStageIdx; fCurrentStageIdx = kNonStageIdx; fRTHeightUniform = this->addUniform(kFragment_ShaderType, kFloat_GrSLType, "RTHeight", &rtHeightName); fCurrentStageIdx = oldStageIdx; this->fFSCode.prependf("\tvec4 %s = vec4(gl_FragCoord.x, %s - gl_FragCoord.y, gl_FragCoord.zw);\n", kCoordName, rtHeightName); fSetupFragPosition = true; } GrAssert(GrGLUniformManager::kInvalidUniformHandle != fRTHeightUniform); return kCoordName; } #else // This is the path we'll need to use once we have support for TopLeft // render targets. if (!fSetupFragPosition) { fFSInputs.push_back().set(kVec4f_GrSLType, GrGLShaderVar::kIn_TypeModifier, "gl_FragCoord", GrGLShaderVar::kDefault_Precision); fSetupFragPosition = true; } return "gl_FragCoord"; #endif } void GrGLShaderBuilder::emitFunction(ShaderType shader, GrSLType returnType, const char* name, int argCnt, const GrGLShaderVar* args, const char* body, SkString* outName) { GrAssert(kFragment_ShaderType == shader); fFSFunctions.append(GrGLShaderVar::TypeString(returnType)); if (kNonStageIdx != fCurrentStageIdx) { outName->printf(" %s_%d", name, fCurrentStageIdx); } else { *outName = name; } fFSFunctions.append(*outName); fFSFunctions.append("("); for (int i = 0; i < argCnt; ++i) { args[i].appendDecl(fContext, &fFSFunctions); if (i < argCnt - 1) { fFSFunctions.append(", "); } } fFSFunctions.append(") {\n"); fFSFunctions.append(body); fFSFunctions.append("}\n\n"); } namespace { inline void append_default_precision_qualifier(GrGLShaderVar::Precision p, GrGLBinding binding, SkString* str) { // Desktop GLSL has added precision qualifiers but they don't do anything. if (kES2_GrGLBinding == binding) { switch (p) { case GrGLShaderVar::kHigh_Precision: str->append("precision highp float;\n"); break; case GrGLShaderVar::kMedium_Precision: str->append("precision mediump float;\n"); break; case GrGLShaderVar::kLow_Precision: str->append("precision lowp float;\n"); break; case GrGLShaderVar::kDefault_Precision: GrCrash("Default precision now allowed."); default: GrCrash("Unknown precision value."); } } } } void GrGLShaderBuilder::appendDecls(const VarArray& vars, SkString* out) const { for (int i = 0; i < vars.count(); ++i) { vars[i].appendDecl(fContext, out); out->append(";\n"); } } void GrGLShaderBuilder::appendUniformDecls(ShaderType stype, SkString* out) const { for (int i = 0; i < fUniforms.count(); ++i) { if (fUniforms[i].fVisibility & stype) { fUniforms[i].fVariable.appendDecl(fContext, out); out->append(";\n"); } } } void GrGLShaderBuilder::getShader(ShaderType type, SkString* shaderStr) const { switch (type) { case kVertex_ShaderType: *shaderStr = fHeader; this->appendUniformDecls(kVertex_ShaderType, shaderStr); this->appendDecls(fVSAttrs, shaderStr); this->appendDecls(fVSOutputs, shaderStr); shaderStr->append("void main() {\n"); shaderStr->append(fVSCode); shaderStr->append("}\n"); break; case kGeometry_ShaderType: if (fUsesGS) { *shaderStr = fHeader; shaderStr->append(fGSHeader); this->appendDecls(fGSInputs, shaderStr); this->appendDecls(fGSOutputs, shaderStr); shaderStr->append("void main() {\n"); shaderStr->append(fGSCode); shaderStr->append("}\n"); } else { shaderStr->reset(); } break; case kFragment_ShaderType: *shaderStr = fHeader; append_default_precision_qualifier(kDefaultFragmentPrecision, fContext.binding(), shaderStr); shaderStr->append(fFSHeader); this->appendUniformDecls(kFragment_ShaderType, shaderStr); this->appendDecls(fFSInputs, shaderStr); // We shouldn't have declared outputs on 1.10 GrAssert(k110_GrGLSLGeneration != fContext.glslGeneration() || fFSOutputs.empty()); this->appendDecls(fFSOutputs, shaderStr); shaderStr->append(fFSFunctions); shaderStr->append("void main() {\n"); shaderStr->append(fFSCode); shaderStr->append("}\n"); break; } } void GrGLShaderBuilder::finished(GrGLuint programID) { fUniformManager.getUniformLocations(programID, fUniforms); } GrGLEffect* GrGLShaderBuilder::createAndEmitGLEffect( const GrEffectStage& stage, GrGLEffect::EffectKey key, const char* fsInColor, const char* fsOutColor, const char* vsInCoord, SkTArray* samplerHandles) { GrAssert(NULL != stage.getEffect()); const GrEffectRef& effect = *stage.getEffect(); int numTextures = effect->numTextures(); SkSTArray<8, GrGLShaderBuilder::TextureSampler> textureSamplers; textureSamplers.push_back_n(numTextures); for (int i = 0; i < numTextures; ++i) { textureSamplers[i].init(this, &effect->textureAccess(i), i); samplerHandles->push_back(textureSamplers[i].fSamplerUniform); } GrGLEffect* glEffect = effect->getFactory().createGLInstance(effect); // Enclose custom code in a block to avoid namespace conflicts this->fVSCode.appendf("\t{ // %s\n", glEffect->name()); this->fFSCode.appendf("\t{ // %s \n", glEffect->name()); glEffect->emitCode(this, stage, key, vsInCoord, fsOutColor, fsInColor, textureSamplers); this->fVSCode.appendf("\t}\n"); this->fFSCode.appendf("\t}\n"); return glEffect; }