/* * 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 "GrCoordTransform.h" #include "GrDrawEffect.h" #include "GrGpuGL.h" #include "GrTexture.h" #include "SkRTConf.h" #include "SkTrace.h" #define GL_CALL(X) GR_GL_CALL(this->gpu()->glInterface(), X) #define GL_CALL_RET(R, X) GR_GL_CALL_RET(this->gpu()->glInterface(), R, X) // 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; SK_CONF_DECLARE(bool, c_PrintShaders, "gpu.printShaders", false, "Print the source code for all shaders generated."); /////////////////////////////////////////////////////////////////////////////// namespace { inline const char* color_attribute_name() { return "aColor"; } inline const char* coverage_attribute_name() { return "aCoverage"; } inline const char* declared_color_output_name() { return "fsColorOut"; } inline const char* dual_source_output_name() { return "dualSourceOut"; } inline const char* sample_function_name(GrSLType type, GrGLSLGeneration glslGen) { if (kVec2f_GrSLType == type) { return glslGen >= k130_GrGLSLGeneration ? "texture" : "texture2D"; } else { SkASSERT(kVec3f_GrSLType == type); return glslGen >= k130_GrGLSLGeneration ? "textureProj" : "texture2DProj"; } } void append_texture_lookup(SkString* out, GrGpuGL* gpu, const char* samplerName, const char* coordName, uint32_t configComponentMask, const char* swizzle, GrSLType varyingType = kVec2f_GrSLType) { SkASSERT(NULL != coordName); out->appendf("%s(%s, %s)", sample_function_name(varyingType, gpu->glslGeneration()), samplerName, coordName); char mangledSwizzle[5]; // The swizzling occurs using texture params instead of shader-mangling if ARB_texture_swizzle // is available. if (!gpu->glCaps().textureSwizzleSupport() && (kA_GrColorComponentFlag == configComponentMask)) { char alphaChar = gpu->glCaps().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)) { out->appendf(".%s", swizzle); } } } static const char kDstCopyColorName[] = "_dstColor"; /////////////////////////////////////////////////////////////////////////////// GrGLShaderBuilder::GrGLShaderBuilder(GrGpuGL* gpu, GrGLUniformManager& uniformManager, const GrGLProgramDesc& desc) : fGpu(gpu) , fUniformManager(uniformManager) , fFSFeaturesAddedMask(0) , fFSInputs(kVarsPerBlock) , fFSOutputs(kMaxFSOutputs) , fUniforms(kVarsPerBlock) , fSetupFragPosition(false) , fHasCustomColorOutput(false) , fHasSecondaryOutput(false) , fTopLeftFragPosRead(kTopLeftFragPosRead_FragPosKey == desc.getHeader().fFragPosKey) { const GrGLProgramDesc::KeyHeader& header = desc.getHeader(); // Emit code to read the dst copy textue if necessary. if (kNoDstRead_DstReadKey != header.fDstReadKey && GrGLCaps::kNone_FBFetchType == fGpu->glCaps().fbFetchType()) { bool topDown = SkToBool(kTopLeftOrigin_DstReadKeyBit & header.fDstReadKey); const char* dstCopyTopLeftName; const char* dstCopyCoordScaleName; uint32_t configMask; if (SkToBool(kUseAlphaConfig_DstReadKeyBit & header.fDstReadKey)) { configMask = kA_GrColorComponentFlag; } else { configMask = kRGBA_GrColorComponentFlags; } fDstCopySamplerUniform = this->addUniform(kFragment_Visibility, kSampler2D_GrSLType, "DstCopySampler"); fDstCopyTopLeftUniform = this->addUniform(kFragment_Visibility, kVec2f_GrSLType, "DstCopyUpperLeft", &dstCopyTopLeftName); fDstCopyScaleUniform = this->addUniform(kFragment_Visibility, kVec2f_GrSLType, "DstCopyCoordScale", &dstCopyCoordScaleName); const char* fragPos = this->fragmentPosition(); this->fsCodeAppend("\t// Read color from copy of the destination.\n"); this->fsCodeAppendf("\tvec2 _dstTexCoord = (%s.xy - %s) * %s;\n", fragPos, dstCopyTopLeftName, dstCopyCoordScaleName); if (!topDown) { this->fsCodeAppend("\t_dstTexCoord.y = 1.0 - _dstTexCoord.y;\n"); } this->fsCodeAppendf("\tvec4 %s = ", kDstCopyColorName); append_texture_lookup(&fFSCode, fGpu, this->getUniformCStr(fDstCopySamplerUniform), "_dstTexCoord", configMask, "rgba"); this->fsCodeAppend(";\n\n"); } if (GrGLProgramDesc::kUniform_ColorInput == header.fColorInput) { const char* name; fColorUniform = this->addUniform(GrGLShaderBuilder::kFragment_Visibility, kVec4f_GrSLType, "Color", &name); fInputColor = GrGLSLExpr4(name); } else if (GrGLProgramDesc::kSolidWhite_ColorInput == header.fColorInput) { fInputColor = GrGLSLExpr4(1); } else if (GrGLProgramDesc::kTransBlack_ColorInput == header.fColorInput) { fInputColor = GrGLSLExpr4(0); } if (GrGLProgramDesc::kUniform_ColorInput == header.fCoverageInput) { const char* name; fCoverageUniform = this->addUniform(GrGLShaderBuilder::kFragment_Visibility, kVec4f_GrSLType, "Coverage", &name); fInputCoverage = GrGLSLExpr4(name); } else if (GrGLProgramDesc::kSolidWhite_ColorInput == header.fCoverageInput) { fInputCoverage = GrGLSLExpr4(1); } else if (GrGLProgramDesc::kTransBlack_ColorInput == header.fCoverageInput) { fInputCoverage = GrGLSLExpr4(0); } if (k110_GrGLSLGeneration != fGpu->glslGeneration()) { fFSOutputs.push_back().set(kVec4f_GrSLType, GrGLShaderVar::kOut_TypeModifier, declared_color_output_name()); fHasCustomColorOutput = true; } } bool GrGLShaderBuilder::enableFeature(GLSLFeature feature) { switch (feature) { case kStandardDerivatives_GLSLFeature: if (!fGpu->glCaps().shaderDerivativeSupport()) { return false; } if (kGLES_GrGLStandard == fGpu->glStandard()) { this->addFSFeature(1 << kStandardDerivatives_GLSLFeature, "GL_OES_standard_derivatives"); } return true; default: GrCrash("Unexpected GLSLFeature requested."); return false; } } bool GrGLShaderBuilder::enablePrivateFeature(GLSLPrivateFeature feature) { switch (feature) { case kFragCoordConventions_GLSLPrivateFeature: if (!fGpu->glCaps().fragCoordConventionsSupport()) { return false; } if (fGpu->glslGeneration() < k150_GrGLSLGeneration) { this->addFSFeature(1 << kFragCoordConventions_GLSLPrivateFeature, "GL_ARB_fragment_coord_conventions"); } return true; case kEXTShaderFramebufferFetch_GLSLPrivateFeature: if (GrGLCaps::kEXT_FBFetchType != fGpu->glCaps().fbFetchType()) { return false; } this->addFSFeature(1 << kEXTShaderFramebufferFetch_GLSLPrivateFeature, "GL_EXT_shader_framebuffer_fetch"); return true; case kNVShaderFramebufferFetch_GLSLPrivateFeature: if (GrGLCaps::kNV_FBFetchType != fGpu->glCaps().fbFetchType()) { return false; } this->addFSFeature(1 << kNVShaderFramebufferFetch_GLSLPrivateFeature, "GL_NV_shader_framebuffer_fetch"); return true; default: GrCrash("Unexpected GLSLPrivateFeature requested."); return false; } } void GrGLShaderBuilder::addFSFeature(uint32_t featureBit, const char* extensionName) { if (!(featureBit & fFSFeaturesAddedMask)) { fFSExtensions.appendf("#extension %s: require\n", extensionName); fFSFeaturesAddedMask |= featureBit; } } void GrGLShaderBuilder::nameVariable(SkString* out, char prefix, const char* name) { if ('\0' == prefix) { *out = name; } else { out->printf("%c%s", prefix, name); } if (fCodeStage.inStageCode()) { if (out->endsWith('_')) { // Names containing "__" are reserved. out->append("x"); } out->appendf("_Stage%d", fCodeStage.stageIndex()); } } const char* GrGLShaderBuilder::dstColor() { if (fCodeStage.inStageCode()) { const GrEffectRef& effect = *fCodeStage.effectStage()->getEffect(); if (!effect->willReadDstColor()) { GrDebugCrash("GrGLEffect asked for dst color but its generating GrEffect " "did not request access."); return ""; } } static const char kFBFetchColorName[] = "gl_LastFragData[0]"; GrGLCaps::FBFetchType fetchType = fGpu->glCaps().fbFetchType(); if (GrGLCaps::kEXT_FBFetchType == fetchType) { SkAssertResult(this->enablePrivateFeature(kEXTShaderFramebufferFetch_GLSLPrivateFeature)); return kFBFetchColorName; } else if (GrGLCaps::kNV_FBFetchType == fetchType) { SkAssertResult(this->enablePrivateFeature(kNVShaderFramebufferFetch_GLSLPrivateFeature)); return kFBFetchColorName; } else if (fDstCopySamplerUniform.isValid()) { return kDstCopyColorName; } else { return ""; } } void GrGLShaderBuilder::appendTextureLookup(SkString* out, const GrGLShaderBuilder::TextureSampler& sampler, const char* coordName, GrSLType varyingType) const { append_texture_lookup(out, fGpu, this->getUniformCStr(sampler.samplerUniform()), coordName, sampler.configComponentMask(), sampler.swizzle(), varyingType); } void GrGLShaderBuilder::fsAppendTextureLookup(const GrGLShaderBuilder::TextureSampler& sampler, const char* coordName, GrSLType varyingType) { this->appendTextureLookup(&fFSCode, sampler, coordName, varyingType); } void GrGLShaderBuilder::fsAppendTextureLookupAndModulate( const char* modulation, const GrGLShaderBuilder::TextureSampler& sampler, const char* coordName, GrSLType varyingType) { SkString lookup; this->appendTextureLookup(&lookup, sampler, coordName, varyingType); fFSCode.append((GrGLSLExpr4(modulation) * GrGLSLExpr4(lookup)).c_str()); } GrGLShaderBuilder::DstReadKey GrGLShaderBuilder::KeyForDstRead(const GrTexture* dstCopy, const GrGLCaps& caps) { uint32_t key = kYesDstRead_DstReadKeyBit; if (GrGLCaps::kNone_FBFetchType != caps.fbFetchType()) { return key; } SkASSERT(NULL != dstCopy); if (!caps.textureSwizzleSupport() && GrPixelConfigIsAlphaOnly(dstCopy->config())) { // The fact that the config is alpha-only must be considered when generating code. key |= kUseAlphaConfig_DstReadKeyBit; } if (kTopLeft_GrSurfaceOrigin == dstCopy->origin()) { key |= kTopLeftOrigin_DstReadKeyBit; } SkASSERT(static_cast(key) == key); return static_cast(key); } GrGLShaderBuilder::FragPosKey GrGLShaderBuilder::KeyForFragmentPosition(const GrRenderTarget* dst, const GrGLCaps&) { if (kTopLeft_GrSurfaceOrigin == dst->origin()) { return kTopLeftFragPosRead_FragPosKey; } else { return kBottomLeftFragPosRead_FragPosKey; } } 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) { SkASSERT(name && strlen(name)); SkDEBUGCODE(static const uint32_t kVisibilityMask = kVertex_Visibility | kFragment_Visibility); SkASSERT(0 == (~kVisibilityMask & visibility)); SkASSERT(0 != visibility); BuilderUniform& uni = fUniforms.push_back(); UniformHandle h = GrGLUniformManager::UniformHandle::CreateFromUniformIndex(fUniforms.count() - 1); SkDEBUGCODE(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. SkASSERT(h2 == h); uni.fVariable.setType(type); uni.fVariable.setTypeModifier(GrGLShaderVar::kUniform_TypeModifier); this->nameVariable(uni.fVariable.accessName(), 'u', name); 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_Visibility | kFragment_Visibility) == visibility) { // the fragment and vertex precisions must match uni.fVariable.setPrecision(kDefaultFragmentPrecision); } if (NULL != outName) { *outName = uni.fVariable.c_str(); } return h; } SkString GrGLShaderBuilder::ensureFSCoords2D(const TransformedCoordsArray& coords, int index) { if (kVec3f_GrSLType != coords[index].type()) { SkASSERT(kVec2f_GrSLType == coords[index].type()); return coords[index].getName(); } SkString coords2D("coords2D"); if (0 != index) { coords2D.appendf("_%i", index); } this->fsCodeAppendf("\tvec2 %s = %s.xy / %s.z;", coords2D.c_str(), coords[index].c_str(), coords[index].c_str()); return coords2D; } const char* GrGLShaderBuilder::fragmentPosition() { if (fCodeStage.inStageCode()) { const GrEffectRef& effect = *fCodeStage.effectStage()->getEffect(); if (!effect->willReadFragmentPosition()) { GrDebugCrash("GrGLEffect asked for frag position but its generating GrEffect " "did not request access."); return ""; } } // We only declare "gl_FragCoord" when we're in the case where we want to use layout qualifiers // to reverse y. Otherwise it isn't necessary and whether the "in" qualifier appears in the // declaration varies in earlier GLSL specs. So it is simpler to omit it. if (fTopLeftFragPosRead) { fSetupFragPosition = true; return "gl_FragCoord"; } else if (fGpu->glCaps().fragCoordConventionsSupport()) { if (!fSetupFragPosition) { SkAssertResult(this->enablePrivateFeature(kFragCoordConventions_GLSLPrivateFeature)); 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) { // temporarily change the stage index because we're inserting non-stage code. CodeStage::AutoStageRestore csar(&fCodeStage, NULL); SkASSERT(!fRTHeightUniform.isValid()); const char* rtHeightName; fRTHeightUniform = this->addUniform(kFragment_Visibility, kFloat_GrSLType, "RTHeight", &rtHeightName); this->fFSCode.prependf("\tvec4 %s = vec4(gl_FragCoord.x, %s - gl_FragCoord.y, gl_FragCoord.zw);\n", kCoordName, rtHeightName); fSetupFragPosition = true; } SkASSERT(fRTHeightUniform.isValid()); return kCoordName; } } void GrGLShaderBuilder::fsEmitFunction(GrSLType returnType, const char* name, int argCnt, const GrGLShaderVar* args, const char* body, SkString* outName) { fFSFunctions.append(GrGLSLTypeString(returnType)); this->nameVariable(outName, '\0', name); fFSFunctions.appendf(" %s", outName->c_str()); fFSFunctions.append("("); for (int i = 0; i < argCnt; ++i) { args[i].appendDecl(this->ctxInfo(), &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, GrGLStandard standard, SkString* str) { // Desktop GLSL has added precision qualifiers but they don't do anything. if (kGLES_GrGLStandard == standard) { 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(this->ctxInfo(), out); out->append(";\n"); } } void GrGLShaderBuilder::appendUniformDecls(ShaderVisibility visibility, SkString* out) const { for (int i = 0; i < fUniforms.count(); ++i) { if (fUniforms[i].fVisibility & visibility) { fUniforms[i].fVariable.appendDecl(this->ctxInfo(), out); out->append(";\n"); } } } void GrGLShaderBuilder::createAndEmitEffects(GrGLProgramEffectsBuilder* programEffectsBuilder, const GrEffectStage* effectStages[], const EffectKey effectKeys[], int effectCnt, GrGLSLExpr4* fsInOutColor) { bool effectEmitted = false; GrGLSLExpr4 inColor = *fsInOutColor; GrGLSLExpr4 outColor; for (int e = 0; e < effectCnt; ++e) { SkASSERT(NULL != effectStages[e] && NULL != effectStages[e]->getEffect()); const GrEffectStage& stage = *effectStages[e]; CodeStage::AutoStageRestore csar(&fCodeStage, &stage); if (inColor.isZeros()) { SkString inColorName; // Effects have no way to communicate zeros, they treat an empty string as ones. this->nameVariable(&inColorName, '\0', "input"); this->fsCodeAppendf("\tvec4 %s = %s;\n", inColorName.c_str(), inColor.c_str()); inColor = inColorName; } // create var to hold stage result SkString outColorName; this->nameVariable(&outColorName, '\0', "output"); this->fsCodeAppendf("\tvec4 %s;\n", outColorName.c_str()); outColor = outColorName; programEffectsBuilder->emitEffect(stage, effectKeys[e], outColor.c_str(), inColor.isOnes() ? NULL : inColor.c_str(), fCodeStage.stageIndex()); inColor = outColor; effectEmitted = true; } if (effectEmitted) { *fsInOutColor = outColor; } } const char* GrGLShaderBuilder::getColorOutputName() const { return fHasCustomColorOutput ? declared_color_output_name() : "gl_FragColor"; } const char* GrGLShaderBuilder::enableSecondaryOutput() { if (!fHasSecondaryOutput) { fFSOutputs.push_back().set(kVec4f_GrSLType, GrGLShaderVar::kOut_TypeModifier, dual_source_output_name()); fHasSecondaryOutput = true; } return dual_source_output_name(); } bool GrGLShaderBuilder::finish(GrGLuint* outProgramId) { SK_TRACE_EVENT0("GrGLShaderBuilder::finish"); GrGLuint programId = 0; GL_CALL_RET(programId, CreateProgram()); if (!programId) { return false; } SkTDArray shadersToDelete; if (!this->compileAndAttachShaders(programId, &shadersToDelete)) { GL_CALL(DeleteProgram(programId)); return false; } this->bindProgramLocations(programId); if (fUniformManager.isUsingBindUniform()) { fUniformManager.getUniformLocations(programId, fUniforms); } GL_CALL(LinkProgram(programId)); // Calling GetProgramiv is expensive in Chromium. Assume success in release builds. bool checkLinked = !fGpu->ctxInfo().isChromium(); #ifdef SK_DEBUG checkLinked = true; #endif if (checkLinked) { GrGLint linked = GR_GL_INIT_ZERO; GL_CALL(GetProgramiv(programId, GR_GL_LINK_STATUS, &linked)); if (!linked) { GrGLint infoLen = GR_GL_INIT_ZERO; GL_CALL(GetProgramiv(programId, GR_GL_INFO_LOG_LENGTH, &infoLen)); SkAutoMalloc log(sizeof(char)*(infoLen+1)); // outside if for debugger if (infoLen > 0) { // retrieve length even though we don't need it to workaround // bug in chrome cmd buffer param validation. GrGLsizei length = GR_GL_INIT_ZERO; GL_CALL(GetProgramInfoLog(programId, infoLen+1, &length, (char*)log.get())); GrPrintf((char*)log.get()); } SkDEBUGFAIL("Error linking program"); GL_CALL(DeleteProgram(programId)); return false; } } if (!fUniformManager.isUsingBindUniform()) { fUniformManager.getUniformLocations(programId, fUniforms); } for (int i = 0; i < shadersToDelete.count(); ++i) { GL_CALL(DeleteShader(shadersToDelete[i])); } *outProgramId = programId; return true; } // Compiles a GL shader and attaches it to a program. Returns the shader ID if // successful, or 0 if not. static GrGLuint attach_shader(const GrGLContext& glCtx, GrGLuint programId, GrGLenum type, const SkString& shaderSrc) { const GrGLInterface* gli = glCtx.interface(); GrGLuint shaderId; GR_GL_CALL_RET(gli, shaderId, CreateShader(type)); if (0 == shaderId) { return 0; } const GrGLchar* sourceStr = shaderSrc.c_str(); GrGLint sourceLength = static_cast(shaderSrc.size()); GR_GL_CALL(gli, ShaderSource(shaderId, 1, &sourceStr, &sourceLength)); GR_GL_CALL(gli, CompileShader(shaderId)); // Calling GetShaderiv in Chromium is quite expensive. Assume success in release builds. bool checkCompiled = !glCtx.isChromium(); #ifdef SK_DEBUG checkCompiled = true; #endif if (checkCompiled) { GrGLint compiled = GR_GL_INIT_ZERO; GR_GL_CALL(gli, GetShaderiv(shaderId, GR_GL_COMPILE_STATUS, &compiled)); if (!compiled) { GrGLint infoLen = GR_GL_INIT_ZERO; GR_GL_CALL(gli, GetShaderiv(shaderId, GR_GL_INFO_LOG_LENGTH, &infoLen)); SkAutoMalloc log(sizeof(char)*(infoLen+1)); // outside if for debugger if (infoLen > 0) { // retrieve length even though we don't need it to workaround bug in Chromium cmd // buffer param validation. GrGLsizei length = GR_GL_INIT_ZERO; GR_GL_CALL(gli, GetShaderInfoLog(shaderId, infoLen+1, &length, (char*)log.get())); GrPrintf(shaderSrc.c_str()); GrPrintf("\n%s", log.get()); } SkDEBUGFAIL("Shader compilation failed!"); GR_GL_CALL(gli, DeleteShader(shaderId)); return 0; } } if (c_PrintShaders) { GrPrintf(shaderSrc.c_str()); GrPrintf("\n"); } // Attach the shader, but defer deletion until after we have linked the program. // This works around a bug in the Android emulator's GLES2 wrapper which // will immediately delete the shader object and free its memory even though it's // attached to a program, which then causes glLinkProgram to fail. GR_GL_CALL(gli, AttachShader(programId, shaderId)); return shaderId; } bool GrGLShaderBuilder::compileAndAttachShaders(GrGLuint programId, SkTDArray* shaderIds) const { SkString fragShaderSrc(GrGetGLSLVersionDecl(this->ctxInfo())); fragShaderSrc.append(fFSExtensions); append_default_precision_qualifier(kDefaultFragmentPrecision, fGpu->glStandard(), &fragShaderSrc); this->appendUniformDecls(kFragment_Visibility, &fragShaderSrc); this->appendDecls(fFSInputs, &fragShaderSrc); // We shouldn't have declared outputs on 1.10 SkASSERT(k110_GrGLSLGeneration != fGpu->glslGeneration() || fFSOutputs.empty()); this->appendDecls(fFSOutputs, &fragShaderSrc); fragShaderSrc.append(fFSFunctions); fragShaderSrc.append("void main() {\n"); fragShaderSrc.append(fFSCode); fragShaderSrc.append("}\n"); GrGLuint fragShaderId = attach_shader(fGpu->glContext(), programId, GR_GL_FRAGMENT_SHADER, fragShaderSrc); if (!fragShaderId) { return false; } *shaderIds->append() = fragShaderId; return true; } void GrGLShaderBuilder::bindProgramLocations(GrGLuint programId) const { if (fHasCustomColorOutput) { GL_CALL(BindFragDataLocation(programId, 0, declared_color_output_name())); } if (fHasSecondaryOutput) { GL_CALL(BindFragDataLocationIndexed(programId, 0, 1, dual_source_output_name())); } } const GrGLContextInfo& GrGLShaderBuilder::ctxInfo() const { return fGpu->ctxInfo(); } //////////////////////////////////////////////////////////////////////////////// GrGLFullShaderBuilder::GrGLFullShaderBuilder(GrGpuGL* gpu, GrGLUniformManager& uniformManager, const GrGLProgramDesc& desc) : INHERITED(gpu, uniformManager, desc) , fDesc(desc) , fVSAttrs(kVarsPerBlock) , fVSOutputs(kVarsPerBlock) , fGSInputs(kVarsPerBlock) , fGSOutputs(kVarsPerBlock) { const GrGLProgramDesc::KeyHeader& header = fDesc.getHeader(); fPositionVar = &fVSAttrs.push_back(); fPositionVar->set(kVec2f_GrSLType, GrGLShaderVar::kAttribute_TypeModifier, "aPosition"); if (-1 != header.fLocalCoordAttributeIndex) { fLocalCoordsVar = &fVSAttrs.push_back(); fLocalCoordsVar->set(kVec2f_GrSLType, GrGLShaderVar::kAttribute_TypeModifier, "aLocalCoords"); } else { fLocalCoordsVar = fPositionVar; } const char* viewMName; fViewMatrixUniform = this->addUniform(GrGLShaderBuilder::kVertex_Visibility, kMat33f_GrSLType, "ViewM", &viewMName); this->vsCodeAppendf("\tvec3 pos3 = %s * vec3(%s, 1);\n" "\tgl_Position = vec4(pos3.xy, 0, pos3.z);\n", viewMName, fPositionVar->c_str()); // we output point size in the GS if present if (header.fEmitsPointSize #if GR_GL_EXPERIMENTAL_GS && !header.fExperimentalGS #endif ) { this->vsCodeAppend("\tgl_PointSize = 1.0;\n"); } if (GrGLProgramDesc::kAttribute_ColorInput == header.fColorInput) { this->addAttribute(kVec4f_GrSLType, color_attribute_name()); const char *vsName, *fsName; this->addVarying(kVec4f_GrSLType, "Color", &vsName, &fsName); this->vsCodeAppendf("\t%s = %s;\n", vsName, color_attribute_name()); this->setInputColor(fsName); } if (GrGLProgramDesc::kAttribute_ColorInput == header.fCoverageInput) { this->addAttribute(kVec4f_GrSLType, coverage_attribute_name()); const char *vsName, *fsName; this->addVarying(kVec4f_GrSLType, "Coverage", &vsName, &fsName); this->vsCodeAppendf("\t%s = %s;\n", vsName, coverage_attribute_name()); this->setInputCoverage(fsName); } } bool GrGLFullShaderBuilder::addAttribute(GrSLType type, const char* name) { for (int i = 0; i < fVSAttrs.count(); ++i) { const GrGLShaderVar& attr = fVSAttrs[i]; // if attribute already added, don't add it again if (attr.getName().equals(name)) { SkASSERT(attr.getType() == type); return false; } } fVSAttrs.push_back().set(type, GrGLShaderVar::kAttribute_TypeModifier, name); return true; } bool GrGLFullShaderBuilder::addEffectAttribute(int attributeIndex, GrSLType type, const SkString& name) { if (!this->addAttribute(type, name.c_str())) { return false; } fEffectAttributes.push_back().set(attributeIndex, name); return true; } void GrGLFullShaderBuilder::addVarying(GrSLType type, const char* name, const char** vsOutName, const char** fsInName) { fVSOutputs.push_back(); fVSOutputs.back().setType(type); fVSOutputs.back().setTypeModifier(GrGLShaderVar::kVaryingOut_TypeModifier); this->nameVariable(fVSOutputs.back().accessName(), 'v', name); if (vsOutName) { *vsOutName = fVSOutputs.back().getName().c_str(); } // input to FS comes either from VS or GS const SkString* fsName; #if GR_GL_EXPERIMENTAL_GS if (fDesc.getHeader().fExperimentalGS) { // 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::kVaryingIn_TypeModifier); fGSInputs.back().setUnsizedArray(); *fGSInputs.back().accessName() = fVSOutputs.back().getName(); fGSOutputs.push_back(); fGSOutputs.back().setType(type); fGSOutputs.back().setTypeModifier(GrGLShaderVar::kVaryingOut_TypeModifier); this->nameVariable(fGSOutputs.back().accessName(), 'g', name); fsName = fGSOutputs.back().accessName(); } else #endif { fsName = fVSOutputs.back().accessName(); } this->fsInputAppend().set(type, GrGLShaderVar::kVaryingIn_TypeModifier, *fsName); if (fsInName) { *fsInName = fsName->c_str(); } } const SkString* GrGLFullShaderBuilder::getEffectAttributeName(int attributeIndex) const { const AttributePair* attribEnd = fEffectAttributes.end(); for (const AttributePair* attrib = fEffectAttributes.begin(); attrib != attribEnd; ++attrib) { if (attrib->fIndex == attributeIndex) { return &attrib->fName; } } return NULL; } GrGLProgramEffects* GrGLFullShaderBuilder::createAndEmitEffects( const GrEffectStage* effectStages[], const EffectKey effectKeys[], int effectCnt, GrGLSLExpr4* inOutFSColor) { GrGLVertexProgramEffectsBuilder programEffectsBuilder(this, effectCnt); this->INHERITED::createAndEmitEffects(&programEffectsBuilder, effectStages, effectKeys, effectCnt, inOutFSColor); return programEffectsBuilder.finish(); } bool GrGLFullShaderBuilder::compileAndAttachShaders(GrGLuint programId, SkTDArray* shaderIds) const { const GrGLContext& glCtx = this->gpu()->glContext(); SkString vertShaderSrc(GrGetGLSLVersionDecl(this->ctxInfo())); this->appendUniformDecls(kVertex_Visibility, &vertShaderSrc); this->appendDecls(fVSAttrs, &vertShaderSrc); this->appendDecls(fVSOutputs, &vertShaderSrc); vertShaderSrc.append("void main() {\n"); vertShaderSrc.append(fVSCode); vertShaderSrc.append("}\n"); GrGLuint vertShaderId = attach_shader(glCtx, programId, GR_GL_VERTEX_SHADER, vertShaderSrc); if (!vertShaderId) { return false; } *shaderIds->append() = vertShaderId; #if GR_GL_EXPERIMENTAL_GS if (fDesc.getHeader().fExperimentalGS) { SkASSERT(this->ctxInfo().glslGeneration() >= k150_GrGLSLGeneration); SkString geomShaderSrc(GrGetGLSLVersionDecl(this->ctxInfo())); geomShaderSrc.append("layout(triangles) in;\n" "layout(triangle_strip, max_vertices = 6) out;\n"); this->appendDecls(fGSInputs, &geomShaderSrc); this->appendDecls(fGSOutputs, &geomShaderSrc); geomShaderSrc.append("void main() {\n"); geomShaderSrc.append("\tfor (int i = 0; i < 3; ++i) {\n" "\t\tgl_Position = gl_in[i].gl_Position;\n"); if (fDesc.getHeader().fEmitsPointSize) { geomShaderSrc.append("\t\tgl_PointSize = 1.0;\n"); } SkASSERT(fGSInputs.count() == fGSOutputs.count()); for (int i = 0; i < fGSInputs.count(); ++i) { geomShaderSrc.appendf("\t\t%s = %s[i];\n", fGSOutputs[i].getName().c_str(), fGSInputs[i].getName().c_str()); } geomShaderSrc.append("\t\tEmitVertex();\n" "\t}\n" "\tEndPrimitive();\n"); geomShaderSrc.append("}\n"); GrGLuint geomShaderId = attach_shader(glCtx, programId, GR_GL_GEOMETRY_SHADER, geomShaderSrc); if (!geomShaderId) { return false; } *shaderIds->append() = geomShaderId; } #endif return this->INHERITED::compileAndAttachShaders(programId, shaderIds); } void GrGLFullShaderBuilder::bindProgramLocations(GrGLuint programId) const { this->INHERITED::bindProgramLocations(programId); const GrGLProgramDesc::KeyHeader& header = fDesc.getHeader(); // Bind the attrib locations to same values for all shaders SkASSERT(-1 != header.fPositionAttributeIndex); GL_CALL(BindAttribLocation(programId, header.fPositionAttributeIndex, fPositionVar->c_str())); if (-1 != header.fLocalCoordAttributeIndex) { GL_CALL(BindAttribLocation(programId, header.fLocalCoordAttributeIndex, fLocalCoordsVar->c_str())); } if (-1 != header.fColorAttributeIndex) { GL_CALL(BindAttribLocation(programId, header.fColorAttributeIndex, color_attribute_name())); } if (-1 != header.fCoverageAttributeIndex) { GL_CALL(BindAttribLocation(programId, header.fCoverageAttributeIndex, coverage_attribute_name())); } const AttributePair* attribEnd = fEffectAttributes.end(); for (const AttributePair* attrib = fEffectAttributes.begin(); attrib != attribEnd; ++attrib) { GL_CALL(BindAttribLocation(programId, attrib->fIndex, attrib->fName.c_str())); } } //////////////////////////////////////////////////////////////////////////////// GrGLFragmentOnlyShaderBuilder::GrGLFragmentOnlyShaderBuilder(GrGpuGL* gpu, GrGLUniformManager& uniformManager, const GrGLProgramDesc& desc) : INHERITED(gpu, uniformManager, desc) , fNumTexCoordSets(0) { SkASSERT(!desc.getHeader().fHasVertexCode); SkASSERT(gpu->glCaps().fixedFunctionSupport()); SkASSERT(gpu->glCaps().pathRenderingSupport()); SkASSERT(GrGLProgramDesc::kAttribute_ColorInput != desc.getHeader().fColorInput); SkASSERT(GrGLProgramDesc::kAttribute_ColorInput != desc.getHeader().fCoverageInput); } int GrGLFragmentOnlyShaderBuilder::addTexCoordSets(int count) { int firstFreeCoordSet = fNumTexCoordSets; fNumTexCoordSets += count; SkASSERT(gpu()->glCaps().maxFixedFunctionTextureCoords() >= fNumTexCoordSets); return firstFreeCoordSet; } GrGLProgramEffects* GrGLFragmentOnlyShaderBuilder::createAndEmitEffects( const GrEffectStage* effectStages[], const EffectKey effectKeys[], int effectCnt, GrGLSLExpr4* inOutFSColor) { GrGLTexGenProgramEffectsBuilder texGenEffectsBuilder(this, effectCnt); this->INHERITED::createAndEmitEffects(&texGenEffectsBuilder, effectStages, effectKeys, effectCnt, inOutFSColor); return texGenEffectsBuilder.finish(); }