/* * 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"; } } inline bool texture_requires_alpha_to_red_swizzle(const GrGLCaps& caps, const GrTextureAccess& access) { return GrPixelConfigIsAlphaOnly(access.getTexture()->config()) && caps.textureRedSupport() && access.referencesAlpha(); } SkString build_swizzle_string(const GrTextureAccess& textureAccess, const GrGLCaps& caps) { const GrTextureAccess::Swizzle& swizzle = textureAccess.getSwizzle(); if (0 == swizzle[0]) { return SkString(""); } SkString swizzleOut("."); bool alphaIsRed = texture_requires_alpha_to_red_swizzle(caps, textureAccess); for (int offset = 0; offset < 4 && swizzle[offset]; ++offset) { if (alphaIsRed && 'a' == swizzle[offset]) { swizzleOut.appendf("r"); } else { swizzleOut.appendf("%c", swizzle[offset]); } } return swizzleOut; } } /////////////////////////////////////////////////////////////////////////////// // 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) , fCurrentStage(kNonStageIdx) , fTexCoordVaryingType(kVoid_GrSLType) { } void GrGLShaderBuilder::computeSwizzle(uint32_t configFlags) { fSwizzle = ""; if (configFlags & GrGLProgram::StageDesc::kSmearAlpha_InConfigFlag) { GrAssert(!(configFlags & GrGLProgram::StageDesc::kSmearRed_InConfigFlag)); fSwizzle = ".aaaa"; } else if (configFlags & GrGLProgram::StageDesc::kSmearRed_InConfigFlag) { GrAssert(!(configFlags & GrGLProgram::StageDesc::kSmearAlpha_InConfigFlag)); fSwizzle = ".rrrr"; } } void GrGLShaderBuilder::setupTextureAccess(const char* varyingFSName, GrSLType varyingType) { // FIXME: We don't know how the custom stage will manipulate the coords. So we give up on using // projective texturing and always give the stage 2D coords. This will be fixed when custom // stages are repsonsible for setting up their own tex coords / tex matrices. switch (varyingType) { case kVec2f_GrSLType: fDefaultTexCoordsName = varyingFSName; fTexCoordVaryingType = kVec2f_GrSLType; break; case kVec3f_GrSLType: { fDefaultTexCoordsName = "inCoord"; GrAssert(kNonStageIdx != fCurrentStage); fDefaultTexCoordsName.appendS32(fCurrentStage); fTexCoordVaryingType = kVec3f_GrSLType; fFSCode.appendf("\t%s %s = %s.xy / %s.z;\n", GrGLShaderVar::TypeString(kVec2f_GrSLType), fDefaultTexCoordsName.c_str(), varyingFSName, varyingFSName); break; } default: GrCrash("Tex coords must either be Vec2f or Vec3f"); } } void GrGLShaderBuilder::appendTextureLookup(SkString* out, const char* samplerName, const char* coordName, GrSLType varyingType) const { if (NULL == coordName) { coordName = fDefaultTexCoordsName.c_str(); varyingType = kVec2f_GrSLType; } out->appendf("%s(%s, %s)", sample_function_name(varyingType), samplerName, coordName); } void GrGLShaderBuilder::appendTextureLookupAndModulate(SkString* out, const char* modulation, const char* samplerName, const char* coordName, GrSLType varyingType) const { GrAssert(NULL != out); SkString lookup; this->appendTextureLookup(&lookup, samplerName, coordName, varyingType); GrGLSLModulate4f(out, modulation, lookup.c_str()); out->append(fSwizzle.c_str()); } void GrGLShaderBuilder::emitCustomTextureLookup(const GrTextureAccess& textureAccess, const char* samplerName, const char* coordName, GrSLType varyingType) { GrAssert(samplerName && coordName); SkString swizzle = build_swizzle_string(textureAccess, fContext.caps()); fFSCode.appendf("%s( %s, %s)%s;\n", sample_function_name(varyingType), samplerName, coordName, swizzle.c_str()); } GrCustomStage::StageKey GrGLShaderBuilder::KeyForTextureAccess(const GrTextureAccess& access, const GrGLCaps& caps) { GrCustomStage::StageKey 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()) { return key; } if (texture_requires_alpha_to_red_swizzle(caps, access)) { key = 1; } return key; } GrGLUniformManager::UniformHandle GrGLShaderBuilder::addUniformArray(uint32_t visibility, GrSLType type, const char* name, int count, const char** outName) { GrAssert(name && strlen(name)); 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 == fCurrentStage) { uniName->printf("u%s", name); } else { uniName->printf("u%s%d", name, fCurrentStage); } 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 == fCurrentStage) { fVSOutputs.back().accessName()->printf("v%s", name); } else { fVSOutputs.back().accessName()->printf("v%s%d", name, fCurrentStage); } 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 == fCurrentStage) { fGSOutputs.back().accessName()->printf("g%s", name); } else { fGSOutputs.back().accessName()->printf("g%s%d", name, fCurrentStage); } 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(); } } 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 != fCurrentStage) { outName->printf(" %s_%d", name, fCurrentStage); } 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(fVSCode); break; case kGeometry_ShaderType: if (fUsesGS) { *shaderStr = fHeader; shaderStr->append(fGSHeader); this->appendDecls(fGSInputs, shaderStr); this->appendDecls(fGSOutputs, shaderStr); shaderStr->append(fGSCode); } else { shaderStr->reset(); } break; case kFragment_ShaderType: *shaderStr = fHeader; append_default_precision_qualifier(kDefaultFragmentPrecision, fContext.binding(), shaderStr); 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(fFSCode); break; } } void GrGLShaderBuilder::finished(GrGLuint programID) { fUniformManager.getUniformLocations(programID, fUniforms); }