/* * Copyright 2014 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "GrGLVertexShaderBuilder.h" #include "GrGLFullProgramBuilder.h" #include "GrGLShaderStringBuilder.h" #include "../GrGpuGL.h" #include "../../GrOptDrawState.h" #define GL_CALL(X) GR_GL_CALL(gpu->glInterface(), X) #define GL_CALL_RET(R, X) GR_GL_CALL_RET(gpu->glInterface(), R, X) namespace { inline const char* color_attribute_name() { return "inColor"; } inline const char* coverage_attribute_name() { return "inCoverage"; } } GrGLVertexShaderBuilder::GrGLVertexShaderBuilder(GrGLFullProgramBuilder* program) : INHERITED(program) , fPositionVar(NULL) , fLocalCoordsVar(NULL) { } bool GrGLVertexShaderBuilder::addAttribute(const GrShaderVar& var) { SkASSERT(GrShaderVar::kAttribute_TypeModifier == var.getTypeModifier()); for (int i = 0; i < fInputs.count(); ++i) { const GrGLShaderVar& attr = fInputs[i]; // if attribute already added, don't add it again if (attr.getName().equals(var.getName())) { return false; } } fInputs.push_back(var); return true; } void GrGLVertexShaderBuilder::emitAttributes(const GrGeometryProcessor& gp) { const GrGeometryProcessor::VertexAttribArray& vars = gp.getVertexAttribs(); int numAttributes = vars.count(); for (int a = 0; a < numAttributes; ++a) { this->addAttribute(vars[a]); } } void GrGLVertexShaderBuilder::addVarying(GrSLType type, const char* name, const char** vsOutName) { fOutputs.push_back(); fOutputs.back().setType(type); fOutputs.back().setTypeModifier(GrGLShaderVar::kVaryingOut_TypeModifier); fProgramBuilder->nameVariable(fOutputs.back().accessName(), 'v', name); if (vsOutName) { *vsOutName = fOutputs.back().getName().c_str(); } } void GrGLVertexShaderBuilder::bindProgramLocations(GrGLuint programId) { const GrGLProgramDesc::KeyHeader& header = fProgramBuilder->desc().getHeader(); GrGpuGL* gpu = fProgramBuilder->gpu(); // 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 GrOptDrawState& optState = fProgramBuilder->optState(); const GrVertexAttrib* vaPtr = optState.getVertexAttribs(); const int vaCount = optState.getVertexAttribCount(); int i = fEffectAttribOffset; for (int index = 0; index < vaCount; index++) { if (kGeometryProcessor_GrVertexAttribBinding != vaPtr[index].fBinding) { continue; } SkASSERT(index != header.fPositionAttributeIndex && index != header.fLocalCoordAttributeIndex && index != header.fColorAttributeIndex && index != header.fCoverageAttributeIndex); // We should never find another effect attribute if we have bound everything SkASSERT(i < fInputs.count()); GL_CALL(BindAttribLocation(programId, index, fInputs[i].c_str())); i++; } // Make sure we bound everything SkASSERT(fInputs.count() == i); } bool GrGLVertexShaderBuilder::compileAndAttachShaders(GrGLuint programId, SkTDArray* shaderIds) const { GrGpuGL* gpu = fProgramBuilder->gpu(); const GrGLContext& glCtx = gpu->glContext(); const GrGLContextInfo& ctxInfo = gpu->ctxInfo(); SkString vertShaderSrc(GrGetGLSLVersionDecl(ctxInfo)); fProgramBuilder->appendUniformDecls(GrGLProgramBuilder::kVertex_Visibility, &vertShaderSrc); fProgramBuilder->appendDecls(fInputs, &vertShaderSrc); fProgramBuilder->appendDecls(fOutputs, &vertShaderSrc); vertShaderSrc.append("void main() {"); vertShaderSrc.append(fCode); vertShaderSrc.append("}\n"); GrGLuint vertShaderId = GrGLCompileAndAttachShader(glCtx, programId, GR_GL_VERTEX_SHADER, vertShaderSrc, gpu->gpuStats()); if (!vertShaderId) { return false; } *shaderIds->append() = vertShaderId; return true; } void GrGLVertexShaderBuilder::emitCodeAfterEffects() { const char* rtAdjustName; fProgramBuilder->fUniformHandles.fRTAdjustmentUni = fProgramBuilder->addUniform(GrGLProgramBuilder::kVertex_Visibility, kVec4f_GrSLType, "rtAdjustment", &rtAdjustName); // Transform from Skia's device coords to GL's normalized device coords. this->codeAppendf( "gl_Position = vec4(dot(pos3.xz, %s.xy), dot(pos3.yz, %s.zw), 0, pos3.z);", rtAdjustName, rtAdjustName); } void GrGLVertexShaderBuilder::emitCodeBeforeEffects(GrGLSLExpr4* color, GrGLSLExpr4* coverage) { const GrGLProgramDesc::KeyHeader& header = fProgramBuilder->desc().getHeader(); fPositionVar = &fInputs.push_back(); fPositionVar->set(kVec2f_GrSLType, GrGLShaderVar::kAttribute_TypeModifier, "inPosition"); if (-1 != header.fLocalCoordAttributeIndex) { fLocalCoordsVar = &fInputs.push_back(); fLocalCoordsVar->set(kVec2f_GrSLType, GrGLShaderVar::kAttribute_TypeModifier, "inLocalCoords"); } else { fLocalCoordsVar = fPositionVar; } const char* viewMName; fProgramBuilder->fUniformHandles.fViewMatrixUni = fProgramBuilder->addUniform(GrGLProgramBuilder::kVertex_Visibility, kMat33f_GrSLType, "ViewM", &viewMName); // Transform the position into Skia's device coords. this->codeAppendf("vec3 pos3 = %s * vec3(%s, 1);", 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->codeAppend("gl_PointSize = 1.0;"); } if (GrGLProgramDesc::kAttribute_ColorInput == header.fColorInput) { this->addAttribute(GrShaderVar(color_attribute_name(), kVec4f_GrSLType, GrShaderVar::kAttribute_TypeModifier)); const char *vsName, *fsName; fFullProgramBuilder->addVarying(kVec4f_GrSLType, "Color", &vsName, &fsName); this->codeAppendf("%s = %s;", vsName, color_attribute_name()); *color = fsName; } if (GrGLProgramDesc::kAttribute_ColorInput == header.fCoverageInput) { this->addAttribute(GrShaderVar(coverage_attribute_name(), kVec4f_GrSLType, GrShaderVar::kAttribute_TypeModifier)); const char *vsName, *fsName; fFullProgramBuilder->addVarying(kVec4f_GrSLType, "Coverage", &vsName, &fsName); this->codeAppendf("%s = %s;", vsName, coverage_attribute_name()); *coverage = fsName; } fEffectAttribOffset = fInputs.count(); }