/* * 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 "glsl/GrGLSLShaderBuilder.h" #include "glsl/GrGLSLCaps.h" #include "glsl/GrGLSLShaderVar.h" #include "glsl/GrGLSLTextureSampler.h" #include "glsl/GrGLSLProgramBuilder.h" static void map_swizzle(const char* swizzleMap, const char* swizzle, char* mangledSwizzle) { int i; for (i = 0; '\0' != swizzle[i]; ++i) { switch (swizzle[i]) { case 'r': mangledSwizzle[i] = swizzleMap[0]; break; case 'g': mangledSwizzle[i] = swizzleMap[1]; break; case 'b': mangledSwizzle[i] = swizzleMap[2]; break; case 'a': mangledSwizzle[i] = swizzleMap[3]; break; default: SkFAIL("Unsupported swizzle"); } } mangledSwizzle[i] ='\0'; } static void append_texture_lookup(SkString* out, const GrGLSLCaps* glslCaps, const char* samplerName, const char* coordName, GrPixelConfig config, const char* swizzle, GrSLType varyingType = kVec2f_GrSLType) { SkASSERT(coordName); out->appendf("%s(%s, %s)", GrGLSLTexture2DFunctionName(varyingType, glslCaps->generation()), samplerName, coordName); char mangledSwizzle[5]; // This refers to any swizzling we may need to get from some backend internal format to the // format used in GrPixelConfig. Some backends will automatically do the sizzling for us. if (glslCaps->mustSwizzleInShader()) { const char* swizzleMap = glslCaps->getSwizzleMap(config); // if the map is simply 'rgba' then we don't need to do any manual swizzling to get us to // a GrPixelConfig format. if (memcmp(swizzleMap, "rgba", 4)) { // Manually 'swizzle' the swizzle using our mapping map_swizzle(swizzleMap, swizzle, mangledSwizzle); swizzle = mangledSwizzle; } } // For shader prettiness we omit the swizzle rather than appending ".rgba". if (memcmp(swizzle, "rgba", 4)) { out->appendf(".%s", swizzle); } } GrGLSLShaderBuilder::GrGLSLShaderBuilder(GrGLSLProgramBuilder* program) : fProgramBuilder(program) , fInputs(GrGLSLProgramBuilder::kVarsPerBlock) , fOutputs(GrGLSLProgramBuilder::kVarsPerBlock) , fFeaturesAddedMask(0) , fCodeIndex(kCode) , fFinalized(false) { // We push back some dummy pointers which will later become our header for (int i = 0; i <= kCode; i++) { fShaderStrings.push_back(); fCompilerStrings.push_back(nullptr); fCompilerStringLengths.push_back(0); } this->main() = "void main() {"; } void GrGLSLShaderBuilder::declAppend(const GrGLSLShaderVar& var) { SkString tempDecl; var.appendDecl(fProgramBuilder->glslCaps(), &tempDecl); this->codeAppendf("%s;", tempDecl.c_str()); } void GrGLSLShaderBuilder::emitFunction(GrSLType returnType, const char* name, int argCnt, const GrGLSLShaderVar* args, const char* body, SkString* outName) { this->functions().append(GrGLSLTypeString(returnType)); fProgramBuilder->nameVariable(outName, '\0', name); this->functions().appendf(" %s", outName->c_str()); this->functions().append("("); for (int i = 0; i < argCnt; ++i) { args[i].appendDecl(fProgramBuilder->glslCaps(), &this->functions()); if (i < argCnt - 1) { this->functions().append(", "); } } this->functions().append(") {\n"); this->functions().append(body); this->functions().append("}\n\n"); } void GrGLSLShaderBuilder::appendTextureLookup(SkString* out, const GrGLSLTextureSampler& sampler, const char* coordName, GrSLType varyingType) const { append_texture_lookup(out, fProgramBuilder->glslCaps(), fProgramBuilder->getUniformCStr(sampler.fSamplerUniform), coordName, sampler.config(), sampler.swizzle(), varyingType); } void GrGLSLShaderBuilder::appendTextureLookup(const GrGLSLTextureSampler& sampler, const char* coordName, GrSLType varyingType) { this->appendTextureLookup(&this->code(), sampler, coordName, varyingType); } void GrGLSLShaderBuilder::appendTextureLookupAndModulate(const char* modulation, const GrGLSLTextureSampler& sampler, const char* coordName, GrSLType varyingType) { SkString lookup; this->appendTextureLookup(&lookup, sampler, coordName, varyingType); this->codeAppend((GrGLSLExpr4(modulation) * GrGLSLExpr4(lookup)).c_str()); } void GrGLSLShaderBuilder::addFeature(uint32_t featureBit, const char* extensionName) { if (!(featureBit & fFeaturesAddedMask)) { this->extensions().appendf("#extension %s: require\n", extensionName); fFeaturesAddedMask |= featureBit; } } void GrGLSLShaderBuilder::appendDecls(const VarArray& vars, SkString* out) const { for (int i = 0; i < vars.count(); ++i) { vars[i].appendDecl(fProgramBuilder->glslCaps(), out); out->append(";\n"); } } void GrGLSLShaderBuilder::addLayoutQualifier(const char* param, InterfaceQualifier interface) { SkASSERT(fProgramBuilder->glslCaps()->generation() >= k330_GrGLSLGeneration || fProgramBuilder->glslCaps()->mustEnableAdvBlendEqs()); fLayoutParams[interface].push_back() = param; } void GrGLSLShaderBuilder::compileAndAppendLayoutQualifiers() { static const char* interfaceQualifierNames[] = { "out" }; for (int interface = 0; interface <= kLastInterfaceQualifier; ++interface) { const SkTArray& params = fLayoutParams[interface]; if (params.empty()) { continue; } this->layoutQualifiers().appendf("layout(%s", params[0].c_str()); for (int i = 1; i < params.count(); ++i) { this->layoutQualifiers().appendf(", %s", params[i].c_str()); } this->layoutQualifiers().appendf(") %s;\n", interfaceQualifierNames[interface]); } GR_STATIC_ASSERT(0 == GrGLSLShaderBuilder::kOut_InterfaceQualifier); GR_STATIC_ASSERT(SK_ARRAY_COUNT(interfaceQualifierNames) == kLastInterfaceQualifier + 1); } void GrGLSLShaderBuilder::finalize(uint32_t visibility) { SkASSERT(!fFinalized); this->versionDecl() = fProgramBuilder->glslCaps()->versionDeclString(); this->compileAndAppendLayoutQualifiers(); SkASSERT(visibility); fProgramBuilder->appendUniformDecls((GrGLSLProgramBuilder::ShaderVisibility) visibility, &this->uniforms()); this->appendDecls(fInputs, &this->inputs()); // We should not have any outputs in the fragment shader when using version 1.10 SkASSERT(GrGLSLProgramBuilder::kFragment_Visibility != visibility || k110_GrGLSLGeneration != fProgramBuilder->glslCaps()->generation() || fOutputs.empty()); this->appendDecls(fOutputs, &this->outputs()); this->onFinalize(); // append the 'footer' to code this->code().append("}"); for (int i = 0; i <= fCodeIndex; i++) { fCompilerStrings[i] = fShaderStrings[i].c_str(); fCompilerStringLengths[i] = (int)fShaderStrings[i].size(); } fFinalized = true; }