1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
|
/*
* Copyright 2011 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef GrGLProgram_DEFINED
#define GrGLProgram_DEFINED
#include "GrDrawState.h"
#include "GrGLEffect.h"
#include "GrGLContextInfo.h"
#include "GrGLSL.h"
#include "GrGLTexture.h"
#include "GrGLUniformManager.h"
#include "SkString.h"
#include "SkXfermode.h"
class GrBinHashKeyBuilder;
class GrGLEffect;
class GrGLShaderBuilder;
// optionally compile the experimental GS code. Set to GR_DEBUG
// so that debug build bots will execute the code.
#define GR_GL_EXPERIMENTAL_GS GR_DEBUG
/**
* This class manages a GPU program and records per-program information.
* We can specify the attribute locations so that they are constant
* across our shaders. But the driver determines the uniform locations
* at link time. We don't need to remember the sampler uniform location
* because we will bind a texture slot to it and never change it
* Uniforms are program-local so we can't rely on fHWState to hold the
* previous uniform state after a program change.
*/
class GrGLProgram : public GrRefCnt {
public:
SK_DECLARE_INST_COUNT(GrGLProgram)
struct Desc;
static GrGLProgram* Create(const GrGLContextInfo& gl,
const Desc& desc,
const GrEffectStage* stages[]);
virtual ~GrGLProgram();
/**
* Call to abandon GL objects owned by this program.
*/
void abandon();
/**
* The shader may modify the blend coefficients. Params are in/out
*/
void overrideBlend(GrBlendCoeff* srcCoeff, GrBlendCoeff* dstCoeff) const;
const Desc& getDesc() { return fDesc; }
/**
* Attribute indices. These should not overlap.
*/
static int PositionAttributeIdx() { return 0; }
static int ColorAttributeIdx() { return 1; }
static int CoverageAttributeIdx() { return 2; }
static int EdgeAttributeIdx() { return 3; }
static int TexCoordAttributeIdx(int tcIdx) { return 4 + tcIdx; }
/**
* This function uploads uniforms and calls each GrGLEffect's setData. It is called before a
* draw occurs using the program after the program has already been bound. It also uses the
* GrGpuGL object to bind the textures required by the GrGLEffects.
*/
void setData(GrGpuGL*);
// Parameters that affect code generation
// This structs should be kept compact; it is input to an expensive hash key generator.
struct Desc {
Desc() {
// since we use this as part of a key we can't have any uninitialized
// padding
memset(this, 0, sizeof(Desc));
}
// returns this as a uint32_t array to be used as a key in the program cache
const uint32_t* asKey() const {
return reinterpret_cast<const uint32_t*>(this);
}
// Specifies where the initial color comes from before the stages are applied.
enum ColorInput {
kSolidWhite_ColorInput,
kTransBlack_ColorInput,
kAttribute_ColorInput,
kUniform_ColorInput,
kColorInputCnt
};
// Dual-src blending makes use of a secondary output color that can be
// used as a per-pixel blend coefficient. This controls whether a
// secondary source is output and what value it holds.
enum DualSrcOutput {
kNone_DualSrcOutput,
kCoverage_DualSrcOutput,
kCoverageISA_DualSrcOutput,
kCoverageISC_DualSrcOutput,
kDualSrcOutputCnt
};
// TODO: remove these two members when edge-aa can be rewritten as a GrEffect.
GrDrawState::VertexEdgeType fVertexEdgeType;
// should the FS discard if the edge-aa coverage is zero (to avoid stencil manipulation)
bool fDiscardIfOutsideEdge;
// stripped of bits that don't affect program generation
GrVertexLayout fVertexLayout;
/** Non-zero if this stage has an effect */
GrGLEffect::EffectKey fEffectKeys[GrDrawState::kNumStages];
// To enable experimental geometry shader code (not for use in
// production)
#if GR_GL_EXPERIMENTAL_GS
bool fExperimentalGS;
#endif
uint8_t fColorInput; // casts to enum ColorInput
uint8_t fCoverageInput; // casts to enum ColorInput
uint8_t fDualSrcOutput; // casts to enum DualSrcOutput
int8_t fFirstCoverageStage;
SkBool8 fEmitsPointSize;
uint8_t fColorFilterXfermode; // casts to enum SkXfermode::Mode
};
private:
GrGLProgram(const GrGLContextInfo& gl,
const Desc& desc,
const GrEffectStage* stages[]);
bool succeeded() const { return 0 != fProgramID; }
/**
* This is the heavy initialization routine for building a GLProgram.
*/
bool genProgram(const GrEffectStage* stages[]);
void genInputColor(GrGLShaderBuilder* builder, SkString* inColor);
void genGeometryShader(GrGLShaderBuilder* segments) const;
typedef GrGLUniformManager::UniformHandle UniformHandle;
void genUniformCoverage(GrGLShaderBuilder* segments, SkString* inOutCoverage);
// generates code to compute coverage based on edge AA. Returns true if edge coverage was
// inserted in which case coverageVar will be updated to refer to a scalar. Otherwise,
// coverageVar is set to an empty string.
bool genEdgeCoverage(SkString* coverageVar, GrGLShaderBuilder* builder) const;
// Creates a GL program ID, binds shader attributes to GL vertex attrs, and links the program
bool bindOutputsAttribsAndLinkProgram(const GrGLShaderBuilder& builder,
SkString texCoordAttrNames[GrDrawState::kMaxTexCoords],
bool bindColorOut,
bool bindDualSrcOut);
// Sets the texture units for samplers
void initSamplerUniforms();
bool compileShaders(const GrGLShaderBuilder& builder);
const char* adjustInColor(const SkString& inColor) const;
typedef SkSTArray<4, UniformHandle, true> SamplerUniSArray;
struct UniformHandles {
UniformHandle fViewMatrixUni;
UniformHandle fColorUni;
UniformHandle fCoverageUni;
UniformHandle fColorFilterUni;
// We use the render target height to provide a y-down frag coord when specifying
// origin_upper_left is not supported.
UniformHandle fRTHeightUni;
// An array of sampler uniform handles for each effect.
SamplerUniSArray fSamplerUnis[GrDrawState::kNumStages];
UniformHandles() {
fViewMatrixUni = GrGLUniformManager::kInvalidUniformHandle;
fColorUni = GrGLUniformManager::kInvalidUniformHandle;
fCoverageUni = GrGLUniformManager::kInvalidUniformHandle;
fColorFilterUni = GrGLUniformManager::kInvalidUniformHandle;
fRTHeightUni = GrGLUniformManager::kInvalidUniformHandle;
}
};
// GL IDs
GrGLuint fVShaderID;
GrGLuint fGShaderID;
GrGLuint fFShaderID;
GrGLuint fProgramID;
// The matrix sent to GL is determined by the client's matrix,
// the size of the viewport, and the origin of the render target.
SkMatrix fViewMatrix;
SkISize fViewportSize;
GrSurfaceOrigin fOrigin;
// these reflect the current values of uniforms (GL uniform values travel with program)
GrColor fColor;
GrColor fCoverage;
GrColor fColorFilterColor;
int fRTHeight;
GrGLEffect* fEffects[GrDrawState::kNumStages];
Desc fDesc;
const GrGLContextInfo& fContextInfo;
GrGLUniformManager fUniformManager;
UniformHandles fUniformHandles;
friend class GrGpuGL; // TODO: remove this by adding getters and moving functionality.
typedef GrRefCnt INHERITED;
};
#endif
|