/* * Copyright 2013 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef GrGeometryProcessor_DEFINED #define GrGeometryProcessor_DEFINED #include "src/gpu/GrColor.h" #include "src/gpu/GrFragmentProcessor.h" #include "src/gpu/GrProcessor.h" #include "src/gpu/GrShaderCaps.h" #include "src/gpu/GrShaderVar.h" #include "src/gpu/GrSwizzle.h" #include "src/gpu/glsl/GrGLSLProgramDataManager.h" #include "src/gpu/glsl/GrGLSLUniformHandler.h" #include "src/gpu/glsl/GrGLSLVarying.h" #include class GrGLSLFPFragmentBuilder; class GrGLSLVaryingHandler; class GrGLSLUniformHandler; class GrGLSLVertexBuilder; /** * The GrGeometryProcessor represents some kind of geometric primitive. This includes the shape * of the primitive and the inherent color of the primitive. The GrGeometryProcessor is * responsible for providing a color and coverage input into the Ganesh rendering pipeline. Through * optimization, Ganesh may decide a different color, no color, and / or no coverage are required * from the GrGeometryProcessor, so the GrGeometryProcessor must be able to support this * functionality. * * There are two feedback loops between the GrFragmentProcessors, the GrXferProcessor, and the * GrGeometryProcessor. These loops run on the CPU and to determine known properties of the final * color and coverage inputs to the GrXferProcessor in order to perform optimizations that preserve * correctness. The GrDrawOp seeds these loops with initial color and coverage, in its * getProcessorAnalysisInputs implementation. These seed values are processed by the * subsequent stages of the rendering pipeline and the output is then fed back into the GrDrawOp * in the applyPipelineOptimizations call, where the op can use the information to inform * decisions about GrGeometryProcessor creation. * * Note that all derived classes should hide their constructors and provide a Make factory * function that takes an arena (except for Tesselation-specific classes). This is because * geometry processors can be created in either the record-time or flush-time arenas which * define their lifetimes (i.e., a DDLs life time in the first case and a single flush in * the second case). */ class GrGeometryProcessor : public GrProcessor { public: /** * Every GrGeometryProcessor must be capable of creating a subclass of ProgramImpl. The * ProgramImpl emits the shader code that implements the GrGeometryProcessor, is attached to the * generated backend API pipeline/program and used to extract uniform data from * GrGeometryProcessor instances. */ class ProgramImpl; class TextureSampler; /** Describes a vertex or instance attribute. */ class Attribute { public: constexpr Attribute() = default; constexpr Attribute(const char* name, GrVertexAttribType cpuType, GrSLType gpuType) : fName(name), fCPUType(cpuType), fGPUType(gpuType) { SkASSERT(name && gpuType != kVoid_GrSLType); } constexpr Attribute(const Attribute&) = default; Attribute& operator=(const Attribute&) = default; constexpr bool isInitialized() const { return fGPUType != kVoid_GrSLType; } constexpr const char* name() const { return fName; } constexpr GrVertexAttribType cpuType() const { return fCPUType; } constexpr GrSLType gpuType() const { return fGPUType; } inline constexpr size_t size() const; constexpr size_t sizeAlign4() const { return SkAlign4(this->size()); } GrShaderVar asShaderVar() const { return {fName, fGPUType, GrShaderVar::TypeModifier::In}; } private: const char* fName = nullptr; GrVertexAttribType fCPUType = kFloat_GrVertexAttribType; GrSLType fGPUType = kVoid_GrSLType; }; class Iter { public: Iter() : fCurr(nullptr), fRemaining(0) {} Iter(const Iter& iter) : fCurr(iter.fCurr), fRemaining(iter.fRemaining) {} Iter& operator= (const Iter& iter) { fCurr = iter.fCurr; fRemaining = iter.fRemaining; return *this; } Iter(const Attribute* attrs, int count) : fCurr(attrs), fRemaining(count) { this->skipUninitialized(); } bool operator!=(const Iter& that) const { return fCurr != that.fCurr; } const Attribute& operator*() const { return *fCurr; } void operator++() { if (fRemaining) { fRemaining--; fCurr++; this->skipUninitialized(); } } private: void skipUninitialized() { if (!fRemaining) { fCurr = nullptr; } else { while (!fCurr->isInitialized()) { ++fCurr; } } } const Attribute* fCurr; int fRemaining; }; class AttributeSet { public: Iter begin() const { return Iter(fAttributes, fCount); } Iter end() const { return Iter(); } int count() const { return fCount; } size_t stride() const { return fStride; } private: friend class GrGeometryProcessor; void init(const Attribute* attrs, int count) { fAttributes = attrs; fRawCount = count; fCount = 0; fStride = 0; for (int i = 0; i < count; ++i) { if (attrs[i].isInitialized()) { fCount++; fStride += attrs[i].sizeAlign4(); } } } const Attribute* fAttributes = nullptr; int fRawCount = 0; int fCount = 0; size_t fStride = 0; }; GrGeometryProcessor(ClassID); int numTextureSamplers() const { return fTextureSamplerCnt; } const TextureSampler& textureSampler(int index) const; int numVertexAttributes() const { return fVertexAttributes.fCount; } const AttributeSet& vertexAttributes() const { return fVertexAttributes; } int numInstanceAttributes() const { return fInstanceAttributes.fCount; } const AttributeSet& instanceAttributes() const { return fInstanceAttributes; } bool hasVertexAttributes() const { return SkToBool(fVertexAttributes.fCount); } bool hasInstanceAttributes() const { return SkToBool(fInstanceAttributes.fCount); } /** * A common practice is to populate the the vertex/instance's memory using an implicit array of * structs. In this case, it is best to assert that: * stride == sizeof(struct) */ size_t vertexStride() const { return fVertexAttributes.fStride; } size_t instanceStride() const { return fInstanceAttributes.fStride; } bool willUseTessellationShaders() const { return fShaders & (kTessControl_GrShaderFlag | kTessEvaluation_GrShaderFlag); } /** * Computes a key for the transforms owned by an FP based on the shader code that will be * emitted by the primitive processor to implement them. */ static uint32_t ComputeCoordTransformsKey(const GrFragmentProcessor& fp); inline static constexpr int kCoordTransformKeyBits = 4; /** * Adds a key on the GrProcessorKeyBuilder that reflects any variety in the code that the * geometry processor subclass can emit. */ virtual void addToKey(const GrShaderCaps&, GrProcessorKeyBuilder*) const = 0; void getAttributeKey(GrProcessorKeyBuilder* b) const { // Ensure that our CPU and GPU type fields fit together in a 32-bit value, and we never // collide with the "uninitialized" value. static_assert(kGrVertexAttribTypeCount < (1 << 8), ""); static_assert(kGrSLTypeCount < (1 << 8), ""); auto add_attributes = [=](const Attribute* attrs, int attrCount) { for (int i = 0; i < attrCount; ++i) { const Attribute& attr = attrs[i]; b->appendComment(attr.isInitialized() ? attr.name() : "unusedAttr"); b->addBits(8, attr.isInitialized() ? attr.cpuType() : 0xff, "attrType"); b->addBits(8, attr.isInitialized() ? attr.gpuType() : 0xff, "attrGpuType"); } }; b->add32(fVertexAttributes.fRawCount, "numVertexAttributes"); add_attributes(fVertexAttributes.fAttributes, fVertexAttributes.fRawCount); b->add32(fInstanceAttributes.fRawCount, "numInstanceAttributes"); add_attributes(fInstanceAttributes.fAttributes, fInstanceAttributes.fRawCount); } /** * Returns a new instance of the appropriate implementation class for the given * GrGeometryProcessor. */ virtual std::unique_ptr makeProgramImpl(const GrShaderCaps&) const = 0; protected: // GPs that need to use either float or ubyte colors can just call this to get a correctly // configured Attribute struct static Attribute MakeColorAttribute(const char* name, bool wideColor) { return { name, wideColor ? kFloat4_GrVertexAttribType : kUByte4_norm_GrVertexAttribType, kHalf4_GrSLType }; } void setVertexAttributes(const Attribute* attrs, int attrCount) { fVertexAttributes.init(attrs, attrCount); } void setInstanceAttributes(const Attribute* attrs, int attrCount) { SkASSERT(attrCount >= 0); fInstanceAttributes.init(attrs, attrCount); } void setWillUseTessellationShaders() { fShaders |= kTessControl_GrShaderFlag | kTessEvaluation_GrShaderFlag; } void setTextureSamplerCnt(int cnt) { SkASSERT(cnt >= 0); fTextureSamplerCnt = cnt; } /** * Helper for implementing onTextureSampler(). E.g.: * return IthTexureSampler(i, fMyFirstSampler, fMySecondSampler, fMyThirdSampler); */ template static const TextureSampler& IthTextureSampler(int i, const TextureSampler& samp0, const Args&... samps) { return (0 == i) ? samp0 : IthTextureSampler(i - 1, samps...); } inline static const TextureSampler& IthTextureSampler(int i); private: virtual const TextureSampler& onTextureSampler(int) const { return IthTextureSampler(0); } GrShaderFlags fShaders = kVertex_GrShaderFlag | kFragment_GrShaderFlag; AttributeSet fVertexAttributes; AttributeSet fInstanceAttributes; int fTextureSamplerCnt = 0; using INHERITED = GrProcessor; }; ////////////////////////////////////////////////////////////////////////////// class GrGeometryProcessor::ProgramImpl { public: using UniformHandle = GrGLSLProgramDataManager::UniformHandle; using SamplerHandle = GrGLSLUniformHandler::SamplerHandle; /** * Struct of optional varying that replaces the input coords and bool indicating whether the FP * should take a coord param as an argument. The latter may be false if the coords are simply * unused or if the GP has lifted their computation to a varying emitted by the VS. */ struct FPCoords {GrShaderVar coordsVarying; bool hasCoordsParam;}; using FPCoordsMap = std::unordered_map; virtual ~ProgramImpl() = default; struct EmitArgs { EmitArgs(GrGLSLVertexBuilder* vertBuilder, GrGLSLFPFragmentBuilder* fragBuilder, GrGLSLVaryingHandler* varyingHandler, GrGLSLUniformHandler* uniformHandler, const GrShaderCaps* caps, const GrGeometryProcessor& geomProc, const char* outputColor, const char* outputCoverage, const SamplerHandle* texSamplers) : fVertBuilder(vertBuilder) , fFragBuilder(fragBuilder) , fVaryingHandler(varyingHandler) , fUniformHandler(uniformHandler) , fShaderCaps(caps) , fGeomProc(geomProc) , fOutputColor(outputColor) , fOutputCoverage(outputCoverage) , fTexSamplers(texSamplers) {} GrGLSLVertexBuilder* fVertBuilder; GrGLSLFPFragmentBuilder* fFragBuilder; GrGLSLVaryingHandler* fVaryingHandler; GrGLSLUniformHandler* fUniformHandler; const GrShaderCaps* fShaderCaps; const GrGeometryProcessor& fGeomProc; const char* fOutputColor; const char* fOutputCoverage; const SamplerHandle* fTexSamplers; }; /** * Emits the code from this geometry processor into the shaders. For any FP in the pipeline that * has its input coords implemented by the GP as a varying, the varying will be accessible in * the returned map and should be used when the FP code is emitted. **/ FPCoordsMap emitCode(EmitArgs&, const GrPipeline& pipeline); /** * Called after all effect emitCode() functions, to give the processor a chance to write out * additional transformation code now that all uniforms have been emitted. * It generates the final code for assigning transformed coordinates to the varyings recorded * in the call to collectTransforms(). This must happen after FP code emission so that it has * access to any uniforms the FPs registered for uniform sample matrix invocations. */ void emitTransformCode(GrGLSLVertexBuilder* vb, GrGLSLUniformHandler* uniformHandler); /** * A ProgramImpl instance can be reused with any GrGeometryProcessor that produces the same key. * This function reads data from a GrGeometryProcessor and updates any uniform variables * required by the shaders created in emitCode(). The GrGeometryProcessor parameter is * guaranteed to be of the same type and to have an identical processor key as the * GrGeometryProcessor that created this ProgramImpl. */ virtual void setData(const GrGLSLProgramDataManager&, const GrShaderCaps&, const GrGeometryProcessor&) = 0; // We use these methods as a temporary back door to inject OpenGL tessellation code. Once // tessellation is supported by SkSL we can remove these. virtual SkString getTessControlShaderGLSL(const GrGeometryProcessor&, const char* versionAndExtensionDecls, const GrGLSLUniformHandler&, const GrShaderCaps&) const { SK_ABORT("Not implemented."); } virtual SkString getTessEvaluationShaderGLSL(const GrGeometryProcessor&, const char* versionAndExtensionDecls, const GrGLSLUniformHandler&, const GrShaderCaps&) const { SK_ABORT("Not implemented."); } // GPs that use writeOutputPosition and/or writeLocalCoord must incorporate the matrix type // into their key, and should use this function or one of the other related helpers. static uint32_t ComputeMatrixKey(const GrShaderCaps& caps, const SkMatrix& mat) { if (!caps.reducedShaderMode()) { if (mat.isIdentity()) { return 0b00; } if (mat.isScaleTranslate()) { return 0b01; } } if (!mat.hasPerspective()) { return 0b10; } return 0b11; } static uint32_t ComputeMatrixKeys(const GrShaderCaps& shaderCaps, const SkMatrix& viewMatrix, const SkMatrix& localMatrix) { return (ComputeMatrixKey(shaderCaps, viewMatrix) << kMatrixKeyBits) | ComputeMatrixKey(shaderCaps, localMatrix); } static uint32_t AddMatrixKeys(const GrShaderCaps& shaderCaps, uint32_t flags, const SkMatrix& viewMatrix, const SkMatrix& localMatrix) { // Shifting to make room for the matrix keys shouldn't lose bits SkASSERT(((flags << (2 * kMatrixKeyBits)) >> (2 * kMatrixKeyBits)) == flags); return (flags << (2 * kMatrixKeyBits)) | ComputeMatrixKeys(shaderCaps, viewMatrix, localMatrix); } inline static constexpr int kMatrixKeyBits = 2; protected: void setupUniformColor(GrGLSLFPFragmentBuilder* fragBuilder, GrGLSLUniformHandler* uniformHandler, const char* outputName, UniformHandle* colorUniform); // A helper for setting the matrix on a uniform handle initialized through // writeOutputPosition or writeLocalCoord. Automatically handles elided uniforms, // scale+translate matrices, and state tracking (if provided state pointer is non-null). static void SetTransform(const GrGLSLProgramDataManager&, const GrShaderCaps&, const UniformHandle& uniform, const SkMatrix& matrix, SkMatrix* state = nullptr); struct GrGPArgs { // Used to specify the output variable used by the GP to store its device position. It can // either be a float2 or a float3 (in order to handle perspective). The subclass sets this // in its onEmitCode(). GrShaderVar fPositionVar; // Used to specify the variable storing the draw's local coordinates. It can be either a // float2, float3, or void. It can only be void when no FP needs local coordinates. This // variable can be an attribute or local variable, but should not itself be a varying. // ProgramImpl automatically determines if this must be passed to a FS. GrShaderVar fLocalCoordVar; }; // Helpers for adding code to write the transformed vertex position. The first simple version // just writes a variable named by 'posName' into the position output variable with the // assumption that the position is 2D. The second version transforms the input position by a // view matrix and the output variable is 2D or 3D depending on whether the view matrix is // perspective. Both versions declare the output position variable and will set // GrGPArgs::fPositionVar. static void WriteOutputPosition(GrGLSLVertexBuilder*, GrGPArgs*, const char* posName); static void WriteOutputPosition(GrGLSLVertexBuilder*, GrGLSLUniformHandler*, const GrShaderCaps&, GrGPArgs*, const char* posName, const SkMatrix& viewMatrix, UniformHandle* viewMatrixUniform); // Helper to transform an existing variable by a given local matrix (e.g. the inverse view // matrix). It will declare the transformed local coord variable and will set // GrGPArgs::fLocalCoordVar. static void WriteLocalCoord(GrGLSLVertexBuilder*, GrGLSLUniformHandler*, const GrShaderCaps&, GrGPArgs*, GrShaderVar localVar, const SkMatrix& localMatrix, UniformHandle* localMatrixUniform); private: virtual void onEmitCode(EmitArgs&, GrGPArgs*) = 0; // Iterates over the FPs beginning with the passed iter to register additional varyings and // uniforms to support VS-promoted local coord evaluation for the FPs. // // This must happen before FP code emission so that the FPs can find the appropriate varying // handles they use in place of explicit coord sampling; it is automatically called after // onEmitCode() returns using the value stored in GpArgs::fLocalCoordVar and // GpArgs::fPositionVar. FPCoordsMap collectTransforms(GrGLSLVertexBuilder* vb, GrGLSLVaryingHandler* varyingHandler, GrGLSLUniformHandler* uniformHandler, const GrShaderVar& localCoordsVar, const GrShaderVar& positionVar, const GrPipeline& pipeline); struct TransformInfo { // The varying that conveys the coordinates to one or more FPs in the FS. GrGLSLVarying varying; // The coordinate to be transformed. varying is computed from this. GrShaderVar inputCoords; // Used to sort so that ancestor FP varyings are initialized before descendant FP varyings. int traversalOrder; }; // Populated by collectTransforms() for use in emitTransformCode(). When we lift the computation // of a FP's input coord to a varying we propagate that varying up the FP tree to the highest // node that shares the same coordinates. This allows multiple FPs in a subtree to share a // varying. std::unordered_map fTransformVaryingsMap; }; /////////////////////////////////////////////////////////////////////////// /** * Used to capture the properties of the GrTextureProxies required/expected by a primitiveProcessor * along with an associated GrSamplerState. The actual proxies used are stored in either the * fixed or dynamic state arrays. TextureSamplers don't perform any coord manipulation to account * for texture origin. */ class GrGeometryProcessor::TextureSampler { public: TextureSampler() = default; TextureSampler(GrSamplerState, const GrBackendFormat&, const GrSwizzle&); TextureSampler(const TextureSampler&) = delete; TextureSampler& operator=(const TextureSampler&) = delete; void reset(GrSamplerState, const GrBackendFormat&, const GrSwizzle&); const GrBackendFormat& backendFormat() const { return fBackendFormat; } GrTextureType textureType() const { return fBackendFormat.textureType(); } GrSamplerState samplerState() const { return fSamplerState; } const GrSwizzle& swizzle() const { return fSwizzle; } bool isInitialized() const { return fIsInitialized; } private: GrSamplerState fSamplerState; GrBackendFormat fBackendFormat; GrSwizzle fSwizzle; bool fIsInitialized = false; }; const GrGeometryProcessor::TextureSampler& GrGeometryProcessor::IthTextureSampler(int i) { SK_ABORT("Illegal texture sampler index"); static const TextureSampler kBogus; return kBogus; } ////////////////////////////////////////////////////////////////////////////// /** * Returns the size of the attrib type in bytes. * This was moved from include/private/GrTypesPriv.h in service of Skia dependents that build * with C++11. */ static constexpr inline size_t GrVertexAttribTypeSize(GrVertexAttribType type) { switch (type) { case kFloat_GrVertexAttribType: return sizeof(float); case kFloat2_GrVertexAttribType: return 2 * sizeof(float); case kFloat3_GrVertexAttribType: return 3 * sizeof(float); case kFloat4_GrVertexAttribType: return 4 * sizeof(float); case kHalf_GrVertexAttribType: return sizeof(uint16_t); case kHalf2_GrVertexAttribType: return 2 * sizeof(uint16_t); case kHalf4_GrVertexAttribType: return 4 * sizeof(uint16_t); case kInt2_GrVertexAttribType: return 2 * sizeof(int32_t); case kInt3_GrVertexAttribType: return 3 * sizeof(int32_t); case kInt4_GrVertexAttribType: return 4 * sizeof(int32_t); case kByte_GrVertexAttribType: return 1 * sizeof(char); case kByte2_GrVertexAttribType: return 2 * sizeof(char); case kByte4_GrVertexAttribType: return 4 * sizeof(char); case kUByte_GrVertexAttribType: return 1 * sizeof(char); case kUByte2_GrVertexAttribType: return 2 * sizeof(char); case kUByte4_GrVertexAttribType: return 4 * sizeof(char); case kUByte_norm_GrVertexAttribType: return 1 * sizeof(char); case kUByte4_norm_GrVertexAttribType: return 4 * sizeof(char); case kShort2_GrVertexAttribType: return 2 * sizeof(int16_t); case kShort4_GrVertexAttribType: return 4 * sizeof(int16_t); case kUShort2_GrVertexAttribType: // fall through case kUShort2_norm_GrVertexAttribType: return 2 * sizeof(uint16_t); case kInt_GrVertexAttribType: return sizeof(int32_t); case kUInt_GrVertexAttribType: return sizeof(uint32_t); case kUShort_norm_GrVertexAttribType: return sizeof(uint16_t); case kUShort4_norm_GrVertexAttribType: return 4 * sizeof(uint16_t); } // GCC fails because SK_ABORT evaluates to non constexpr. clang and cl.exe think this is // unreachable and don't complain. #if defined(__clang__) || !defined(__GNUC__) SK_ABORT("Unsupported type conversion"); #endif return 0; } constexpr size_t GrGeometryProcessor::Attribute::size() const { return GrVertexAttribTypeSize(fCPUType); } #endif