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1 /*
2  * Copyright 2015 Google Inc.
3  *
4  * Use of this source code is governed by a BSD-style license that can be
5  * found in the LICENSE file.
6  */
7 
8 #include "src/gpu/glsl/GrGLSLProgramBuilder.h"
9 
10 #include "src/gpu/GrCaps.h"
11 #include "src/gpu/GrPipeline.h"
12 #include "src/gpu/GrRenderTarget.h"
13 #include "src/gpu/GrShaderCaps.h"
14 #include "src/gpu/GrTexturePriv.h"
15 #include "src/gpu/glsl/GrGLSLFragmentProcessor.h"
16 #include "src/gpu/glsl/GrGLSLGeometryProcessor.h"
17 #include "src/gpu/glsl/GrGLSLVarying.h"
18 #include "src/gpu/glsl/GrGLSLXferProcessor.h"
19 #include "src/sksl/SkSLCompiler.h"
20 
21 const int GrGLSLProgramBuilder::kVarsPerBlock = 8;
22 
GrGLSLProgramBuilder(GrRenderTarget * renderTarget,GrSurfaceOrigin origin,const GrPrimitiveProcessor & primProc,const GrTextureProxy * const primProcProxies[],const GrPipeline & pipeline,GrProgramDesc * desc)23 GrGLSLProgramBuilder::GrGLSLProgramBuilder(GrRenderTarget* renderTarget, GrSurfaceOrigin origin,
24                                            const GrPrimitiveProcessor& primProc,
25                                            const GrTextureProxy* const primProcProxies[],
26                                            const GrPipeline& pipeline,
27                                            GrProgramDesc* desc)
28         : fVS(this)
29         , fGS(this)
30         , fFS(this)
31         , fStageIndex(-1)
32         , fRenderTarget(renderTarget)
33         , fOrigin(origin)
34         , fPipeline(pipeline)
35         , fPrimProc(primProc)
36         , fPrimProcProxies(primProcProxies)
37         , fDesc(desc)
38         , fGeometryProcessor(nullptr)
39         , fXferProcessor(nullptr)
40         , fNumFragmentSamplers(0) {}
41 
addFeature(GrShaderFlags shaders,uint32_t featureBit,const char * extensionName)42 void GrGLSLProgramBuilder::addFeature(GrShaderFlags shaders,
43                                       uint32_t featureBit,
44                                       const char* extensionName) {
45     if (shaders & kVertex_GrShaderFlag) {
46         fVS.addFeature(featureBit, extensionName);
47     }
48     if (shaders & kGeometry_GrShaderFlag) {
49         SkASSERT(this->primitiveProcessor().willUseGeoShader());
50         fGS.addFeature(featureBit, extensionName);
51     }
52     if (shaders & kFragment_GrShaderFlag) {
53         fFS.addFeature(featureBit, extensionName);
54     }
55 }
56 
emitAndInstallProcs()57 bool GrGLSLProgramBuilder::emitAndInstallProcs() {
58     // First we loop over all of the installed processors and collect coord transforms.  These will
59     // be sent to the GrGLSLPrimitiveProcessor in its emitCode function
60     SkString inputColor;
61     SkString inputCoverage;
62     this->emitAndInstallPrimProc(&inputColor, &inputCoverage);
63     this->emitAndInstallFragProcs(&inputColor, &inputCoverage);
64     this->emitAndInstallXferProc(inputColor, inputCoverage);
65 
66     return this->checkSamplerCounts();
67 }
68 
emitAndInstallPrimProc(SkString * outputColor,SkString * outputCoverage)69 void GrGLSLProgramBuilder::emitAndInstallPrimProc(SkString* outputColor,
70                                                   SkString* outputCoverage) {
71     const GrPrimitiveProcessor& proc = this->primitiveProcessor();
72     const GrTextureProxy* const* primProcProxies = this->primProcProxies();
73 
74     // Program builders have a bit of state we need to clear with each effect
75     AutoStageAdvance adv(this);
76     this->nameExpression(outputColor, "outputColor");
77     this->nameExpression(outputCoverage, "outputCoverage");
78 
79     SkASSERT(!fUniformHandles.fRTAdjustmentUni.isValid());
80     GrShaderFlags rtAdjustVisibility;
81     if (proc.willUseGeoShader()) {
82         rtAdjustVisibility = kGeometry_GrShaderFlag;
83     } else {
84         rtAdjustVisibility = kVertex_GrShaderFlag;
85     }
86     fUniformHandles.fRTAdjustmentUni = this->uniformHandler()->addUniform(
87                                                                      rtAdjustVisibility,
88                                                                      kFloat4_GrSLType,
89                                                                      SkSL::Compiler::RTADJUST_NAME);
90     const char* rtAdjustName =
91         this->uniformHandler()->getUniformCStr(fUniformHandles.fRTAdjustmentUni);
92 
93     // Enclose custom code in a block to avoid namespace conflicts
94     SkString openBrace;
95     openBrace.printf("{ // Stage %d, %s\n", fStageIndex, proc.name());
96     fFS.codeAppend(openBrace.c_str());
97     fVS.codeAppendf("// Primitive Processor %s\n", proc.name());
98 
99     SkASSERT(!fGeometryProcessor);
100     fGeometryProcessor.reset(proc.createGLSLInstance(*this->shaderCaps()));
101 
102     SkAutoSTMalloc<4, SamplerHandle> texSamplers(proc.numTextureSamplers());
103     for (int i = 0; i < proc.numTextureSamplers(); ++i) {
104         SkString name;
105         name.printf("TextureSampler_%d", i);
106         const auto& sampler = proc.textureSampler(i);
107         const GrTexture* texture = primProcProxies[i]->peekTexture();
108         SkASSERT(sampler.textureType() == texture->texturePriv().textureType());
109         texSamplers[i] = this->emitSampler(texture,
110                                            sampler.samplerState(),
111                                            sampler.swizzle(),
112                                            name.c_str());
113     }
114 
115     GrGLSLPrimitiveProcessor::FPCoordTransformHandler transformHandler(fPipeline,
116                                                                        &fTransformedCoordVars);
117     GrGLSLGeometryProcessor::EmitArgs args(&fVS,
118                                            proc.willUseGeoShader() ? &fGS : nullptr,
119                                            &fFS,
120                                            this->varyingHandler(),
121                                            this->uniformHandler(),
122                                            this->shaderCaps(),
123                                            proc,
124                                            outputColor->c_str(),
125                                            outputCoverage->c_str(),
126                                            rtAdjustName,
127                                            texSamplers.get(),
128                                            &transformHandler);
129     fGeometryProcessor->emitCode(args);
130 
131     // We have to check that effects and the code they emit are consistent, ie if an effect
132     // asks for dst color, then the emit code needs to follow suit
133     SkDEBUGCODE(verify(proc);)
134 
135     fFS.codeAppend("}");
136 }
137 
emitAndInstallFragProcs(SkString * color,SkString * coverage)138 void GrGLSLProgramBuilder::emitAndInstallFragProcs(SkString* color, SkString* coverage) {
139     int transformedCoordVarsIdx = 0;
140     SkString** inOut = &color;
141     SkSTArray<8, std::unique_ptr<GrGLSLFragmentProcessor>> glslFragmentProcessors;
142     for (int i = 0; i < this->pipeline().numFragmentProcessors(); ++i) {
143         if (i == this->pipeline().numColorFragmentProcessors()) {
144             inOut = &coverage;
145         }
146         SkString output;
147         const GrFragmentProcessor& fp = this->pipeline().getFragmentProcessor(i);
148         output = this->emitAndInstallFragProc(fp, i, transformedCoordVarsIdx, **inOut, output,
149                                               &glslFragmentProcessors);
150         GrFragmentProcessor::Iter iter(&fp);
151         while (const GrFragmentProcessor* fp = iter.next()) {
152             transformedCoordVarsIdx += fp->numCoordTransforms();
153         }
154         **inOut = output;
155     }
156     fFragmentProcessorCnt = glslFragmentProcessors.count();
157     fFragmentProcessors.reset(new std::unique_ptr<GrGLSLFragmentProcessor>[fFragmentProcessorCnt]);
158     for (int i = 0; i < fFragmentProcessorCnt; ++i) {
159         fFragmentProcessors[i] = std::move(glslFragmentProcessors[i]);
160     }
161 }
162 
163 // TODO Processors cannot output zeros because an empty string is all 1s
164 // the fix is to allow effects to take the SkString directly
emitAndInstallFragProc(const GrFragmentProcessor & fp,int index,int transformedCoordVarsIdx,const SkString & input,SkString output,SkTArray<std::unique_ptr<GrGLSLFragmentProcessor>> * glslFragmentProcessors)165 SkString GrGLSLProgramBuilder::emitAndInstallFragProc(
166         const GrFragmentProcessor& fp,
167         int index,
168         int transformedCoordVarsIdx,
169         const SkString& input,
170         SkString output,
171         SkTArray<std::unique_ptr<GrGLSLFragmentProcessor>>* glslFragmentProcessors) {
172     SkASSERT(input.size());
173     // Program builders have a bit of state we need to clear with each effect
174     AutoStageAdvance adv(this);
175     this->nameExpression(&output, "output");
176 
177     // Enclose custom code in a block to avoid namespace conflicts
178     SkString openBrace;
179     openBrace.printf("{ // Stage %d, %s\n", fStageIndex, fp.name());
180     fFS.codeAppend(openBrace.c_str());
181 
182     GrGLSLFragmentProcessor* fragProc = fp.createGLSLInstance();
183 
184     SkSTArray<4, SamplerHandle> texSamplers;
185     GrFragmentProcessor::Iter fpIter(&fp);
186     int samplerIdx = 0;
187     while (const auto* subFP = fpIter.next()) {
188         for (int i = 0; i < subFP->numTextureSamplers(); ++i) {
189             SkString name;
190             name.printf("TextureSampler_%d", samplerIdx++);
191             const auto& sampler = subFP->textureSampler(i);
192             texSamplers.emplace_back(this->emitSampler(sampler.peekTexture(),
193                                                        sampler.samplerState(),
194                                                        sampler.swizzle(),
195                                                        name.c_str()));
196         }
197     }
198 
199     const GrShaderVar* coordVars = fTransformedCoordVars.begin() + transformedCoordVarsIdx;
200     GrGLSLFragmentProcessor::TransformedCoordVars coords(&fp, coordVars);
201     GrGLSLFragmentProcessor::TextureSamplers textureSamplers(&fp, texSamplers.begin());
202     GrGLSLFragmentProcessor::EmitArgs args(&fFS,
203                                            this->uniformHandler(),
204                                            this->shaderCaps(),
205                                            fp,
206                                            output.c_str(),
207                                            input.c_str(),
208                                            coords,
209                                            textureSamplers);
210 
211     fragProc->emitCode(args);
212 
213     // We have to check that effects and the code they emit are consistent, ie if an effect
214     // asks for dst color, then the emit code needs to follow suit
215     SkDEBUGCODE(verify(fp);)
216     glslFragmentProcessors->emplace_back(fragProc);
217 
218     fFS.codeAppend("}");
219     return output;
220 }
221 
emitAndInstallXferProc(const SkString & colorIn,const SkString & coverageIn)222 void GrGLSLProgramBuilder::emitAndInstallXferProc(const SkString& colorIn,
223                                                   const SkString& coverageIn) {
224     // Program builders have a bit of state we need to clear with each effect
225     AutoStageAdvance adv(this);
226 
227     SkASSERT(!fXferProcessor);
228     const GrXferProcessor& xp = fPipeline.getXferProcessor();
229     fXferProcessor.reset(xp.createGLSLInstance());
230 
231     // Enable dual source secondary output if we have one
232     if (xp.hasSecondaryOutput()) {
233         fFS.enableSecondaryOutput();
234     }
235 
236     if (this->shaderCaps()->mustDeclareFragmentShaderOutput()) {
237         fFS.enableCustomOutput();
238     }
239 
240     SkString openBrace;
241     openBrace.printf("{ // Xfer Processor: %s\n", xp.name());
242     fFS.codeAppend(openBrace.c_str());
243 
244     SamplerHandle dstTextureSamplerHandle;
245     GrSurfaceOrigin dstTextureOrigin = kTopLeft_GrSurfaceOrigin;
246 
247     if (GrTexture* dstTexture = fPipeline.peekDstTexture()) {
248         // GrProcessor::TextureSampler sampler(dstTexture);
249         SkASSERT(fPipeline.dstTextureProxy());
250         const GrSwizzle& swizzle = fPipeline.dstTextureProxy()->textureSwizzle();
251         dstTextureSamplerHandle =
252                 this->emitSampler(dstTexture, GrSamplerState(), swizzle, "DstTextureSampler");
253         dstTextureOrigin = fPipeline.dstTextureProxy()->origin();
254         SkASSERT(dstTexture->texturePriv().textureType() != GrTextureType::kExternal);
255     }
256 
257     SkString finalInColor;
258     if (colorIn.size()) {
259         if (this->desc()->header().fClampBlendInput) {
260             finalInColor.printf("saturate(%s)", colorIn.c_str());
261         } else {
262             finalInColor = colorIn;
263         }
264     } else {
265         finalInColor = "float4(1)";
266     }
267 
268     GrGLSLXferProcessor::EmitArgs args(&fFS,
269                                        this->uniformHandler(),
270                                        this->shaderCaps(),
271                                        xp,
272                                        finalInColor.c_str(),
273                                        coverageIn.size() ? coverageIn.c_str() : "float4(1)",
274                                        fFS.getPrimaryColorOutputName(),
275                                        fFS.getSecondaryColorOutputName(),
276                                        dstTextureSamplerHandle,
277                                        dstTextureOrigin,
278                                        this->desc()->header().fOutputSwizzle);
279     fXferProcessor->emitCode(args);
280 
281     // We have to check that effects and the code they emit are consistent, ie if an effect
282     // asks for dst color, then the emit code needs to follow suit
283     SkDEBUGCODE(verify(xp);)
284     fFS.codeAppend("}");
285 }
286 
emitSampler(const GrTexture * texture,const GrSamplerState & state,const GrSwizzle & swizzle,const char * name)287 GrGLSLProgramBuilder::SamplerHandle GrGLSLProgramBuilder::emitSampler(const GrTexture* texture,
288                                                                       const GrSamplerState& state,
289                                                                       const GrSwizzle& swizzle,
290                                                                       const char* name) {
291     ++fNumFragmentSamplers;
292     return this->uniformHandler()->addSampler(texture, state, swizzle, name, this->shaderCaps());
293 }
294 
checkSamplerCounts()295 bool GrGLSLProgramBuilder::checkSamplerCounts() {
296     const GrShaderCaps& shaderCaps = *this->shaderCaps();
297     if (fNumFragmentSamplers > shaderCaps.maxFragmentSamplers()) {
298         GrCapsDebugf(this->caps(), "Program would use too many fragment samplers\n");
299         return false;
300     }
301     return true;
302 }
303 
304 #ifdef SK_DEBUG
verify(const GrPrimitiveProcessor & gp)305 void GrGLSLProgramBuilder::verify(const GrPrimitiveProcessor& gp) {
306     SkASSERT(!fFS.fHasReadDstColorThisStage_DebugOnly);
307     SkASSERT(fFS.fUsedProcessorFeaturesThisStage_DebugOnly == gp.requestedFeatures());
308 }
309 
verify(const GrFragmentProcessor & fp)310 void GrGLSLProgramBuilder::verify(const GrFragmentProcessor& fp) {
311     SkASSERT(!fFS.fHasReadDstColorThisStage_DebugOnly);
312     SkASSERT(fFS.fUsedProcessorFeaturesThisStage_DebugOnly == fp.requestedFeatures());
313 }
314 
verify(const GrXferProcessor & xp)315 void GrGLSLProgramBuilder::verify(const GrXferProcessor& xp) {
316     SkASSERT(xp.willReadDstColor() == fFS.fHasReadDstColorThisStage_DebugOnly);
317     SkASSERT(fFS.fUsedProcessorFeaturesThisStage_DebugOnly == xp.requestedFeatures());
318 }
319 #endif
320 
nameVariable(SkString * out,char prefix,const char * name,bool mangle)321 void GrGLSLProgramBuilder::nameVariable(SkString* out, char prefix, const char* name, bool mangle) {
322     if ('\0' == prefix) {
323         *out = name;
324     } else {
325         out->printf("%c%s", prefix, name);
326     }
327     if (mangle) {
328         if (out->endsWith('_')) {
329             // Names containing "__" are reserved.
330             out->append("x");
331         }
332         out->appendf("_Stage%d%s", fStageIndex, fFS.getMangleString().c_str());
333     }
334 }
335 
nameExpression(SkString * output,const char * baseName)336 void GrGLSLProgramBuilder::nameExpression(SkString* output, const char* baseName) {
337     // create var to hold stage result.  If we already have a valid output name, just use that
338     // otherwise create a new mangled one.  This name is only valid if we are reordering stages
339     // and have to tell stage exactly where to put its output.
340     SkString outName;
341     if (output->size()) {
342         outName = output->c_str();
343     } else {
344         this->nameVariable(&outName, '\0', baseName);
345     }
346     fFS.codeAppendf("half4 %s;", outName.c_str());
347     *output = outName;
348 }
349 
appendUniformDecls(GrShaderFlags visibility,SkString * out) const350 void GrGLSLProgramBuilder::appendUniformDecls(GrShaderFlags visibility, SkString* out) const {
351     this->uniformHandler()->appendUniformDecls(visibility, out);
352 }
353 
addRTWidthUniform(const char * name)354 void GrGLSLProgramBuilder::addRTWidthUniform(const char* name) {
355         SkASSERT(!fUniformHandles.fRTWidthUni.isValid());
356         GrGLSLUniformHandler* uniformHandler = this->uniformHandler();
357         fUniformHandles.fRTWidthUni =
358             uniformHandler->internalAddUniformArray(kFragment_GrShaderFlag, kHalf_GrSLType, name,
359                                                     false, 0, nullptr);
360 }
361 
addRTHeightUniform(const char * name)362 void GrGLSLProgramBuilder::addRTHeightUniform(const char* name) {
363         SkASSERT(!fUniformHandles.fRTHeightUni.isValid());
364         GrGLSLUniformHandler* uniformHandler = this->uniformHandler();
365         fUniformHandles.fRTHeightUni =
366             uniformHandler->internalAddUniformArray(kFragment_GrShaderFlag, kHalf_GrSLType, name,
367                                                     false, 0, nullptr);
368 }
369 
finalizeShaders()370 void GrGLSLProgramBuilder::finalizeShaders() {
371     this->varyingHandler()->finalize();
372     fVS.finalize(kVertex_GrShaderFlag);
373     if (this->primitiveProcessor().willUseGeoShader()) {
374         SkASSERT(this->shaderCaps()->geometryShaderSupport());
375         fGS.finalize(kGeometry_GrShaderFlag);
376     }
377     fFS.finalize(kFragment_GrShaderFlag);
378 }
379