• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
1 /*
2  * Copyright 2017 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 #ifndef GrAtlasedShaderHelpers_DEFINED
9 #define GrAtlasedShaderHelpers_DEFINED
10 
11 #include "include/private/base/SkAssert.h"
12 #include "src/core/SkSLTypeShared.h"
13 #include "src/gpu/ganesh/GrGeometryProcessor.h"
14 #include "src/gpu/ganesh/GrShaderCaps.h"
15 #include "src/gpu/ganesh/glsl/GrGLSLFragmentShaderBuilder.h"
16 #include "src/gpu/ganesh/glsl/GrGLSLVarying.h"
17 #include "src/gpu/ganesh/glsl/GrGLSLVertexGeoBuilder.h"
18 
append_index_uv_varyings(GrGeometryProcessor::ProgramImpl::EmitArgs & args,int numTextureSamplers,const char * inTexCoordsName,const char * atlasDimensionsInvName,GrGLSLVarying * uv,GrGLSLVarying * texIdx,GrGLSLVarying * st)19 static inline void append_index_uv_varyings(GrGeometryProcessor::ProgramImpl::EmitArgs& args,
20                                             int numTextureSamplers,
21                                             const char* inTexCoordsName,
22                                             const char* atlasDimensionsInvName,
23                                             GrGLSLVarying* uv,
24                                             GrGLSLVarying* texIdx,
25                                             GrGLSLVarying* st) {
26     using Interpolation = GrGLSLVaryingHandler::Interpolation;
27     // This extracts the texture index and texel coordinates from the same variable
28     // Packing structure: texel coordinates have the 2-bit texture page encoded in bits 13 & 14 of
29     // the x coordinate. It would be nice to use bits 14 and 15, but iphone6 has problem with those
30     // bits when in gles. Iphone6 works fine with bits 14 and 15 in metal.
31     if (args.fShaderCaps->fIntegerSupport) {
32         if (numTextureSamplers <= 1) {
33             args.fVertBuilder->codeAppendf(
34                 "int texIdx = 0;"
35                 "float2 unormTexCoords = float2(%s.x, %s.y);"
36            , inTexCoordsName, inTexCoordsName);
37         } else {
38 #ifdef SK_ENABLE_SMALL_PAGE
39             args.fVertBuilder->codeAppendf(R"code(
40                 int2 coords = int2(%s.x, %s.y);
41                 int texIdx = ((coords.x >> 12) & 0xc) + ((coords.y >> 14) & 0x3);
42                 float2 unormTexCoords = float2(coords.x & 0x3FFF, coords.y & 0x3FFF);
43             )code", inTexCoordsName, inTexCoordsName);
44 #else
45             args.fVertBuilder->codeAppendf(
46                 "int2 coords = int2(%s.x, %s.y);"
47                 "int texIdx = coords.x >> 13;"
48                 "float2 unormTexCoords = float2(coords.x & 0x1FFF, coords.y);"
49             , inTexCoordsName, inTexCoordsName);
50 #endif
51         }
52     } else {
53         if (numTextureSamplers <= 1) {
54             args.fVertBuilder->codeAppendf(
55                 "float texIdx = 0;"
56                 "float2 unormTexCoords = float2(%s.x, %s.y);"
57             , inTexCoordsName, inTexCoordsName);
58         } else {
59 #ifdef SK_ENABLE_SMALL_PAGE
60             args.fVertBuilder->codeAppendf(R"code(
61                float2 coord = float2(%s.x, %s.y);
62                float diff0 = floor(coord.x * exp2(-14));
63                float diff1 = floor(coord.y * exp2(-14));
64                float texIdx = 4 * diff0 + diff1;
65                float2 unormTexCoords = float2(coord.x - diff0, coord.y - diff1);
66            )code", inTexCoordsName, inTexCoordsName);
67 #else
68             args.fVertBuilder->codeAppendf(
69                 "float2 coord = float2(%s.x, %s.y);"
70                 "float texIdx = floor(coord.x * exp2(-13));"
71                 "float2 unormTexCoords = float2(coord.x - texIdx * exp2(13), coord.y);"
72             , inTexCoordsName, inTexCoordsName);
73 #endif
74         }
75     }
76 
77     // Multiply by 1/atlasDimensions to get normalized texture coordinates
78     uv->reset(SkSLType::kFloat2);
79     args.fVaryingHandler->addVarying("TextureCoords", uv);
80     args.fVertBuilder->codeAppendf(
81             "%s = unormTexCoords * %s;", uv->vsOut(), atlasDimensionsInvName);
82 
83     // On ANGLE there is a significant cost to using an int varying. We don't know of any case where
84     // it is worse to use a float so for now we always do.
85     texIdx->reset(SkSLType::kFloat);
86     // If we computed the local var "texIdx" as an int we will need to cast it to float
87     const char* cast = args.fShaderCaps->fIntegerSupport ? "float" : "";
88     args.fVaryingHandler->addVarying("TexIndex", texIdx, Interpolation::kCanBeFlat);
89     args.fVertBuilder->codeAppendf("%s = %s(texIdx);", texIdx->vsOut(), cast);
90 
91     if (st) {
92         st->reset(SkSLType::kFloat2);
93         args.fVaryingHandler->addVarying("IntTextureCoords", st);
94         args.fVertBuilder->codeAppendf("%s = unormTexCoords;", st->vsOut());
95     }
96 }
97 
append_multitexture_lookup(GrGeometryProcessor::ProgramImpl::EmitArgs & args,int numTextureSamplers,const GrGLSLVarying & texIdx,const char * coordName,const char * colorName)98 static inline void append_multitexture_lookup(GrGeometryProcessor::ProgramImpl::EmitArgs& args,
99                                               int numTextureSamplers,
100                                               const GrGLSLVarying& texIdx,
101                                               const char* coordName,
102                                               const char* colorName) {
103     SkASSERT(numTextureSamplers > 0);
104     // This shouldn't happen, but will avoid a crash if it does
105     if (numTextureSamplers <= 0) {
106         args.fFragBuilder->codeAppendf("%s = float4(1);", colorName);
107         return;
108     }
109 
110     // conditionally load from the indexed texture sampler
111     for (int i = 0; i < numTextureSamplers-1; ++i) {
112         args.fFragBuilder->codeAppendf("if (%s == %d) { %s = ", texIdx.fsIn(), i, colorName);
113         args.fFragBuilder->appendTextureLookup(args.fTexSamplers[i],
114                                                coordName);
115         args.fFragBuilder->codeAppend("; } else ");
116     }
117     args.fFragBuilder->codeAppendf("{ %s = ", colorName);
118     args.fFragBuilder->appendTextureLookup(args.fTexSamplers[numTextureSamplers - 1],
119                                            coordName);
120     args.fFragBuilder->codeAppend("; }");
121 }
122 
123 // Special lookup function for sdf lcd -- avoids duplicating conditional logic three times
append_multitexture_lookup_lcd(GrGeometryProcessor::ProgramImpl::EmitArgs & args,int numTextureSamplers,const GrGLSLVarying & texIdx,const char * coordName,const char * offsetName,const char * distanceName)124 static inline void append_multitexture_lookup_lcd(GrGeometryProcessor::ProgramImpl::EmitArgs& args,
125                                                   int numTextureSamplers,
126                                                   const GrGLSLVarying& texIdx,
127                                                   const char* coordName,
128                                                   const char* offsetName,
129                                                   const char* distanceName) {
130     SkASSERT(numTextureSamplers > 0);
131     // This shouldn't happen, but will avoid a crash if it does
132     if (numTextureSamplers <= 0) {
133         args.fFragBuilder->codeAppendf("%s = half3(1);", distanceName);
134         return;
135     }
136 
137     // conditionally load from the indexed texture sampler
138     for (int i = 0; i < numTextureSamplers; ++i) {
139         args.fFragBuilder->codeAppendf("if (%s == %d) {", texIdx.fsIn(), i);
140 
141         // green is distance to uv center
142         args.fFragBuilder->codeAppendf("%s.y = ", distanceName);
143         args.fFragBuilder->appendTextureLookup(args.fTexSamplers[i], coordName);
144         args.fFragBuilder->codeAppend(".r;");
145 
146         // red is distance to left offset
147         args.fFragBuilder->codeAppendf("half2 uv_adjusted = half2(%s) - %s;",
148                                        coordName, offsetName);
149         args.fFragBuilder->codeAppendf("%s.x = ", distanceName);
150         args.fFragBuilder->appendTextureLookup(args.fTexSamplers[i], "uv_adjusted");
151         args.fFragBuilder->codeAppend(".r;");
152 
153         // blue is distance to right offset
154         args.fFragBuilder->codeAppendf("uv_adjusted = half2(%s) + %s;", coordName, offsetName);
155         args.fFragBuilder->codeAppendf("%s.z = ", distanceName);
156         args.fFragBuilder->appendTextureLookup(args.fTexSamplers[i], "uv_adjusted");
157         args.fFragBuilder->codeAppend(".r;");
158 
159         if (i < numTextureSamplers-1) {
160             args.fFragBuilder->codeAppend("} else ");
161         } else {
162             args.fFragBuilder->codeAppend("}");
163         }
164     }
165 }
166 
167 #endif
168