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1 /*
2  * Copyright 2014 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 GrGLSLFragmentShaderBuilder_DEFINED
9 #define GrGLSLFragmentShaderBuilder_DEFINED
10 
11 #include "GrBlend.h"
12 #include "GrGLSLShaderBuilder.h"
13 #include "GrProcessor.h"
14 
15 class GrRenderTarget;
16 class GrGLSLVarying;
17 
18 /*
19  * This base class encapsulates the common functionality which all processors use to build fragment
20  * shaders.
21  */
22 class GrGLSLFragmentBuilder : public GrGLSLShaderBuilder {
23 public:
GrGLSLFragmentBuilder(GrGLSLProgramBuilder * program)24     GrGLSLFragmentBuilder(GrGLSLProgramBuilder* program) : INHERITED(program) {}
~GrGLSLFragmentBuilder()25     virtual ~GrGLSLFragmentBuilder() {}
26 
27     /**
28      * This returns a variable name to access the 2D, perspective correct version of the coords in
29      * the fragment shader. The passed in coordinates must either be of type kHalf2 or kHalf3. If
30      * the coordinates are 3-dimensional, it a perspective divide into is emitted into the
31      * fragment shader (xy / z) to convert them to 2D.
32      */
33     virtual SkString ensureCoords2D(const GrShaderVar&) = 0;
34 
35     // TODO: remove this method.
36     void declAppendf(const char* fmt, ...);
37 
38 private:
39     typedef GrGLSLShaderBuilder INHERITED;
40 };
41 
42 /*
43  * This class is used by fragment processors to build their fragment code.
44  */
45 class GrGLSLFPFragmentBuilder : virtual public GrGLSLFragmentBuilder {
46 public:
47     /** Appease the compiler; the derived class initializes GrGLSLFragmentBuilder. */
GrGLSLFPFragmentBuilder()48     GrGLSLFPFragmentBuilder() : GrGLSLFragmentBuilder(nullptr) {}
49 
50     enum Coordinates {
51         kSkiaDevice_Coordinates,
52         kGLSLWindow_Coordinates,
53 
54         kLast_Coordinates = kGLSLWindow_Coordinates
55     };
56 
57     /**
58      * Fragment procs with child procs should call these functions before/after calling emitCode
59      * on a child proc.
60      */
61     virtual void onBeforeChildProcEmitCode() = 0;
62     virtual void onAfterChildProcEmitCode() = 0;
63 
64     virtual const SkString& getMangleString() const = 0;
65 
66     virtual void forceHighPrecision() = 0;
67 };
68 
69 /*
70  * This class is used by Xfer processors to build their fragment code.
71  */
72 class GrGLSLXPFragmentBuilder : virtual public GrGLSLFragmentBuilder {
73 public:
74     /** Appease the compiler; the derived class initializes GrGLSLFragmentBuilder. */
GrGLSLXPFragmentBuilder()75     GrGLSLXPFragmentBuilder() : GrGLSLFragmentBuilder(nullptr) {}
76 
77     virtual bool hasCustomColorOutput() const = 0;
78     virtual bool hasSecondaryOutput() const = 0;
79 
80     /** Returns the variable name that holds the color of the destination pixel. This may be nullptr
81      * if no effect advertised that it will read the destination. */
82     virtual const char* dstColor() = 0;
83 
84     /** Adds any necessary layout qualifiers in order to legalize the supplied blend equation with
85         this shader. It is only legal to call this method with an advanced blend equation, and only
86         if these equations are supported. */
87     virtual void enableAdvancedBlendEquationIfNeeded(GrBlendEquation) = 0;
88 };
89 
90 /*
91  * This class implements the various fragment builder interfaces.
92  */
93 class GrGLSLFragmentShaderBuilder : public GrGLSLFPFragmentBuilder, public GrGLSLXPFragmentBuilder {
94 public:
95    /** Returns a nonzero key for a surface's origin. This should only be called if a processor will
96        use the fragment position and/or sample locations. */
97     static uint8_t KeyForSurfaceOrigin(GrSurfaceOrigin);
98 
99     GrGLSLFragmentShaderBuilder(GrGLSLProgramBuilder* program);
100 
101     // Shared GrGLSLFragmentBuilder interface.
102     virtual SkString ensureCoords2D(const GrShaderVar&) override;
103 
104     // GrGLSLFPFragmentBuilder interface.
getMangleString()105     const SkString& getMangleString() const override { return fMangleString; }
106     void onBeforeChildProcEmitCode() override;
107     void onAfterChildProcEmitCode() override;
forceHighPrecision()108     void forceHighPrecision() override { fForceHighPrecision = true; }
109 
110     // GrGLSLXPFragmentBuilder interface.
hasCustomColorOutput()111     bool hasCustomColorOutput() const override { return fHasCustomColorOutput; }
hasSecondaryOutput()112     bool hasSecondaryOutput() const override { return fHasSecondaryOutput; }
113     const char* dstColor() override;
114     void enableAdvancedBlendEquationIfNeeded(GrBlendEquation) override;
115 
116 private:
117     // Private public interface, used by GrGLProgramBuilder to build a fragment shader
118     void enableCustomOutput();
119     void enableSecondaryOutput();
120     const char* getPrimaryColorOutputName() const;
121     const char* getSecondaryColorOutputName() const;
122     bool primaryColorOutputIsInOut() const;
123 
124 #ifdef SK_DEBUG
125     // As GLSLProcessors emit code, there are some conditions we need to verify.  We use the below
126     // state to track this.  The reset call is called per processor emitted.
hasReadDstColor()127     bool hasReadDstColor() const { return fHasReadDstColor; }
resetVerification()128     void resetVerification() {
129         fHasReadDstColor = false;
130     }
131 #endif
132 
DeclaredColorOutputName()133     static const char* DeclaredColorOutputName() { return "sk_FragColor"; }
DeclaredSecondaryColorOutputName()134     static const char* DeclaredSecondaryColorOutputName() { return "fsSecondaryColorOut"; }
135 
136     GrSurfaceOrigin getSurfaceOrigin() const;
137 
138     void onFinalize() override;
139 
140     static const char* kDstColorName;
141 
142     /*
143      * State that tracks which child proc in the proc tree is currently emitting code.  This is
144      * used to update the fMangleString, which is used to mangle the names of uniforms and functions
145      * emitted by the proc.  fSubstageIndices is a stack: its count indicates how many levels deep
146      * we are in the tree, and its second-to-last value is the index of the child proc at that
147      * level which is currently emitting code. For example, if fSubstageIndices = [3, 1, 2, 0], that
148      * means we're currently emitting code for the base proc's 3rd child's 1st child's 2nd child.
149      */
150     SkTArray<int> fSubstageIndices;
151 
152     /*
153      * The mangle string is used to mangle the names of uniforms/functions emitted by the child
154      * procs so no duplicate uniforms/functions appear in the generated shader program. The mangle
155      * string is simply based on fSubstageIndices. For example, if fSubstageIndices = [3, 1, 2, 0],
156      * then the manglestring will be "_c3_c1_c2", and any uniform/function emitted by that proc will
157      * have "_c3_c1_c2" appended to its name, which can be interpreted as "base proc's 3rd child's
158      * 1st child's 2nd child".
159      */
160     SkString fMangleString;
161 
162     bool fSetupFragPosition;
163     bool fHasCustomColorOutput;
164     int fCustomColorOutputIndex;
165     bool fHasSecondaryOutput;
166     bool fForceHighPrecision;
167 
168 #ifdef SK_DEBUG
169     // some state to verify shaders and effects are consistent, this is reset between effects by
170     // the program creator
171     bool fHasReadDstColor;
172 #endif
173 
174     friend class GrGLSLProgramBuilder;
175     friend class GrGLProgramBuilder;
176 };
177 
178 #endif
179