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 #ifndef GrGLSLProgramBuilder_DEFINED 9 #define GrGLSLProgramBuilder_DEFINED 10 11 #include "src/gpu/GrCaps.h" 12 #include "src/gpu/GrGeometryProcessor.h" 13 #include "src/gpu/GrProgramInfo.h" 14 #include "src/gpu/GrRenderTarget.h" 15 #include "src/gpu/GrRenderTargetPriv.h" 16 #include "src/gpu/glsl/GrGLSLFragmentProcessor.h" 17 #include "src/gpu/glsl/GrGLSLFragmentShaderBuilder.h" 18 #include "src/gpu/glsl/GrGLSLPrimitiveProcessor.h" 19 #include "src/gpu/glsl/GrGLSLProgramDataManager.h" 20 #include "src/gpu/glsl/GrGLSLUniformHandler.h" 21 #include "src/gpu/glsl/GrGLSLVertexGeoBuilder.h" 22 #include "src/gpu/glsl/GrGLSLXferProcessor.h" 23 24 class GrProgramDesc; 25 class GrShaderVar; 26 class GrGLSLVaryingHandler; 27 class SkString; 28 class GrShaderCaps; 29 30 class GrGLSLProgramBuilder { 31 public: 32 using UniformHandle = GrGLSLUniformHandler::UniformHandle; 33 using SamplerHandle = GrGLSLUniformHandler::SamplerHandle; 34 ~GrGLSLProgramBuilder()35 virtual ~GrGLSLProgramBuilder() {} 36 37 virtual const GrCaps* caps() const = 0; shaderCaps()38 const GrShaderCaps* shaderCaps() const { return this->caps()->shaderCaps(); } 39 origin()40 GrSurfaceOrigin origin() const { return fProgramInfo.origin(); } pipeline()41 const GrPipeline& pipeline() const { return fProgramInfo.pipeline(); } primitiveProcessor()42 const GrPrimitiveProcessor& primitiveProcessor() const { return fProgramInfo.primProc(); } processorFeatures()43 GrProcessor::CustomFeatures processorFeatures() const { 44 return fProgramInfo.requestedFeatures(); 45 } snapVerticesToPixelCenters()46 bool snapVerticesToPixelCenters() const { 47 return fProgramInfo.pipeline().snapVerticesToPixelCenters(); 48 } hasPointSize()49 bool hasPointSize() const { return fProgramInfo.primitiveType() == GrPrimitiveType::kPoints; } 50 51 // TODO: stop passing in the renderTarget for just the sampleLocations effectiveSampleCnt()52 int effectiveSampleCnt() const { 53 SkASSERT(GrProcessor::CustomFeatures::kSampleLocations & fProgramInfo.requestedFeatures()); 54 return fRenderTarget->renderTargetPriv().getSampleLocations().count(); 55 } getSampleLocations()56 const SkTArray<SkPoint>& getSampleLocations() const { 57 return fRenderTarget->renderTargetPriv().getSampleLocations(); 58 } 59 desc()60 const GrProgramDesc& desc() const { return fDesc; } 61 62 void appendUniformDecls(GrShaderFlags visibility, SkString*) const; 63 samplerVariable(SamplerHandle handle)64 const char* samplerVariable(SamplerHandle handle) const { 65 return this->uniformHandler()->samplerVariable(handle); 66 } 67 samplerSwizzle(SamplerHandle handle)68 GrSwizzle samplerSwizzle(SamplerHandle handle) const { 69 if (this->caps()->shaderCaps()->textureSwizzleAppliedInShader()) { 70 return this->uniformHandler()->samplerSwizzle(handle); 71 } 72 return GrSwizzle::RGBA(); 73 } 74 75 // Used to add a uniform for the RenderTarget width (used for sk_Width) without mangling 76 // the name of the uniform inside of a stage. 77 void addRTWidthUniform(const char* name); 78 79 // Used to add a uniform for the RenderTarget height (used for sk_Height and frag position) 80 // without mangling the name of the uniform inside of a stage. 81 void addRTHeightUniform(const char* name); 82 83 // Generates a name for a variable. The generated string will be name prefixed by the prefix 84 // char (unless the prefix is '\0'). It also will mangle the name to be stage-specific unless 85 // explicitly asked not to. 86 void nameVariable(SkString* out, char prefix, const char* name, bool mangle = true); 87 88 virtual GrGLSLUniformHandler* uniformHandler() = 0; 89 virtual const GrGLSLUniformHandler* uniformHandler() const = 0; 90 virtual GrGLSLVaryingHandler* varyingHandler() = 0; 91 92 // Used for backend customization of the output color and secondary color variables from the 93 // fragment processor. Only used if the outputs are explicitly declared in the shaders finalizeFragmentOutputColor(GrShaderVar & outputColor)94 virtual void finalizeFragmentOutputColor(GrShaderVar& outputColor) {} finalizeFragmentSecondaryColor(GrShaderVar & outputColor)95 virtual void finalizeFragmentSecondaryColor(GrShaderVar& outputColor) {} 96 97 // number of each input/output type in a single allocation block, used by many builders 98 static const int kVarsPerBlock; 99 100 GrGLSLVertexBuilder fVS; 101 GrGLSLGeometryBuilder fGS; 102 GrGLSLFragmentShaderBuilder fFS; 103 104 int fStageIndex; 105 106 const GrRenderTarget* fRenderTarget; // TODO: remove this 107 const GrProgramDesc& fDesc; 108 const GrProgramInfo& fProgramInfo; 109 110 GrGLSLBuiltinUniformHandles fUniformHandles; 111 112 std::unique_ptr<GrGLSLPrimitiveProcessor> fGeometryProcessor; 113 std::unique_ptr<GrGLSLXferProcessor> fXferProcessor; 114 std::unique_ptr<std::unique_ptr<GrGLSLFragmentProcessor>[]> fFragmentProcessors; 115 int fFragmentProcessorCnt; 116 117 protected: 118 explicit GrGLSLProgramBuilder(GrRenderTarget*, const GrProgramDesc&, const GrProgramInfo&); 119 120 void addFeature(GrShaderFlags shaders, uint32_t featureBit, const char* extensionName); 121 122 bool emitAndInstallProcs(); 123 124 void finalizeShaders(); 125 fragColorIsInOut()126 bool fragColorIsInOut() const { return fFS.primaryColorOutputIsInOut(); } 127 128 private: 129 // reset is called by program creator between each processor's emit code. It increments the 130 // stage offset for variable name mangling, and also ensures verfication variables in the 131 // fragment shader are cleared. reset()132 void reset() { 133 this->addStage(); 134 SkDEBUGCODE(fFS.debugOnly_resetPerStageVerification();) 135 } addStage()136 void addStage() { fStageIndex++; } 137 138 class AutoStageAdvance { 139 public: AutoStageAdvance(GrGLSLProgramBuilder * pb)140 AutoStageAdvance(GrGLSLProgramBuilder* pb) 141 : fPB(pb) { 142 fPB->reset(); 143 // Each output to the fragment processor gets its own code section 144 fPB->fFS.nextStage(); 145 } ~AutoStageAdvance()146 ~AutoStageAdvance() {} 147 private: 148 GrGLSLProgramBuilder* fPB; 149 }; 150 151 // Generates a possibly mangled name for a stage variable and writes it to the fragment shader. 152 void nameExpression(SkString*, const char* baseName); 153 154 void emitAndInstallPrimProc(SkString* outputColor, SkString* outputCoverage); 155 void emitAndInstallFragProcs(SkString* colorInOut, SkString* coverageInOut); 156 SkString emitAndInstallFragProc(const GrFragmentProcessor&, 157 int index, 158 int transformedCoordVarsIdx, 159 const SkString& input, 160 SkString output, 161 SkTArray<std::unique_ptr<GrGLSLFragmentProcessor>>*); 162 void emitAndInstallXferProc(const SkString& colorIn, const SkString& coverageIn); 163 SamplerHandle emitSampler(const GrSurfaceProxy*, GrSamplerState, const GrSwizzle&, 164 const char* name); 165 bool checkSamplerCounts(); 166 167 #ifdef SK_DEBUG 168 void verify(const GrPrimitiveProcessor&); 169 void verify(const GrFragmentProcessor&); 170 void verify(const GrXferProcessor&); 171 #endif 172 173 // These are used to check that we don't excede the allowable number of resources in a shader. 174 int fNumFragmentSamplers; 175 SkSTArray<4, GrGLSLPrimitiveProcessor::TransformVar> fTransformedCoordVars; 176 }; 177 178 #endif 179