/* * Copyright 2014 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "src/gpu/glsl/GrGLSLShaderBuilder.h" #include "include/sksl/DSL.h" #include "src/gpu/GrShaderCaps.h" #include "src/gpu/GrShaderVar.h" #include "src/gpu/GrSwizzle.h" #include "src/gpu/glsl/GrGLSLBlend.h" #include "src/gpu/glsl/GrGLSLColorSpaceXformHelper.h" #include "src/gpu/glsl/GrGLSLProgramBuilder.h" #include "src/sksl/dsl/priv/DSLWriter.h" #include "src/sksl/ir/SkSLVarDeclarations.h" GrGLSLShaderBuilder::GrGLSLShaderBuilder(GrGLSLProgramBuilder* program) : fProgramBuilder(program) , fInputs(GrGLSLProgramBuilder::kVarsPerBlock) , fOutputs(GrGLSLProgramBuilder::kVarsPerBlock) , fFeaturesAddedMask(0) , fCodeIndex(kCode) , fFinalized(false) , fTmpVariableCounter(0) { // We push back some dummy pointers which will later become our header for (int i = 0; i <= kCode; i++) { fShaderStrings.push_back(); } this->main() = "void main() {"; } void GrGLSLShaderBuilder::declAppend(const GrShaderVar& var) { SkString tempDecl; var.appendDecl(fProgramBuilder->shaderCaps(), &tempDecl); this->codeAppendf("%s;", tempDecl.c_str()); } void GrGLSLShaderBuilder::declareGlobal(const GrShaderVar& v) { v.appendDecl(this->getProgramBuilder()->shaderCaps(), &this->definitions()); this->definitions().append(";"); } SkString GrGLSLShaderBuilder::getMangledFunctionName(const char* baseName) { return fProgramBuilder->nameVariable(/*prefix=*/'\0', baseName); } void GrGLSLShaderBuilder::appendFunctionDecl(GrSLType returnType, const char* mangledName, SkSpan args) { this->functions().appendf("%s %s(", GrGLSLTypeString(returnType), mangledName); for (size_t i = 0; i < args.size(); ++i) { if (i > 0) { this->functions().append(", "); } args[i].appendDecl(fProgramBuilder->shaderCaps(), &this->functions()); } this->functions().append(")"); } void GrGLSLShaderBuilder::emitFunction(GrSLType returnType, const char* mangledName, SkSpan args, const char* body) { this->appendFunctionDecl(returnType, mangledName, args); this->functions().appendf(" {\n" "%s" "}\n\n", body); } void GrGLSLShaderBuilder::emitFunction(const char* declaration, const char* body) { this->functions().appendf("%s {\n" "%s" "}\n\n", declaration, body); } void GrGLSLShaderBuilder::emitFunctionPrototype(GrSLType returnType, const char* mangledName, SkSpan args) { this->appendFunctionDecl(returnType, mangledName, args); this->functions().append(";\n"); } void GrGLSLShaderBuilder::codeAppend(std::unique_ptr stmt) { SkASSERT(SkSL::dsl::DSLWriter::CurrentProcessor()); SkASSERT(stmt); this->codeAppend(stmt->description().c_str()); if (stmt->is()) { fDeclarations.push_back(std::move(stmt)); } } static inline void append_texture_swizzle(SkString* out, GrSwizzle swizzle) { if (swizzle != GrSwizzle::RGBA()) { out->appendf(".%s", swizzle.asString().c_str()); } } void GrGLSLShaderBuilder::appendTextureLookup(SkString* out, SamplerHandle samplerHandle, const char* coordName) const { const char* sampler = fProgramBuilder->samplerVariable(samplerHandle); out->appendf("sample(%s, %s)", sampler, coordName); append_texture_swizzle(out, fProgramBuilder->samplerSwizzle(samplerHandle)); } void GrGLSLShaderBuilder::appendTextureLookup(SamplerHandle samplerHandle, const char* coordName, GrGLSLColorSpaceXformHelper* colorXformHelper) { SkString lookup; this->appendTextureLookup(&lookup, samplerHandle, coordName); this->appendColorGamutXform(lookup.c_str(), colorXformHelper); } void GrGLSLShaderBuilder::appendTextureLookupAndBlend( const char* dst, SkBlendMode mode, SamplerHandle samplerHandle, const char* coordName, GrGLSLColorSpaceXformHelper* colorXformHelper) { if (!dst) { dst = "half4(1)"; } SkString lookup; // This works around an issue in SwiftShader where the texture lookup is messed up // if we use blend_modulate instead of simply operator * on dst and the sampled result. // At this time it's unknown if the same problem exists for other modes. if (mode == SkBlendMode::kModulate) { this->codeAppend("("); this->appendTextureLookup(&lookup, samplerHandle, coordName); this->appendColorGamutXform(lookup.c_str(), colorXformHelper); this->codeAppendf(" * %s)", dst); } else { this->codeAppendf("%s(", GrGLSLBlend::BlendFuncName(mode)); this->appendTextureLookup(&lookup, samplerHandle, coordName); this->appendColorGamutXform(lookup.c_str(), colorXformHelper); this->codeAppendf(", %s)", dst); } } void GrGLSLShaderBuilder::appendInputLoad(SamplerHandle samplerHandle) { const char* input = fProgramBuilder->inputSamplerVariable(samplerHandle); SkString load; load.appendf("subpassLoad(%s)", input); append_texture_swizzle(&load, fProgramBuilder->inputSamplerSwizzle(samplerHandle)); this->codeAppend(load.c_str()); } void GrGLSLShaderBuilder::appendColorGamutXform(SkString* out, const char* srcColor, GrGLSLColorSpaceXformHelper* colorXformHelper) { if (!colorXformHelper || colorXformHelper->isNoop()) { *out = srcColor; return; } GrGLSLUniformHandler* uniformHandler = fProgramBuilder->uniformHandler(); // We define up to three helper functions, to keep things clearer. One for the source transfer // function, one for the (inverse) destination transfer function, and one for the gamut xform. // Any combination of these may be present, although some configurations are much more likely. auto emitTFFunc = [=](const char* name, GrGLSLProgramDataManager::UniformHandle uniform, TFKind kind) { const GrShaderVar gTFArgs[] = { GrShaderVar("x", kHalf_GrSLType) }; const char* coeffs = uniformHandler->getUniformCStr(uniform); SkString body; // Temporaries to make evaluation line readable. We always use the sRGBish names, so the // PQ and HLG math is confusing. body.appendf("half G = %s[0];", coeffs); body.appendf("half A = %s[1];", coeffs); body.appendf("half B = %s[2];", coeffs); body.appendf("half C = %s[3];", coeffs); body.appendf("half D = %s[4];", coeffs); body.appendf("half E = %s[5];", coeffs); body.appendf("half F = %s[6];", coeffs); body.append("half s = sign(x);"); body.append("x = abs(x);"); switch (kind) { case TFKind::sRGBish_TF: body.append("x = (x < D) ? (C * x) + F : pow(A * x + B, G) + E;"); break; case TFKind::PQish_TF: body.append("x = pow(max(A + B * pow(x, C), 0) / (D + E * pow(x, C)), F);"); break; case TFKind::HLGish_TF: body.append("x = (x*A <= 1) ? pow(x*A, B) : exp((x-E)*C) + D; x *= (F+1);"); break; case TFKind::HLGinvish_TF: body.append("x /= (F+1); x = (x <= 1) ? A * pow(x, B) : C * log(x - D) + E;"); break; default: SkASSERT(false); break; } body.append("return s * x;"); SkString funcName = this->getMangledFunctionName(name); this->emitFunction(kHalf_GrSLType, funcName.c_str(), {gTFArgs, SK_ARRAY_COUNT(gTFArgs)}, body.c_str()); return funcName; }; SkString srcTFFuncName; if (colorXformHelper->applySrcTF()) { srcTFFuncName = emitTFFunc("src_tf", colorXformHelper->srcTFUniform(), colorXformHelper->srcTFKind()); } SkString dstTFFuncName; if (colorXformHelper->applyDstTF()) { dstTFFuncName = emitTFFunc("dst_tf", colorXformHelper->dstTFUniform(), colorXformHelper->dstTFKind()); } SkString gamutXformFuncName; if (colorXformHelper->applyGamutXform()) { const GrShaderVar gGamutXformArgs[] = { GrShaderVar("color", kHalf4_GrSLType) }; const char* xform = uniformHandler->getUniformCStr(colorXformHelper->gamutXformUniform()); SkString body; body.appendf("color.rgb = (%s * color.rgb);", xform); body.append("return color;"); gamutXformFuncName = this->getMangledFunctionName("gamut_xform"); this->emitFunction(kHalf4_GrSLType, gamutXformFuncName.c_str(), {gGamutXformArgs, SK_ARRAY_COUNT(gGamutXformArgs)}, body.c_str()); } // Now define a wrapper function that applies all the intermediate steps { // Some GPUs require full float to get results that are as accurate as expected/required. // Most GPUs work just fine with half float. Strangely, the GPUs that have this bug // (Mali G series) only require us to promote the type of a few temporaries here -- // the helper functions above can always be written to use half. bool useFloat = fProgramBuilder->shaderCaps()->colorSpaceMathNeedsFloat(); const GrShaderVar gColorXformArgs[] = { GrShaderVar("color", useFloat ? kFloat4_GrSLType : kHalf4_GrSLType)}; SkString body; if (colorXformHelper->applyUnpremul()) { body.append("color = unpremul(color);"); } if (colorXformHelper->applySrcTF()) { body.appendf("color.r = %s(half(color.r));", srcTFFuncName.c_str()); body.appendf("color.g = %s(half(color.g));", srcTFFuncName.c_str()); body.appendf("color.b = %s(half(color.b));", srcTFFuncName.c_str()); } if (colorXformHelper->applyGamutXform()) { body.appendf("color = %s(half4(color));", gamutXformFuncName.c_str()); } if (colorXformHelper->applyDstTF()) { body.appendf("color.r = %s(half(color.r));", dstTFFuncName.c_str()); body.appendf("color.g = %s(half(color.g));", dstTFFuncName.c_str()); body.appendf("color.b = %s(half(color.b));", dstTFFuncName.c_str()); } if (colorXformHelper->applyPremul()) { body.append("color.rgb *= color.a;"); } body.append("return half4(color);"); SkString colorXformFuncName = this->getMangledFunctionName("color_xform"); this->emitFunction(kHalf4_GrSLType, colorXformFuncName.c_str(), {gColorXformArgs, SK_ARRAY_COUNT(gColorXformArgs)}, body.c_str()); out->appendf("%s(%s)", colorXformFuncName.c_str(), srcColor); } } void GrGLSLShaderBuilder::appendColorGamutXform(const char* srcColor, GrGLSLColorSpaceXformHelper* colorXformHelper) { SkString xform; this->appendColorGamutXform(&xform, srcColor, colorXformHelper); this->codeAppend(xform.c_str()); } bool GrGLSLShaderBuilder::addFeature(uint32_t featureBit, const char* extensionName) { if (featureBit & fFeaturesAddedMask) { return false; } this->extensions().appendf("#extension %s: require\n", extensionName); fFeaturesAddedMask |= featureBit; return true; } void GrGLSLShaderBuilder::appendDecls(const VarArray& vars, SkString* out) const { for (const auto& v : vars.items()) { v.appendDecl(fProgramBuilder->shaderCaps(), out); out->append(";\n"); } } void GrGLSLShaderBuilder::addLayoutQualifier(const char* param, InterfaceQualifier interface) { SkASSERT(fProgramBuilder->shaderCaps()->generation() >= k330_GrGLSLGeneration || fProgramBuilder->shaderCaps()->mustEnableAdvBlendEqs()); fLayoutParams[interface].push_back() = param; } void GrGLSLShaderBuilder::compileAndAppendLayoutQualifiers() { static const char* interfaceQualifierNames[] = { "in", "out" }; for (int interface = 0; interface <= kLastInterfaceQualifier; ++interface) { const SkTArray& params = fLayoutParams[interface]; if (params.empty()) { continue; } this->layoutQualifiers().appendf("layout(%s", params[0].c_str()); for (int i = 1; i < params.count(); ++i) { this->layoutQualifiers().appendf(", %s", params[i].c_str()); } this->layoutQualifiers().appendf(") %s;\n", interfaceQualifierNames[interface]); } static_assert(0 == GrGLSLShaderBuilder::kIn_InterfaceQualifier); static_assert(1 == GrGLSLShaderBuilder::kOut_InterfaceQualifier); static_assert(SK_ARRAY_COUNT(interfaceQualifierNames) == kLastInterfaceQualifier + 1); } void GrGLSLShaderBuilder::finalize(uint32_t visibility) { SkASSERT(!fFinalized); this->compileAndAppendLayoutQualifiers(); SkASSERT(visibility); fProgramBuilder->appendUniformDecls((GrShaderFlags) visibility, &this->uniforms()); this->appendDecls(fInputs, &this->inputs()); this->appendDecls(fOutputs, &this->outputs()); this->onFinalize(); // append the 'footer' to code this->code().append("}"); for (int i = 0; i <= fCodeIndex; i++) { fCompilerString.append(fShaderStrings[i].c_str(), fShaderStrings[i].size()); } fFinalized = true; }