/* * Copyright 2014 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef GrGLSLShaderBuilder_DEFINED #define GrGLSLShaderBuilder_DEFINED #include "include/core/SkSpan.h" #include "include/private/SkSLStatement.h" #include "include/private/SkSLString.h" #include "include/private/SkTDArray.h" #include "src/gpu/GrShaderVar.h" #include "src/gpu/GrTBlockList.h" #include "src/gpu/glsl/GrGLSLUniformHandler.h" #include class GrGLSLColorSpaceXformHelper; namespace SkSL { namespace dsl { class DSLWriter; } } /** base class for all shaders builders */ class GrGLSLShaderBuilder { public: GrGLSLShaderBuilder(GrGLSLProgramBuilder* program); virtual ~GrGLSLShaderBuilder() {} using SamplerHandle = GrGLSLUniformHandler::SamplerHandle; /** Appends a 2D texture sample with projection if necessary. The vec length and swizzle order of the result depends on the GrProcessor::TextureSampler associated with the SamplerHandle. */ void appendTextureLookup(SkString* out, SamplerHandle, const char* coordName) const; /** Version of above that appends the result to the shader code instead.*/ void appendTextureLookup(SamplerHandle, const char* coordName, GrGLSLColorSpaceXformHelper* colorXformHelper = nullptr); /** Does the work of appendTextureLookup and blends the result by dst, treating the texture lookup a the src input to the blend. The dst is assumed to be half4 and the result is always a half4. If dst is nullptr we use half4(1) as the blend dst. */ void appendTextureLookupAndBlend(const char* dst, SkBlendMode, SamplerHandle, const char* coordName, GrGLSLColorSpaceXformHelper* colorXformHelper = nullptr); /** Appends a load of an input attachment into the shader code. */ void appendInputLoad(SamplerHandle); /** Adds a helper function to facilitate color gamut transformation, and produces code that returns the srcColor transformed into a new gamut (via multiplication by the xform from colorXformHelper). Premultiplied sources are also handled correctly (colorXformHelper determines if the source is premultipled or not). */ void appendColorGamutXform(SkString* out, const char* srcColor, GrGLSLColorSpaceXformHelper* colorXformHelper); /** Version of above that appends the result to the shader code instead. */ void appendColorGamutXform(const char* srcColor, GrGLSLColorSpaceXformHelper* colorXformHelper); /** * Adds a constant declaration to the top of the shader. */ void defineConstant(const char* type, const char* name, const char* value) { this->definitions().appendf("const %s %s = %s;\n", type, name, value); } void defineConstant(const char* name, int value) { this->definitions().appendf("const int %s = %i;\n", name, value); } void defineConstant(const char* name, float value) { this->definitions().appendf("const float %s = %f;\n", name, value); } void defineConstantf(const char* type, const char* name, const char* fmt, ...) { this->definitions().appendf("const %s %s = ", type, name); va_list args; va_start(args, fmt); this->definitions().appendVAList(fmt, args); va_end(args); this->definitions().append(";\n"); } void definitionAppend(const char* str) { this->definitions().append(str); } void declareGlobal(const GrShaderVar&); // Generates a unique variable name for holding the result of a temporary expression when it's // not reasonable to just add a new block for scoping. Does not declare anything. SkString newTmpVarName(const char* suffix) { int tmpIdx = fTmpVariableCounter++; return SkStringPrintf("_tmp_%d_%s", tmpIdx, suffix); } /** * Called by GrGLSLProcessors to add code to one of the shaders. */ void codeAppendf(const char format[], ...) SK_PRINTF_LIKE(2, 3) { va_list args; va_start(args, format); this->code().appendVAList(format, args); va_end(args); } void codeAppend(const char* str) { this->code().append(str); } void codeAppend(const char* str, size_t length) { this->code().append(str, length); } void codeAppend(std::unique_ptr stmt); void codePrependf(const char format[], ...) SK_PRINTF_LIKE(2, 3) { va_list args; va_start(args, format); this->code().prependVAList(format, args); va_end(args); } /** * Appends a variable declaration to one of the shaders */ void declAppend(const GrShaderVar& var); /** * Generates a mangled name for a helper function in the fragment shader. Will give consistent * results if called more than once. */ SkString getMangledFunctionName(const char* baseName); /** Emits a prototype for a helper function outside of main() in the fragment shader. */ void emitFunctionPrototype(GrSLType returnType, const char* mangledName, SkSpan args); /** Emits a helper function outside of main() in the fragment shader. */ void emitFunction(GrSLType returnType, const char* mangledName, SkSpan args, const char* body); void emitFunction(const char* declaration, const char* body); /** * Combines the various parts of the shader to create a single finalized shader string. */ void finalize(uint32_t visibility); /** * Get parent builder for adding uniforms. */ GrGLSLProgramBuilder* getProgramBuilder() { return fProgramBuilder; } /** * Helper for begining and ending a block in the shader code. */ class ShaderBlock { public: ShaderBlock(GrGLSLShaderBuilder* builder) : fBuilder(builder) { SkASSERT(builder); fBuilder->codeAppend("{"); } ~ShaderBlock() { fBuilder->codeAppend("}"); } private: GrGLSLShaderBuilder* fBuilder; }; protected: typedef GrTBlockList VarArray; void appendDecls(const VarArray& vars, SkString* out) const; void appendFunctionDecl(GrSLType returnType, const char* mangledName, SkSpan args); /** * Features that should only be enabled internally by the builders. */ enum GLSLPrivateFeature { kFragCoordConventions_GLSLPrivateFeature, kBlendEquationAdvanced_GLSLPrivateFeature, kBlendFuncExtended_GLSLPrivateFeature, kFramebufferFetch_GLSLPrivateFeature, kNoPerspectiveInterpolation_GLSLPrivateFeature, kSampleVariables_GLSLPrivateFeature, kLastGLSLPrivateFeature = kSampleVariables_GLSLPrivateFeature }; /* * A general function which enables an extension in a shader if the feature bit is not present * * @return true if the feature bit was not yet present, false otherwise. */ bool addFeature(uint32_t featureBit, const char* extensionName); enum InterfaceQualifier { kIn_InterfaceQualifier, kOut_InterfaceQualifier, kLastInterfaceQualifier = kOut_InterfaceQualifier }; /* * A low level function to build default layout qualifiers. * * e.g. layout(param1, param2, ...) out; * * GLSL allows default layout qualifiers for in, out, and uniform. */ void addLayoutQualifier(const char* param, InterfaceQualifier); void compileAndAppendLayoutQualifiers(); void nextStage() { fShaderStrings.push_back(); fCodeIndex++; } void deleteStage() { fShaderStrings.pop_back(); fCodeIndex--; } SkString& extensions() { return fShaderStrings[kExtensions]; } SkString& definitions() { return fShaderStrings[kDefinitions]; } SkString& precisionQualifier() { return fShaderStrings[kPrecisionQualifier]; } SkString& layoutQualifiers() { return fShaderStrings[kLayoutQualifiers]; } SkString& uniforms() { return fShaderStrings[kUniforms]; } SkString& inputs() { return fShaderStrings[kInputs]; } SkString& outputs() { return fShaderStrings[kOutputs]; } SkString& functions() { return fShaderStrings[kFunctions]; } SkString& main() { return fShaderStrings[kMain]; } SkString& code() { return fShaderStrings[fCodeIndex]; } virtual void onFinalize() = 0; enum { kExtensions, kDefinitions, kPrecisionQualifier, kLayoutQualifiers, kUniforms, kInputs, kOutputs, kFunctions, kMain, kCode, kPrealloc = kCode + 6, // 6 == Reasonable upper bound on number of processor stages }; GrGLSLProgramBuilder* fProgramBuilder; SkSL::String fCompilerString; SkSTArray fShaderStrings; SkString fCode; SkString fFunctions; SkString fExtensions; // Hangs onto Declarations so we don't destroy them prior to the variables that refer to them. SkSL::StatementArray fDeclarations; VarArray fInputs; VarArray fOutputs; uint32_t fFeaturesAddedMask; SkSTArray<1, SkString> fLayoutParams[kLastInterfaceQualifier + 1]; int fCodeIndex; bool fFinalized; // Counter for generating unique scratch variable names in a shader. int fTmpVariableCounter; friend class GrCCCoverageProcessor; // to access code(). friend class GrGLSLProgramBuilder; friend class GrGLProgramBuilder; friend class GrD3DPipelineStateBuilder; friend class GrDawnProgramBuilder; friend class GrGLSLVaryingHandler; // to access noperspective interpolation feature. friend class GrGLPathProgramBuilder; // to access fInputs. friend class GrVkPipelineStateBuilder; friend class GrMtlPipelineStateBuilder; friend class SkSL::dsl::DSLWriter; }; #endif