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