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1 /*
2  * Copyright 2016 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 SKSL_CODEGENERATOR
9 #define SKSL_CODEGENERATOR
10 
11 #include "src/sksl/SkSLContext.h"
12 #include "src/sksl/SkSLOutputStream.h"
13 #include "src/sksl/ir/SkSLProgram.h"
14 
15 namespace SkSL {
16 
17 struct ShaderCaps;
18 
19 /**
20  * Abstract superclass of all code generators, which take a Program as input and produce code as
21  * output.
22  */
23 class CodeGenerator {
24 public:
CodeGenerator(const Context * context,const ShaderCaps * caps,const Program * program,OutputStream * stream)25     CodeGenerator(const Context* context,
26                   const ShaderCaps* caps,
27                   const Program* program,
28                   OutputStream* stream)
29             : fProgram(*program)
30             , fContext(fProgram.fContext->fTypes, *fProgram.fContext->fErrors)
31             , fCaps(*caps)
32             , fOut(stream) {
33         fContext.fConfig = fProgram.fConfig.get();
34         fContext.fModule = fProgram.fContext->fModule;
35         fContext.fSymbolTable = fProgram.fSymbols.get();
36     }
37 
38     virtual ~CodeGenerator() = default;
39 
40     virtual bool generateCode() = 0;
41 
42     // Intended for use by AutoOutputStream.
outputStream()43     OutputStream* outputStream() { return fOut; }
setOutputStream(OutputStream * output)44     void setOutputStream(OutputStream* output) { fOut = output; }
45 
46 protected:
47     // For SkMipmapMode::kLinear we want a bias such that when the unbiased LOD value is
48     // midway between levels we select just the larger level, i.e. a bias of -.5. However, using
49     // this bias with kNearest mode with a draw that is a perfect power of two downscale puts us
50     // right on the rounding edge where it could go up or down depending on the particular GPU.
51     // Experimentally we found that at -.49 most iOS devices (iPhone 7, 8, and iPad Pro
52     // [PowerVRGT7800 version]) all round to the level twice as big as the device space footprint
53     // for some such draws in our unit tests on GLES. However, the iPhone 11 still fails and so
54     // we are using -.475. They do not at -.48. All other GPUs passed tests with -.499. Though, at
55     // this time the bias is not implemented in the MSL codegen and so iOS/Metal was not tested.
56     static constexpr float kSharpenTexturesBias = -.475f;
57 
58     const Program& fProgram;
59     Context fContext;
60     const ShaderCaps& fCaps;
61     OutputStream* fOut;
62 };
63 
64 class AutoOutputStream {
65 public:
66     // Maintains the current indentation level while writing to the new output stream.
AutoOutputStream(CodeGenerator * codeGen,OutputStream * newOutput)67     AutoOutputStream(CodeGenerator* codeGen, OutputStream* newOutput)
68             : fCodeGen(codeGen)
69             , fOldOutput(codeGen->outputStream()) {
70         fCodeGen->setOutputStream(newOutput);
71     }
72     // Resets the indentation when entering the scope, and restores it when leaving.
AutoOutputStream(CodeGenerator * codeGen,OutputStream * newOutput,int * indentationPtr)73     AutoOutputStream(CodeGenerator* codeGen, OutputStream* newOutput, int *indentationPtr)
74             : fCodeGen(codeGen)
75             , fOldOutput(codeGen->outputStream())
76             , fIndentationPtr(indentationPtr)
77             , fOldIndentation(indentationPtr ? *indentationPtr : 0) {
78         fCodeGen->setOutputStream(newOutput);
79         *fIndentationPtr = 0;
80     }
~AutoOutputStream()81     ~AutoOutputStream() {
82         fCodeGen->setOutputStream(fOldOutput);
83         if (fIndentationPtr) {
84             *fIndentationPtr = fOldIndentation;
85         }
86     }
87 
88 private:
89     CodeGenerator* fCodeGen = nullptr;
90     OutputStream* fOldOutput = nullptr;
91     int *fIndentationPtr = nullptr;
92     int fOldIndentation = 0;
93 };
94 
95 }  // namespace SkSL
96 
97 #endif
98