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1 /*
2  * Copyright 2014 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 #include "GrGLShaderBuilder.h"
9 #include "GrGLProgramBuilder.h"
10 #include "GrGLShaderStringBuilder.h"
11 #include "../GrGLGpu.h"
12 #include "../GrGLShaderVar.h"
13 
14 namespace {
sample_function_name(GrSLType type,GrGLSLGeneration glslGen)15 inline const char* sample_function_name(GrSLType type, GrGLSLGeneration glslGen) {
16     if (kVec2f_GrSLType == type) {
17         return glslGen >= k130_GrGLSLGeneration ? "texture" : "texture2D";
18     } else {
19         SkASSERT(kVec3f_GrSLType == type);
20         return glslGen >= k130_GrGLSLGeneration ? "textureProj" : "texture2DProj";
21     }
22 }
append_texture_lookup(SkString * out,GrGLGpu * gpu,const char * samplerName,const char * coordName,uint32_t configComponentMask,const char * swizzle,GrSLType varyingType=kVec2f_GrSLType)23 void append_texture_lookup(SkString* out,
24                            GrGLGpu* gpu,
25                            const char* samplerName,
26                            const char* coordName,
27                            uint32_t configComponentMask,
28                            const char* swizzle,
29                            GrSLType varyingType = kVec2f_GrSLType) {
30     SkASSERT(coordName);
31 
32     out->appendf("%s(%s, %s)",
33                  sample_function_name(varyingType, gpu->glslGeneration()),
34                  samplerName,
35                  coordName);
36 
37     char mangledSwizzle[5];
38 
39     // The swizzling occurs using texture params instead of shader-mangling if ARB_texture_swizzle
40     // is available.
41     if (!gpu->glCaps().textureSwizzleSupport() &&
42         (kA_GrColorComponentFlag == configComponentMask)) {
43         char alphaChar = gpu->glCaps().textureRedSupport() ? 'r' : 'a';
44         int i;
45         for (i = 0; '\0' != swizzle[i]; ++i) {
46             mangledSwizzle[i] = alphaChar;
47         }
48         mangledSwizzle[i] ='\0';
49         swizzle = mangledSwizzle;
50     }
51     // For shader prettiness we omit the swizzle rather than appending ".rgba".
52     if (memcmp(swizzle, "rgba", 4)) {
53         out->appendf(".%s", swizzle);
54     }
55 }
56 }
57 
GrGLShaderBuilder(GrGLProgramBuilder * program)58 GrGLShaderBuilder::GrGLShaderBuilder(GrGLProgramBuilder* program)
59     : fProgramBuilder(program)
60     , fInputs(GrGLProgramBuilder::kVarsPerBlock)
61     , fOutputs(GrGLProgramBuilder::kVarsPerBlock)
62     , fFeaturesAddedMask(0)
63     , fCodeIndex(kCode)
64     , fFinalized(false) {
65     // We push back some dummy pointers which will later become our header
66     for (int i = 0; i <= kCode; i++) {
67         fShaderStrings.push_back();
68         fCompilerStrings.push_back(NULL);
69         fCompilerStringLengths.push_back(0);
70     }
71 
72     this->main() = "void main() {";
73 }
74 
declAppend(const GrGLShaderVar & var)75 void GrGLShaderBuilder::declAppend(const GrGLShaderVar& var) {
76     SkString tempDecl;
77     var.appendDecl(fProgramBuilder->ctxInfo(), &tempDecl);
78     this->codeAppendf("%s;", tempDecl.c_str());
79 }
80 
emitFunction(GrSLType returnType,const char * name,int argCnt,const GrGLShaderVar * args,const char * body,SkString * outName)81 void GrGLShaderBuilder::emitFunction(GrSLType returnType,
82                                      const char* name,
83                                      int argCnt,
84                                      const GrGLShaderVar* args,
85                                      const char* body,
86                                      SkString* outName) {
87     this->functions().append(GrGLSLTypeString(returnType));
88     fProgramBuilder->nameVariable(outName, '\0', name);
89     this->functions().appendf(" %s", outName->c_str());
90     this->functions().append("(");
91     const GrGLContextInfo& ctxInfo = fProgramBuilder->gpu()->ctxInfo();
92     for (int i = 0; i < argCnt; ++i) {
93         args[i].appendDecl(ctxInfo, &this->functions());
94         if (i < argCnt - 1) {
95             this->functions().append(", ");
96         }
97     }
98     this->functions().append(") {\n");
99     this->functions().append(body);
100     this->functions().append("}\n\n");
101 }
102 
appendTextureLookup(SkString * out,const TextureSampler & sampler,const char * coordName,GrSLType varyingType) const103 void GrGLShaderBuilder::appendTextureLookup(SkString* out,
104                                             const TextureSampler& sampler,
105                                             const char* coordName,
106                                             GrSLType varyingType) const {
107     append_texture_lookup(out,
108                           fProgramBuilder->gpu(),
109                           fProgramBuilder->getUniformCStr(sampler.fSamplerUniform),
110                           coordName,
111                           sampler.configComponentMask(),
112                           sampler.swizzle(),
113                           varyingType);
114 }
115 
appendTextureLookup(const TextureSampler & sampler,const char * coordName,GrSLType varyingType)116 void GrGLShaderBuilder::appendTextureLookup(const TextureSampler& sampler,
117                                             const char* coordName,
118                                             GrSLType varyingType) {
119     this->appendTextureLookup(&this->code(), sampler, coordName, varyingType);
120 }
121 
appendTextureLookupAndModulate(const char * modulation,const TextureSampler & sampler,const char * coordName,GrSLType varyingType)122 void GrGLShaderBuilder::appendTextureLookupAndModulate(const char* modulation,
123                                                        const TextureSampler& sampler,
124                                                        const char* coordName,
125                                                        GrSLType varyingType) {
126     SkString lookup;
127     this->appendTextureLookup(&lookup, sampler, coordName, varyingType);
128     this->codeAppend((GrGLSLExpr4(modulation) * GrGLSLExpr4(lookup)).c_str());
129 }
130 
131 
GetTexParamSwizzle(GrPixelConfig config,const GrGLCaps & caps)132 const GrGLenum* GrGLShaderBuilder::GetTexParamSwizzle(GrPixelConfig config, const GrGLCaps& caps) {
133     if (caps.textureSwizzleSupport() && GrPixelConfigIsAlphaOnly(config)) {
134         if (caps.textureRedSupport()) {
135             static const GrGLenum gRedSmear[] = { GR_GL_RED, GR_GL_RED, GR_GL_RED, GR_GL_RED };
136             return gRedSmear;
137         } else {
138             static const GrGLenum gAlphaSmear[] = { GR_GL_ALPHA, GR_GL_ALPHA,
139                                                     GR_GL_ALPHA, GR_GL_ALPHA };
140             return gAlphaSmear;
141         }
142     } else {
143         static const GrGLenum gStraight[] = { GR_GL_RED, GR_GL_GREEN, GR_GL_BLUE, GR_GL_ALPHA };
144         return gStraight;
145     }
146 }
147 
addFeature(uint32_t featureBit,const char * extensionName)148 void GrGLShaderBuilder::addFeature(uint32_t featureBit, const char* extensionName) {
149     if (!(featureBit & fFeaturesAddedMask)) {
150         this->extensions().appendf("#extension %s: require\n", extensionName);
151         fFeaturesAddedMask |= featureBit;
152     }
153 }
154 
appendDecls(const VarArray & vars,SkString * out) const155 void GrGLShaderBuilder::appendDecls(const VarArray& vars, SkString* out) const {
156     for (int i = 0; i < vars.count(); ++i) {
157         vars[i].appendDecl(fProgramBuilder->ctxInfo(), out);
158         out->append(";\n");
159     }
160 }
161 
appendTextureLookup(const char * samplerName,const char * coordName,uint32_t configComponentMask,const char * swizzle)162 void GrGLShaderBuilder::appendTextureLookup(const char* samplerName,
163                                             const char* coordName,
164                                             uint32_t configComponentMask,
165                                             const char* swizzle) {
166     append_texture_lookup(&this->code(),
167                           fProgramBuilder->gpu(),
168                           samplerName,
169                           coordName,
170                           configComponentMask,
171                           swizzle,
172                           kVec2f_GrSLType);
173 }
174 
addLayoutQualifier(const char * param,InterfaceQualifier interface)175 void GrGLShaderBuilder::addLayoutQualifier(const char* param, InterfaceQualifier interface) {
176     SkASSERT(fProgramBuilder->gpu()->glslGeneration() >= k330_GrGLSLGeneration ||
177              fProgramBuilder->gpu()->glCaps().glslCaps()->mustEnableAdvBlendEqs());
178     fLayoutParams[interface].push_back() = param;
179 }
180 
compileAndAppendLayoutQualifiers()181 void GrGLShaderBuilder::compileAndAppendLayoutQualifiers() {
182     static const char* interfaceQualifierNames[] = {
183         "out"
184     };
185 
186     for (int interface = 0; interface <= kLastInterfaceQualifier; ++interface) {
187         const SkTArray<SkString>& params = fLayoutParams[interface];
188         if (params.empty()) {
189             continue;
190         }
191         this->layoutQualifiers().appendf("layout(%s", params[0].c_str());
192         for (int i = 1; i < params.count(); ++i) {
193             this->layoutQualifiers().appendf(", %s", params[i].c_str());
194         }
195         this->layoutQualifiers().appendf(") %s;\n", interfaceQualifierNames[interface]);
196     }
197 
198     GR_STATIC_ASSERT(0 == GrGLShaderBuilder::kOut_InterfaceQualifier);
199     GR_STATIC_ASSERT(SK_ARRAY_COUNT(interfaceQualifierNames) == kLastInterfaceQualifier + 1);
200 }
201 
202 bool
finalize(GrGLuint programId,GrGLenum type,SkTDArray<GrGLuint> * shaderIds)203 GrGLShaderBuilder::finalize(GrGLuint programId, GrGLenum type, SkTDArray<GrGLuint>* shaderIds) {
204     SkASSERT(!fFinalized);
205     // append the 'footer' to code
206     this->code().append("}");
207 
208     for (int i = 0; i <= fCodeIndex; i++) {
209         fCompilerStrings[i] = fShaderStrings[i].c_str();
210         fCompilerStringLengths[i] = (int)fShaderStrings[i].size();
211     }
212 
213     GrGLGpu* gpu = fProgramBuilder->gpu();
214     GrGLuint shaderId = GrGLCompileAndAttachShader(gpu->glContext(),
215                                                    programId,
216                                                    type,
217                                                    fCompilerStrings.begin(),
218                                                    fCompilerStringLengths.begin(),
219                                                    fCompilerStrings.count(),
220                                                    gpu->stats());
221 
222     fFinalized = true;
223 
224     if (!shaderId) {
225         return false;
226     }
227 
228     *shaderIds->append() = shaderId;
229 
230     return true;
231 }
232