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1 /*
2  * Copyright 2015 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 "glsl/GrGLSLVarying.h"
9 
10 #include "glsl/GrGLSLProgramBuilder.h"
11 
addPassThroughAttribute(const GrGeometryProcessor::Attribute * input,const char * output,GrSLPrecision precision)12 void GrGLSLVaryingHandler::addPassThroughAttribute(const GrGeometryProcessor::Attribute* input,
13                                                    const char* output, GrSLPrecision precision) {
14     GrSLType type = GrVertexAttribTypeToSLType(input->fType);
15     GrGLSLVertToFrag v(type);
16     this->addVarying(input->fName, &v, precision);
17     this->writePassThroughAttribute(input, output, v);
18 }
19 
addFlatPassThroughAttribute(const GrGeometryProcessor::Attribute * input,const char * output,GrSLPrecision precision)20 void GrGLSLVaryingHandler::addFlatPassThroughAttribute(const GrGeometryProcessor::Attribute* input,
21                                                        const char* output,
22                                                        GrSLPrecision precision) {
23     GrSLType type = GrVertexAttribTypeToSLType(input->fType);
24     GrGLSLVertToFrag v(type);
25     this->addFlatVarying(input->fName, &v, precision);
26     this->writePassThroughAttribute(input, output, v);
27 }
28 
writePassThroughAttribute(const GrGeometryProcessor::Attribute * input,const char * output,const GrGLSLVarying & v)29 void GrGLSLVaryingHandler::writePassThroughAttribute(const GrGeometryProcessor::Attribute* input,
30                                                      const char* output, const GrGLSLVarying& v) {
31     fProgramBuilder->fVS.codeAppendf("%s = %s;", v.vsOut(), input->fName);
32 
33     if (fProgramBuilder->primitiveProcessor().willUseGeoShader()) {
34         fProgramBuilder->fGS.codeAppendf("%s = %s[0];", v.gsOut(), v.gsIn());
35     }
36 
37     fProgramBuilder->fFS.codeAppendf("%s = %s;", output, v.fsIn());
38 }
39 
internalAddVarying(const char * name,GrGLSLVarying * varying,GrSLPrecision precision,bool flat)40 void GrGLSLVaryingHandler::internalAddVarying(const char* name,
41                                               GrGLSLVarying* varying,
42                                               GrSLPrecision precision,
43                                               bool flat) {
44     bool willUseGeoShader = fProgramBuilder->primitiveProcessor().willUseGeoShader();
45     VaryingInfo& v = fVaryings.push_back();
46 
47     SkASSERT(varying);
48     v.fType = varying->fType;
49     v.fPrecision = precision;
50     v.fIsFlat = flat;
51     fProgramBuilder->nameVariable(&v.fVsOut, 'v', name);
52     v.fVisibility = kNone_GrShaderFlags;
53     if (varying->vsVarying()) {
54         varying->fVsOut = v.fVsOut.c_str();
55         v.fVisibility |= kVertex_GrShaderFlag;
56     }
57     if (willUseGeoShader) {
58         fProgramBuilder->nameVariable(&v.fGsOut, 'g', name);
59         varying->fGsIn = v.fVsOut.c_str();
60         varying->fGsOut = v.fGsOut.c_str();
61         v.fVisibility |= kGeometry_GrShaderFlag;
62     }
63     if (varying->fsVarying()) {
64         varying->fFsIn = (willUseGeoShader ? v.fGsOut : v.fVsOut).c_str();
65         v.fVisibility |= kFragment_GrShaderFlag;
66     }
67 }
68 
emitAttributes(const GrGeometryProcessor & gp)69 void GrGLSLVaryingHandler::emitAttributes(const GrGeometryProcessor& gp) {
70     int vaCount = gp.numAttribs();
71     for (int i = 0; i < vaCount; i++) {
72         const GrGeometryProcessor::Attribute& attr = gp.getAttrib(i);
73         this->addAttribute(GrShaderVar(attr.fName,
74                                        GrVertexAttribTypeToSLType(attr.fType),
75                                        GrShaderVar::kAttribute_TypeModifier,
76                                        GrShaderVar::kNonArray,
77                                        attr.fPrecision));
78     }
79 }
80 
addAttribute(const GrShaderVar & var)81 void GrGLSLVaryingHandler::addAttribute(const GrShaderVar& var) {
82     SkASSERT(GrShaderVar::kAttribute_TypeModifier == var.getTypeModifier());
83     for (int j = 0; j < fVertexInputs.count(); ++j) {
84         const GrGLSLShaderVar& attr = fVertexInputs[j];
85         // if attribute already added, don't add it again
86         if (attr.getName().equals(var.getName())) {
87             return;
88         }
89     }
90     fVertexInputs.push_back(var);
91 }
92 
setNoPerspective()93 void GrGLSLVaryingHandler::setNoPerspective() {
94     const GrGLSLCaps& caps = *fProgramBuilder->glslCaps();
95     if (!caps.noperspectiveInterpolationSupport()) {
96         return;
97     }
98     if (const char* extension = caps.noperspectiveInterpolationExtensionString()) {
99         int bit = 1 << GrGLSLFragmentBuilder::kNoPerspectiveInterpolation_GLSLPrivateFeature;
100         fProgramBuilder->fVS.addFeature(bit, extension);
101         if (fProgramBuilder->primitiveProcessor().willUseGeoShader()) {
102             fProgramBuilder->fGS.addFeature(bit, extension);
103         }
104         fProgramBuilder->fFS.addFeature(bit, extension);
105     }
106     fDefaultInterpolationModifier = "noperspective";
107 }
108 
finalize()109 void GrGLSLVaryingHandler::finalize() {
110     for (int i = 0; i < fVaryings.count(); ++i) {
111         const VaryingInfo& v = this->fVaryings[i];
112         const char* modifier = v.fIsFlat ? "flat" : fDefaultInterpolationModifier;
113         if (v.fVisibility & kVertex_GrShaderFlag) {
114             fVertexOutputs.push_back().set(v.fType, GrShaderVar::kVaryingOut_TypeModifier, v.fVsOut,
115                                            v.fPrecision, nullptr, modifier);
116             if (v.fVisibility & kGeometry_GrShaderFlag) {
117                 fGeomInputs.push_back().set(v.fType, GrShaderVar::kVaryingIn_TypeModifier, v.fVsOut,
118                                             GrShaderVar::kUnsizedArray, v.fPrecision, nullptr,
119                                             modifier);
120             }
121         }
122         if (v.fVisibility & kFragment_GrShaderFlag) {
123             const char* fsIn = v.fVsOut.c_str();
124             if (v.fVisibility & kGeometry_GrShaderFlag) {
125                 fGeomOutputs.push_back().set(v.fType, GrGLSLShaderVar::kVaryingOut_TypeModifier,
126                                              v.fGsOut, v.fPrecision, nullptr, modifier);
127                 fsIn = v.fGsOut.c_str();
128             }
129             fFragInputs.push_back().set(v.fType, GrShaderVar::kVaryingIn_TypeModifier, fsIn,
130                                         v.fPrecision, nullptr, modifier);
131         }
132     }
133     this->onFinalize();
134 }
135 
appendDecls(const VarArray & vars,SkString * out) const136 void GrGLSLVaryingHandler::appendDecls(const VarArray& vars, SkString* out) const {
137     for (int i = 0; i < vars.count(); ++i) {
138         vars[i].appendDecl(fProgramBuilder->glslCaps(), out);
139         out->append(";");
140     }
141 }
142 
getVertexDecls(SkString * inputDecls,SkString * outputDecls) const143 void GrGLSLVaryingHandler::getVertexDecls(SkString* inputDecls, SkString* outputDecls) const {
144     this->appendDecls(fVertexInputs, inputDecls);
145     this->appendDecls(fVertexOutputs, outputDecls);
146 }
147 
getGeomDecls(SkString * inputDecls,SkString * outputDecls) const148 void GrGLSLVaryingHandler::getGeomDecls(SkString* inputDecls, SkString* outputDecls) const {
149     this->appendDecls(fGeomInputs, inputDecls);
150     this->appendDecls(fGeomOutputs, outputDecls);
151 }
152 
getFragDecls(SkString * inputDecls,SkString * outputDecls) const153 void GrGLSLVaryingHandler::getFragDecls(SkString* inputDecls, SkString* outputDecls) const {
154     // We should not have any outputs in the fragment shader when using version 1.10
155     SkASSERT(k110_GrGLSLGeneration != fProgramBuilder->glslCaps()->generation() ||
156              fFragOutputs.empty());
157     this->appendDecls(fFragInputs, inputDecls);
158     this->appendDecls(fFragOutputs, outputDecls);
159 }
160 
161