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/GrGLSLProgramBuilder.h"
9
10 #include "GrCaps.h"
11 #include "GrPipeline.h"
12 #include "GrShaderCaps.h"
13 #include "GrTexturePriv.h"
14 #include "glsl/GrGLSLFragmentProcessor.h"
15 #include "glsl/GrGLSLGeometryProcessor.h"
16 #include "glsl/GrGLSLVarying.h"
17 #include "glsl/GrGLSLXferProcessor.h"
18
19 const int GrGLSLProgramBuilder::kVarsPerBlock = 8;
20
GrGLSLProgramBuilder(const GrPipeline & pipeline,const GrPrimitiveProcessor & primProc,GrProgramDesc * desc)21 GrGLSLProgramBuilder::GrGLSLProgramBuilder(const GrPipeline& pipeline,
22 const GrPrimitiveProcessor& primProc,
23 GrProgramDesc* desc)
24 : fVS(this)
25 , fGS(this)
26 , fFS(this)
27 , fStageIndex(-1)
28 , fPipeline(pipeline)
29 , fPrimProc(primProc)
30 , fDesc(desc)
31 , fGeometryProcessor(nullptr)
32 , fXferProcessor(nullptr)
33 , fNumVertexSamplers(0)
34 , fNumGeometrySamplers(0)
35 , fNumFragmentSamplers(0)
36 , fNumVertexImageStorages(0)
37 , fNumGeometryImageStorages(0)
38 , fNumFragmentImageStorages(0) {
39 }
40
addFeature(GrShaderFlags shaders,uint32_t featureBit,const char * extensionName)41 void GrGLSLProgramBuilder::addFeature(GrShaderFlags shaders,
42 uint32_t featureBit,
43 const char* extensionName) {
44 if (shaders & kVertex_GrShaderFlag) {
45 fVS.addFeature(featureBit, extensionName);
46 }
47 if (shaders & kGeometry_GrShaderFlag) {
48 SkASSERT(this->primitiveProcessor().willUseGeoShader());
49 fGS.addFeature(featureBit, extensionName);
50 }
51 if (shaders & kFragment_GrShaderFlag) {
52 fFS.addFeature(featureBit, extensionName);
53 }
54 }
55
emitAndInstallProcs(GrGLSLExpr4 * inputColor,GrGLSLExpr4 * inputCoverage)56 bool GrGLSLProgramBuilder::emitAndInstallProcs(GrGLSLExpr4* inputColor,
57 GrGLSLExpr4* inputCoverage) {
58 // First we loop over all of the installed processors and collect coord transforms. These will
59 // be sent to the GrGLSLPrimitiveProcessor in its emitCode function
60 const GrPrimitiveProcessor& primProc = this->primitiveProcessor();
61
62 this->emitAndInstallPrimProc(primProc, inputColor, inputCoverage);
63
64 this->emitAndInstallFragProcs(inputColor, inputCoverage);
65 this->emitAndInstallXferProc(this->pipeline().getXferProcessor(), *inputColor, *inputCoverage);
66 this->emitFSOutputSwizzle(this->pipeline().getXferProcessor().hasSecondaryOutput());
67
68 return this->checkSamplerCounts() && this->checkImageStorageCounts();
69 }
70
emitAndInstallPrimProc(const GrPrimitiveProcessor & proc,GrGLSLExpr4 * outputColor,GrGLSLExpr4 * outputCoverage)71 void GrGLSLProgramBuilder::emitAndInstallPrimProc(const GrPrimitiveProcessor& proc,
72 GrGLSLExpr4* outputColor,
73 GrGLSLExpr4* outputCoverage) {
74 // Program builders have a bit of state we need to clear with each effect
75 AutoStageAdvance adv(this);
76 this->nameExpression(outputColor, "outputColor");
77 this->nameExpression(outputCoverage, "outputCoverage");
78
79 const char* distanceVectorName = nullptr;
80 if (this->fPipeline.usesDistanceVectorField() && proc.implementsDistanceVector()) {
81 // Each individual user (FP) of the distance vector must be able to handle having this
82 // variable be undeclared. There is no single default value that will yield a reasonable
83 // result for all users.
84 distanceVectorName = fFS.distanceVectorName();
85 fFS.codeAppend( "// Normalized vector to the closest geometric edge (in device space)\n");
86 fFS.codeAppend( "// Distance to the edge encoded in the z-component\n");
87 fFS.codeAppendf("vec4 %s;", distanceVectorName);
88 }
89
90 SkASSERT(!fUniformHandles.fRTAdjustmentUni.isValid());
91 GrShaderFlags rtAdjustVisibility = kVertex_GrShaderFlag;
92 if (proc.willUseGeoShader()) {
93 rtAdjustVisibility |= kGeometry_GrShaderFlag;
94 }
95 fUniformHandles.fRTAdjustmentUni = this->uniformHandler()->addUniform(rtAdjustVisibility,
96 kVec4f_GrSLType,
97 kHigh_GrSLPrecision,
98 "rtAdjustment");
99 const char* rtAdjustName =
100 this->uniformHandler()->getUniformCStr(fUniformHandles.fRTAdjustmentUni);
101
102 // Enclose custom code in a block to avoid namespace conflicts
103 SkString openBrace;
104 openBrace.printf("{ // Stage %d, %s\n", fStageIndex, proc.name());
105 fFS.codeAppend(openBrace.c_str());
106 fVS.codeAppendf("// Primitive Processor %s\n", proc.name());
107
108 SkASSERT(!fGeometryProcessor);
109 fGeometryProcessor = proc.createGLSLInstance(*this->shaderCaps());
110
111 SkSTArray<4, SamplerHandle> texSamplers(proc.numTextureSamplers());
112 SkSTArray<2, SamplerHandle> bufferSamplers(proc.numBuffers());
113 SkSTArray<2, ImageStorageHandle> imageStorages(proc.numImageStorages());
114 this->emitSamplersAndImageStorages(proc, &texSamplers, &bufferSamplers, &imageStorages);
115
116 GrGLSLPrimitiveProcessor::FPCoordTransformHandler transformHandler(fPipeline,
117 &fTransformedCoordVars);
118 GrGLSLGeometryProcessor::EmitArgs args(&fVS,
119 proc.willUseGeoShader() ? &fGS : nullptr,
120 &fFS,
121 this->varyingHandler(),
122 this->uniformHandler(),
123 this->shaderCaps(),
124 proc,
125 outputColor->c_str(),
126 outputCoverage->c_str(),
127 distanceVectorName,
128 rtAdjustName,
129 texSamplers.begin(),
130 bufferSamplers.begin(),
131 imageStorages.begin(),
132 &transformHandler);
133 fGeometryProcessor->emitCode(args);
134
135 // We have to check that effects and the code they emit are consistent, ie if an effect
136 // asks for dst color, then the emit code needs to follow suit
137 SkDEBUGCODE(verify(proc);)
138
139 fFS.codeAppend("}");
140 }
141
emitAndInstallFragProcs(GrGLSLExpr4 * color,GrGLSLExpr4 * coverage)142 void GrGLSLProgramBuilder::emitAndInstallFragProcs(GrGLSLExpr4* color, GrGLSLExpr4* coverage) {
143 int transformedCoordVarsIdx = 0;
144 GrGLSLExpr4** inOut = &color;
145 for (int i = 0; i < this->pipeline().numFragmentProcessors(); ++i) {
146 if (i == this->pipeline().numColorFragmentProcessors()) {
147 inOut = &coverage;
148 }
149 GrGLSLExpr4 output;
150 const GrFragmentProcessor& fp = this->pipeline().getFragmentProcessor(i);
151 this->emitAndInstallFragProc(fp, i, transformedCoordVarsIdx, **inOut, &output);
152 GrFragmentProcessor::Iter iter(&fp);
153 while (const GrFragmentProcessor* fp = iter.next()) {
154 transformedCoordVarsIdx += fp->numCoordTransforms();
155 }
156 **inOut = output;
157 }
158 }
159
160 // TODO Processors cannot output zeros because an empty string is all 1s
161 // the fix is to allow effects to take the GrGLSLExpr4 directly
emitAndInstallFragProc(const GrFragmentProcessor & fp,int index,int transformedCoordVarsIdx,const GrGLSLExpr4 & input,GrGLSLExpr4 * output)162 void GrGLSLProgramBuilder::emitAndInstallFragProc(const GrFragmentProcessor& fp,
163 int index,
164 int transformedCoordVarsIdx,
165 const GrGLSLExpr4& input,
166 GrGLSLExpr4* output) {
167 // Program builders have a bit of state we need to clear with each effect
168 AutoStageAdvance adv(this);
169 this->nameExpression(output, "output");
170
171 // Enclose custom code in a block to avoid namespace conflicts
172 SkString openBrace;
173 openBrace.printf("{ // Stage %d, %s\n", fStageIndex, fp.name());
174 fFS.codeAppend(openBrace.c_str());
175
176 GrGLSLFragmentProcessor* fragProc = fp.createGLSLInstance();
177
178 SkSTArray<4, SamplerHandle> textureSamplerArray(fp.numTextureSamplers());
179 SkSTArray<2, SamplerHandle> bufferSamplerArray(fp.numBuffers());
180 SkSTArray<2, ImageStorageHandle> imageStorageArray(fp.numImageStorages());
181 GrFragmentProcessor::Iter iter(&fp);
182 while (const GrFragmentProcessor* subFP = iter.next()) {
183 this->emitSamplersAndImageStorages(*subFP, &textureSamplerArray, &bufferSamplerArray,
184 &imageStorageArray);
185 }
186
187 const GrShaderVar* coordVars = fTransformedCoordVars.begin() + transformedCoordVarsIdx;
188 GrGLSLFragmentProcessor::TransformedCoordVars coords(&fp, coordVars);
189 GrGLSLFragmentProcessor::TextureSamplers textureSamplers(&fp, textureSamplerArray.begin());
190 GrGLSLFragmentProcessor::BufferSamplers bufferSamplers(&fp, bufferSamplerArray.begin());
191 GrGLSLFragmentProcessor::ImageStorages imageStorages(&fp, imageStorageArray.begin());
192 GrGLSLFragmentProcessor::EmitArgs args(&fFS,
193 this->uniformHandler(),
194 this->shaderCaps(),
195 fp,
196 output->c_str(),
197 input.isOnes() ? nullptr : input.c_str(),
198 coords,
199 textureSamplers,
200 bufferSamplers,
201 imageStorages,
202 this->primitiveProcessor().implementsDistanceVector());
203
204 fragProc->emitCode(args);
205
206 // We have to check that effects and the code they emit are consistent, ie if an effect
207 // asks for dst color, then the emit code needs to follow suit
208 SkDEBUGCODE(verify(fp);)
209 fFragmentProcessors.push_back(fragProc);
210
211 fFS.codeAppend("}");
212 }
213
emitAndInstallXferProc(const GrXferProcessor & xp,const GrGLSLExpr4 & colorIn,const GrGLSLExpr4 & coverageIn)214 void GrGLSLProgramBuilder::emitAndInstallXferProc(const GrXferProcessor& xp,
215 const GrGLSLExpr4& colorIn,
216 const GrGLSLExpr4& coverageIn) {
217 // Program builders have a bit of state we need to clear with each effect
218 AutoStageAdvance adv(this);
219
220 SkASSERT(!fXferProcessor);
221 fXferProcessor = xp.createGLSLInstance();
222
223 // Enable dual source secondary output if we have one
224 if (xp.hasSecondaryOutput()) {
225 fFS.enableSecondaryOutput();
226 }
227
228 if (this->shaderCaps()->mustDeclareFragmentShaderOutput()) {
229 fFS.enableCustomOutput();
230 }
231
232 SkString openBrace;
233 openBrace.printf("{ // Xfer Processor: %s\n", xp.name());
234 fFS.codeAppend(openBrace.c_str());
235
236 SkSTArray<4, SamplerHandle> texSamplers(xp.numTextureSamplers());
237 SkSTArray<2, SamplerHandle> bufferSamplers(xp.numBuffers());
238 SkSTArray<2, ImageStorageHandle> imageStorageArray(xp.numImageStorages());
239 this->emitSamplersAndImageStorages(xp, &texSamplers, &bufferSamplers, &imageStorageArray);
240
241 GrGLSLXferProcessor::EmitArgs args(&fFS,
242 this->uniformHandler(),
243 this->shaderCaps(),
244 xp, colorIn.c_str(),
245 coverageIn.c_str(),
246 fFS.getPrimaryColorOutputName(),
247 fFS.getSecondaryColorOutputName(),
248 texSamplers.begin(),
249 bufferSamplers.begin(),
250 imageStorageArray.begin());
251 fXferProcessor->emitCode(args);
252
253 // We have to check that effects and the code they emit are consistent, ie if an effect
254 // asks for dst color, then the emit code needs to follow suit
255 SkDEBUGCODE(verify(xp);)
256 fFS.codeAppend("}");
257 }
258
emitSamplersAndImageStorages(const GrProcessor & processor,SkTArray<SamplerHandle> * outTexSamplerHandles,SkTArray<SamplerHandle> * outBufferSamplerHandles,SkTArray<ImageStorageHandle> * outImageStorageHandles)259 void GrGLSLProgramBuilder::emitSamplersAndImageStorages(
260 const GrProcessor& processor,
261 SkTArray<SamplerHandle>* outTexSamplerHandles,
262 SkTArray<SamplerHandle>* outBufferSamplerHandles,
263 SkTArray<ImageStorageHandle>* outImageStorageHandles) {
264 SkString name;
265 int numTextureSamplers = processor.numTextureSamplers();
266 for (int t = 0; t < numTextureSamplers; ++t) {
267 const GrProcessor::TextureSampler& sampler = processor.textureSampler(t);
268 name.printf("TextureSampler_%d", outTexSamplerHandles->count());
269 GrSLType samplerType = sampler.texture()->texturePriv().samplerType();
270 if (kTextureExternalSampler_GrSLType == samplerType) {
271 const char* externalFeatureString =
272 this->shaderCaps()->externalTextureExtensionString();
273 // We shouldn't ever create a GrGLTexture that requires external sampler type
274 SkASSERT(externalFeatureString);
275 this->addFeature(sampler.visibility(),
276 1 << GrGLSLShaderBuilder::kExternalTexture_GLSLPrivateFeature,
277 externalFeatureString);
278 }
279 this->emitSampler(samplerType, sampler.texture()->config(), name.c_str(),
280 sampler.visibility(), outTexSamplerHandles);
281
282 }
283
284 if (int numBuffers = processor.numBuffers()) {
285 SkASSERT(this->shaderCaps()->texelBufferSupport());
286 GrShaderFlags texelBufferVisibility = kNone_GrShaderFlags;
287
288 for (int b = 0; b < numBuffers; ++b) {
289 const GrProcessor::BufferAccess& access = processor.bufferAccess(b);
290 name.printf("BufferSampler_%d", outBufferSamplerHandles->count());
291 this->emitSampler(kBufferSampler_GrSLType, access.texelConfig(), name.c_str(),
292 access.visibility(), outBufferSamplerHandles);
293 texelBufferVisibility |= access.visibility();
294 }
295
296 if (const char* extension = this->shaderCaps()->texelBufferExtensionString()) {
297 this->addFeature(texelBufferVisibility,
298 1 << GrGLSLShaderBuilder::kTexelBuffer_GLSLPrivateFeature,
299 extension);
300 }
301 }
302 int numImageStorages = processor.numImageStorages();
303 for (int i = 0; i < numImageStorages; ++i) {
304 const GrProcessor::ImageStorageAccess& imageStorageAccess = processor.imageStorageAccess(i);
305 name.printf("Image_%d", outImageStorageHandles->count());
306 this->emitImageStorage(imageStorageAccess, name.c_str(), outImageStorageHandles);
307 }
308 }
309
emitSampler(GrSLType samplerType,GrPixelConfig config,const char * name,GrShaderFlags visibility,SkTArray<SamplerHandle> * outSamplerHandles)310 void GrGLSLProgramBuilder::emitSampler(GrSLType samplerType,
311 GrPixelConfig config,
312 const char* name,
313 GrShaderFlags visibility,
314 SkTArray<SamplerHandle>* outSamplerHandles) {
315 if (visibility & kVertex_GrShaderFlag) {
316 ++fNumVertexSamplers;
317 }
318 if (visibility & kGeometry_GrShaderFlag) {
319 SkASSERT(this->primitiveProcessor().willUseGeoShader());
320 ++fNumGeometrySamplers;
321 }
322 if (visibility & kFragment_GrShaderFlag) {
323 ++fNumFragmentSamplers;
324 }
325 GrSLPrecision precision = this->shaderCaps()->samplerPrecision(config, visibility);
326 GrSwizzle swizzle = this->shaderCaps()->configTextureSwizzle(config);
327 outSamplerHandles->emplace_back(this->uniformHandler()->addSampler(visibility,
328 swizzle,
329 samplerType,
330 precision,
331 name));
332 }
333
emitImageStorage(const GrProcessor::ImageStorageAccess & access,const char * name,SkTArray<ImageStorageHandle> * outImageStorageHandles)334 void GrGLSLProgramBuilder::emitImageStorage(const GrProcessor::ImageStorageAccess& access,
335 const char* name,
336 SkTArray<ImageStorageHandle>* outImageStorageHandles) {
337 if (access.visibility() & kVertex_GrShaderFlag) {
338 ++fNumVertexImageStorages;
339 }
340 if (access.visibility() & kGeometry_GrShaderFlag) {
341 SkASSERT(this->primitiveProcessor().willUseGeoShader());
342 ++fNumGeometryImageStorages;
343 }
344 if (access.visibility() & kFragment_GrShaderFlag) {
345 ++fNumFragmentImageStorages;
346 }
347 GrSLType uniformType = access.texture()->texturePriv().imageStorageType();
348 ImageStorageHandle handle = this->uniformHandler()->addImageStorage(access.visibility(),
349 uniformType, access.format(), access.memoryModel(), access.restrict(), access.ioType(),
350 name);
351 outImageStorageHandles->emplace_back(handle);
352 }
353
emitFSOutputSwizzle(bool hasSecondaryOutput)354 void GrGLSLProgramBuilder::emitFSOutputSwizzle(bool hasSecondaryOutput) {
355 // Swizzle the fragment shader outputs if necessary.
356 GrSwizzle swizzle;
357 swizzle.setFromKey(this->desc()->header().fOutputSwizzle);
358 if (swizzle != GrSwizzle::RGBA()) {
359 fFS.codeAppendf("%s = %s.%s;", fFS.getPrimaryColorOutputName(),
360 fFS.getPrimaryColorOutputName(),
361 swizzle.c_str());
362 if (hasSecondaryOutput) {
363 fFS.codeAppendf("%s = %s.%s;", fFS.getSecondaryColorOutputName(),
364 fFS.getSecondaryColorOutputName(),
365 swizzle.c_str());
366 }
367 }
368 }
369
checkSamplerCounts()370 bool GrGLSLProgramBuilder::checkSamplerCounts() {
371 const GrShaderCaps& shaderCaps = *this->shaderCaps();
372 if (fNumVertexSamplers > shaderCaps.maxVertexSamplers()) {
373 GrCapsDebugf(this->caps(), "Program would use too many vertex samplers\n");
374 return false;
375 }
376 if (fNumGeometrySamplers > shaderCaps.maxGeometrySamplers()) {
377 GrCapsDebugf(this->caps(), "Program would use too many geometry samplers\n");
378 return false;
379 }
380 if (fNumFragmentSamplers > shaderCaps.maxFragmentSamplers()) {
381 GrCapsDebugf(this->caps(), "Program would use too many fragment samplers\n");
382 return false;
383 }
384 // If the same sampler is used in two different shaders, it counts as two combined samplers.
385 int numCombinedSamplers = fNumVertexSamplers + fNumGeometrySamplers + fNumFragmentSamplers;
386 if (numCombinedSamplers > shaderCaps.maxCombinedSamplers()) {
387 GrCapsDebugf(this->caps(), "Program would use too many combined samplers\n");
388 return false;
389 }
390 return true;
391 }
392
checkImageStorageCounts()393 bool GrGLSLProgramBuilder::checkImageStorageCounts() {
394 const GrShaderCaps& shaderCaps = *this->shaderCaps();
395 if (fNumVertexImageStorages > shaderCaps.maxVertexImageStorages()) {
396 GrCapsDebugf(this->caps(), "Program would use too many vertex images\n");
397 return false;
398 }
399 if (fNumGeometryImageStorages > shaderCaps.maxGeometryImageStorages()) {
400 GrCapsDebugf(this->caps(), "Program would use too many geometry images\n");
401 return false;
402 }
403 if (fNumFragmentImageStorages > shaderCaps.maxFragmentImageStorages()) {
404 GrCapsDebugf(this->caps(), "Program would use too many fragment images\n");
405 return false;
406 }
407 // If the same image is used in two different shaders, it counts as two combined images.
408 int numCombinedImages = fNumVertexImageStorages + fNumGeometryImageStorages +
409 fNumFragmentImageStorages;
410 if (numCombinedImages > shaderCaps.maxCombinedImageStorages()) {
411 GrCapsDebugf(this->caps(), "Program would use too many combined images\n");
412 return false;
413 }
414 return true;
415 }
416
417 #ifdef SK_DEBUG
verify(const GrPrimitiveProcessor & gp)418 void GrGLSLProgramBuilder::verify(const GrPrimitiveProcessor& gp) {
419 SkASSERT(fFS.usedProcessorFeatures() == gp.requiredFeatures());
420 }
421
verify(const GrXferProcessor & xp)422 void GrGLSLProgramBuilder::verify(const GrXferProcessor& xp) {
423 SkASSERT(fFS.usedProcessorFeatures() == xp.requiredFeatures());
424 SkASSERT(fFS.hasReadDstColor() == xp.willReadDstColor());
425 }
426
verify(const GrFragmentProcessor & fp)427 void GrGLSLProgramBuilder::verify(const GrFragmentProcessor& fp) {
428 SkASSERT(fFS.usedProcessorFeatures() == fp.requiredFeatures());
429 }
430 #endif
431
nameVariable(SkString * out,char prefix,const char * name,bool mangle)432 void GrGLSLProgramBuilder::nameVariable(SkString* out, char prefix, const char* name, bool mangle) {
433 if ('\0' == prefix) {
434 *out = name;
435 } else {
436 out->printf("%c%s", prefix, name);
437 }
438 if (mangle) {
439 if (out->endsWith('_')) {
440 // Names containing "__" are reserved.
441 out->append("x");
442 }
443 out->appendf("_Stage%d%s", fStageIndex, fFS.getMangleString().c_str());
444 }
445 }
446
nameExpression(GrGLSLExpr4 * output,const char * baseName)447 void GrGLSLProgramBuilder::nameExpression(GrGLSLExpr4* output, const char* baseName) {
448 // create var to hold stage result. If we already have a valid output name, just use that
449 // otherwise create a new mangled one. This name is only valid if we are reordering stages
450 // and have to tell stage exactly where to put its output.
451 SkString outName;
452 if (output->isValid()) {
453 outName = output->c_str();
454 } else {
455 this->nameVariable(&outName, '\0', baseName);
456 }
457 fFS.codeAppendf("vec4 %s;", outName.c_str());
458 *output = outName;
459 }
460
appendUniformDecls(GrShaderFlags visibility,SkString * out) const461 void GrGLSLProgramBuilder::appendUniformDecls(GrShaderFlags visibility, SkString* out) const {
462 this->uniformHandler()->appendUniformDecls(visibility, out);
463 }
464
addRTHeightUniform(const char * name)465 void GrGLSLProgramBuilder::addRTHeightUniform(const char* name) {
466 SkASSERT(!fUniformHandles.fRTHeightUni.isValid());
467 GrGLSLUniformHandler* uniformHandler = this->uniformHandler();
468 fUniformHandles.fRTHeightUni =
469 uniformHandler->internalAddUniformArray(kFragment_GrShaderFlag,
470 kFloat_GrSLType, kDefault_GrSLPrecision,
471 name, false, 0, nullptr);
472 }
473
cleanupFragmentProcessors()474 void GrGLSLProgramBuilder::cleanupFragmentProcessors() {
475 for (int i = 0; i < fFragmentProcessors.count(); ++i) {
476 delete fFragmentProcessors[i];
477 }
478 }
479
finalizeShaders()480 void GrGLSLProgramBuilder::finalizeShaders() {
481 this->varyingHandler()->finalize();
482 fVS.finalize(kVertex_GrShaderFlag);
483 if (this->primitiveProcessor().willUseGeoShader()) {
484 SkASSERT(this->shaderCaps()->geometryShaderSupport());
485 fGS.finalize(kGeometry_GrShaderFlag);
486 }
487 fFS.finalize(kFragment_GrShaderFlag);
488 }
489