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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 "GrShaderVar.h"
9 #include "GrShaderCaps.h"
10 #include "GrSwizzle.h"
11 #include "glsl/GrGLSLShaderBuilder.h"
12 #include "glsl/GrGLSLColorSpaceXformHelper.h"
13 #include "glsl/GrGLSLProgramBuilder.h"
14 
GrGLSLShaderBuilder(GrGLSLProgramBuilder * program)15 GrGLSLShaderBuilder::GrGLSLShaderBuilder(GrGLSLProgramBuilder* program)
16     : fProgramBuilder(program)
17     , fInputs(GrGLSLProgramBuilder::kVarsPerBlock)
18     , fOutputs(GrGLSLProgramBuilder::kVarsPerBlock)
19     , fFeaturesAddedMask(0)
20     , fCodeIndex(kCode)
21     , fFinalized(false) {
22     // We push back some dummy pointers which will later become our header
23     for (int i = 0; i <= kCode; i++) {
24         fShaderStrings.push_back();
25         fCompilerStrings.push_back(nullptr);
26         fCompilerStringLengths.push_back(0);
27     }
28 
29     this->main() = "void main() {";
30 }
31 
declAppend(const GrShaderVar & var)32 void GrGLSLShaderBuilder::declAppend(const GrShaderVar& var) {
33     SkString tempDecl;
34     var.appendDecl(fProgramBuilder->shaderCaps(), &tempDecl);
35     this->codeAppendf("%s;", tempDecl.c_str());
36 }
37 
declareGlobal(const GrShaderVar & v)38 void GrGLSLShaderBuilder::declareGlobal(const GrShaderVar& v) {
39     v.appendDecl(this->getProgramBuilder()->shaderCaps(), &this->definitions());
40     this->definitions().append(";");
41 }
42 
emitFunction(GrSLType returnType,const char * name,int argCnt,const GrShaderVar * args,const char * body,SkString * outName)43 void GrGLSLShaderBuilder::emitFunction(GrSLType returnType,
44                                        const char* name,
45                                        int argCnt,
46                                        const GrShaderVar* args,
47                                        const char* body,
48                                        SkString* outName) {
49     this->functions().append(GrGLSLTypeString(returnType));
50     fProgramBuilder->nameVariable(outName, '\0', name);
51     this->functions().appendf(" %s", outName->c_str());
52     this->functions().append("(");
53     for (int i = 0; i < argCnt; ++i) {
54         args[i].appendDecl(fProgramBuilder->shaderCaps(), &this->functions());
55         if (i < argCnt - 1) {
56             this->functions().append(", ");
57         }
58     }
59     this->functions().append(") {\n");
60     this->functions().append(body);
61     this->functions().append("}\n\n");
62 }
63 
append_texture_swizzle(SkString * out,GrSwizzle swizzle)64 static inline void append_texture_swizzle(SkString* out, GrSwizzle swizzle) {
65     if (swizzle != GrSwizzle::RGBA()) {
66         out->appendf(".%s", swizzle.c_str());
67     }
68 }
69 
appendTextureLookup(SkString * out,SamplerHandle samplerHandle,const char * coordName,GrSLType varyingType) const70 void GrGLSLShaderBuilder::appendTextureLookup(SkString* out,
71                                               SamplerHandle samplerHandle,
72                                               const char* coordName,
73                                               GrSLType varyingType) const {
74     const GrShaderVar& sampler = fProgramBuilder->samplerVariable(samplerHandle);
75     GrSLType samplerType = sampler.getType();
76     if (samplerType == kTexture2DRectSampler_GrSLType) {
77         if (varyingType == kVec2f_GrSLType) {
78             out->appendf("texture(%s, textureSize(%s) * %s)",
79                          sampler.c_str(), sampler.c_str(), coordName);
80         } else {
81             out->appendf("texture(%s, vec3(textureSize(%s) * %s.xy, %s.z))",
82                          sampler.c_str(), sampler.c_str(), coordName, coordName);
83         }
84     } else {
85         out->appendf("texture(%s, %s)", sampler.c_str(), coordName);
86     }
87     append_texture_swizzle(out, fProgramBuilder->samplerSwizzle(samplerHandle));
88 }
89 
appendTextureLookup(SamplerHandle samplerHandle,const char * coordName,GrSLType varyingType,GrGLSLColorSpaceXformHelper * colorXformHelper)90 void GrGLSLShaderBuilder::appendTextureLookup(SamplerHandle samplerHandle,
91                                               const char* coordName,
92                                               GrSLType varyingType,
93                                               GrGLSLColorSpaceXformHelper* colorXformHelper) {
94     if (colorXformHelper && colorXformHelper->isValid()) {
95         // With a color gamut transform, we need to wrap the lookup in another function call
96         SkString lookup;
97         this->appendTextureLookup(&lookup, samplerHandle, coordName, varyingType);
98         this->appendColorGamutXform(lookup.c_str(), colorXformHelper);
99     } else {
100         this->appendTextureLookup(&this->code(), samplerHandle, coordName, varyingType);
101     }
102 }
103 
appendTextureLookupAndModulate(const char * modulation,SamplerHandle samplerHandle,const char * coordName,GrSLType varyingType,GrGLSLColorSpaceXformHelper * colorXformHelper)104 void GrGLSLShaderBuilder::appendTextureLookupAndModulate(
105                                                     const char* modulation,
106                                                     SamplerHandle samplerHandle,
107                                                     const char* coordName,
108                                                     GrSLType varyingType,
109                                                     GrGLSLColorSpaceXformHelper* colorXformHelper) {
110     SkString lookup;
111     this->appendTextureLookup(&lookup, samplerHandle, coordName, varyingType);
112     if (colorXformHelper && colorXformHelper->isValid()) {
113         SkString xform;
114         this->appendColorGamutXform(&xform, lookup.c_str(), colorXformHelper);
115         this->codeAppend((GrGLSLExpr4(modulation) * GrGLSLExpr4(xform)).c_str());
116     } else {
117         this->codeAppend((GrGLSLExpr4(modulation) * GrGLSLExpr4(lookup)).c_str());
118     }
119 }
120 
appendColorGamutXform(SkString * out,const char * srcColor,GrGLSLColorSpaceXformHelper * colorXformHelper)121 void GrGLSLShaderBuilder::appendColorGamutXform(SkString* out,
122                                                 const char* srcColor,
123                                                 GrGLSLColorSpaceXformHelper* colorXformHelper) {
124     // Our color is (r, g, b, a), but we want to multiply (r, g, b, 1) by our matrix, then
125     // re-insert the original alpha. The supplied srcColor is likely to be of the form
126     // "texture(...)", and we don't want to evaluate that twice, so wrap everything in a function.
127     static const GrShaderVar gColorGamutXformArgs[] = {
128         GrShaderVar("color", kVec4f_GrSLType),
129         GrShaderVar("xform", kMat44f_GrSLType),
130     };
131     SkString functionBody;
132     // Gamut xform, clamp to destination gamut. We only support/have premultiplied textures, so we
133     // always just clamp to alpha.
134     functionBody.append("\tcolor.rgb = clamp((xform * vec4(color.rgb, 1.0)).rgb, 0.0, color.a);\n");
135     functionBody.append("\treturn color;");
136     SkString colorGamutXformFuncName;
137     this->emitFunction(kVec4f_GrSLType,
138                        "colorGamutXform",
139                        SK_ARRAY_COUNT(gColorGamutXformArgs),
140                        gColorGamutXformArgs,
141                        functionBody.c_str(),
142                        &colorGamutXformFuncName);
143 
144     GrGLSLUniformHandler* uniformHandler = fProgramBuilder->uniformHandler();
145     out->appendf("%s(%s, %s)", colorGamutXformFuncName.c_str(), srcColor,
146                  uniformHandler->getUniformCStr(colorXformHelper->gamutXformUniform()));
147 }
148 
appendColorGamutXform(const char * srcColor,GrGLSLColorSpaceXformHelper * colorXformHelper)149 void GrGLSLShaderBuilder::appendColorGamutXform(const char* srcColor,
150                                                 GrGLSLColorSpaceXformHelper* colorXformHelper) {
151     SkString xform;
152     this->appendColorGamutXform(&xform, srcColor, colorXformHelper);
153     this->codeAppend(xform.c_str());
154 }
155 
appendTexelFetch(SkString * out,SamplerHandle samplerHandle,const char * coordExpr) const156 void GrGLSLShaderBuilder::appendTexelFetch(SkString* out,
157                                            SamplerHandle samplerHandle,
158                                            const char* coordExpr) const {
159     const GrShaderVar& sampler = fProgramBuilder->samplerVariable(samplerHandle);
160     SkASSERT(fProgramBuilder->shaderCaps()->texelFetchSupport());
161     SkASSERT(GrSLTypeIsCombinedSamplerType(sampler.getType()));
162 
163     out->appendf("texelFetch(%s, %s)", sampler.c_str(), coordExpr);
164 
165     append_texture_swizzle(out, fProgramBuilder->samplerSwizzle(samplerHandle));
166 }
167 
appendTexelFetch(SamplerHandle samplerHandle,const char * coordExpr)168 void GrGLSLShaderBuilder::appendTexelFetch(SamplerHandle samplerHandle, const char* coordExpr) {
169     this->appendTexelFetch(&this->code(), samplerHandle, coordExpr);
170 }
171 
appendImageStorageLoad(SkString * out,ImageStorageHandle handle,const char * coordExpr)172 void GrGLSLShaderBuilder::appendImageStorageLoad(SkString* out, ImageStorageHandle handle,
173                                                  const char* coordExpr) {
174     const GrShaderVar& imageStorage = fProgramBuilder->imageStorageVariable(handle);
175     out->appendf("imageLoad(%s, %s)", imageStorage.c_str(), coordExpr);
176 }
177 
appendImageStorageLoad(ImageStorageHandle handle,const char * coordExpr)178 void GrGLSLShaderBuilder::appendImageStorageLoad(ImageStorageHandle handle, const char* coordExpr) {
179     this->appendImageStorageLoad(&this->code(), handle, coordExpr);
180 }
181 
addFeature(uint32_t featureBit,const char * extensionName)182 bool GrGLSLShaderBuilder::addFeature(uint32_t featureBit, const char* extensionName) {
183     if (featureBit & fFeaturesAddedMask) {
184         return false;
185     }
186     this->extensions().appendf("#extension %s: require\n", extensionName);
187     fFeaturesAddedMask |= featureBit;
188     return true;
189 }
190 
appendDecls(const VarArray & vars,SkString * out) const191 void GrGLSLShaderBuilder::appendDecls(const VarArray& vars, SkString* out) const {
192     for (int i = 0; i < vars.count(); ++i) {
193         vars[i].appendDecl(fProgramBuilder->shaderCaps(), out);
194         out->append(";\n");
195     }
196 }
197 
addLayoutQualifier(const char * param,InterfaceQualifier interface)198 void GrGLSLShaderBuilder::addLayoutQualifier(const char* param, InterfaceQualifier interface) {
199     SkASSERT(fProgramBuilder->shaderCaps()->generation() >= k330_GrGLSLGeneration ||
200              fProgramBuilder->shaderCaps()->mustEnableAdvBlendEqs());
201     fLayoutParams[interface].push_back() = param;
202 }
203 
compileAndAppendLayoutQualifiers()204 void GrGLSLShaderBuilder::compileAndAppendLayoutQualifiers() {
205     static const char* interfaceQualifierNames[] = {
206         "in",
207         "out"
208     };
209 
210     for (int interface = 0; interface <= kLastInterfaceQualifier; ++interface) {
211         const SkTArray<SkString>& params = fLayoutParams[interface];
212         if (params.empty()) {
213             continue;
214         }
215         this->layoutQualifiers().appendf("layout(%s", params[0].c_str());
216         for (int i = 1; i < params.count(); ++i) {
217             this->layoutQualifiers().appendf(", %s", params[i].c_str());
218         }
219         this->layoutQualifiers().appendf(") %s;\n", interfaceQualifierNames[interface]);
220     }
221 
222     GR_STATIC_ASSERT(0 == GrGLSLShaderBuilder::kIn_InterfaceQualifier);
223     GR_STATIC_ASSERT(1 == GrGLSLShaderBuilder::kOut_InterfaceQualifier);
224     GR_STATIC_ASSERT(SK_ARRAY_COUNT(interfaceQualifierNames) == kLastInterfaceQualifier + 1);
225 }
226 
finalize(uint32_t visibility)227 void GrGLSLShaderBuilder::finalize(uint32_t visibility) {
228     SkASSERT(!fFinalized);
229     this->versionDecl() = fProgramBuilder->shaderCaps()->versionDeclString();
230     this->compileAndAppendLayoutQualifiers();
231     SkASSERT(visibility);
232     fProgramBuilder->appendUniformDecls((GrShaderFlags) visibility, &this->uniforms());
233     this->appendDecls(fInputs, &this->inputs());
234     this->appendDecls(fOutputs, &this->outputs());
235     this->onFinalize();
236     // append the 'footer' to code
237     this->code().append("}");
238 
239     for (int i = 0; i <= fCodeIndex; i++) {
240         fCompilerStrings[i] = fShaderStrings[i].c_str();
241         fCompilerStringLengths[i] = (int)fShaderStrings[i].size();
242     }
243 
244     fFinalized = true;
245 }
246