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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/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()56 bool GrGLSLProgramBuilder::emitAndInstallProcs() {
57     // First we loop over all of the installed processors and collect coord transforms.  These will
58     // be sent to the GrGLSLPrimitiveProcessor in its emitCode function
59     const GrPrimitiveProcessor& primProc = this->primitiveProcessor();
60 
61     SkString inputColor;
62     SkString inputCoverage;
63     this->emitAndInstallPrimProc(primProc, &inputColor, &inputCoverage);
64     this->emitAndInstallFragProcs(&inputColor, &inputCoverage);
65     this->emitAndInstallXferProc(inputColor, inputCoverage);
66     this->emitFSOutputSwizzle(this->pipeline().getXferProcessor().hasSecondaryOutput());
67 
68     return this->checkSamplerCounts() && this->checkImageStorageCounts();
69 }
70 
emitAndInstallPrimProc(const GrPrimitiveProcessor & proc,SkString * outputColor,SkString * outputCoverage)71 void GrGLSLProgramBuilder::emitAndInstallPrimProc(const GrPrimitiveProcessor& proc,
72                                                   SkString* outputColor,
73                                                   SkString* 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     SkASSERT(!fUniformHandles.fRTAdjustmentUni.isValid());
80     GrShaderFlags rtAdjustVisibility = kVertex_GrShaderFlag;
81     if (proc.willUseGeoShader()) {
82         rtAdjustVisibility |= kGeometry_GrShaderFlag;
83     }
84     fUniformHandles.fRTAdjustmentUni = this->uniformHandler()->addUniform(rtAdjustVisibility,
85                                                                           kVec4f_GrSLType,
86                                                                           kHigh_GrSLPrecision,
87                                                                           "rtAdjustment");
88     const char* rtAdjustName =
89         this->uniformHandler()->getUniformCStr(fUniformHandles.fRTAdjustmentUni);
90 
91     // Enclose custom code in a block to avoid namespace conflicts
92     SkString openBrace;
93     openBrace.printf("{ // Stage %d, %s\n", fStageIndex, proc.name());
94     fFS.codeAppend(openBrace.c_str());
95     fVS.codeAppendf("// Primitive Processor %s\n", proc.name());
96 
97     SkASSERT(!fGeometryProcessor);
98     fGeometryProcessor = proc.createGLSLInstance(*this->shaderCaps());
99 
100     SkSTArray<4, SamplerHandle>      texSamplers(proc.numTextureSamplers());
101     SkSTArray<2, TexelBufferHandle>  texelBuffers(proc.numBuffers());
102     SkSTArray<2, ImageStorageHandle> imageStorages(proc.numImageStorages());
103     this->emitSamplersAndImageStorages(proc, &texSamplers, &texelBuffers, &imageStorages);
104 
105     GrGLSLPrimitiveProcessor::FPCoordTransformHandler transformHandler(fPipeline,
106                                                                        &fTransformedCoordVars);
107     GrGLSLGeometryProcessor::EmitArgs args(&fVS,
108                                            proc.willUseGeoShader() ? &fGS : nullptr,
109                                            &fFS,
110                                            this->varyingHandler(),
111                                            this->uniformHandler(),
112                                            this->shaderCaps(),
113                                            proc,
114                                            outputColor->c_str(),
115                                            outputCoverage->c_str(),
116                                            rtAdjustName,
117                                            texSamplers.begin(),
118                                            texelBuffers.begin(),
119                                            imageStorages.begin(),
120                                            &transformHandler);
121     fGeometryProcessor->emitCode(args);
122 
123     // We have to check that effects and the code they emit are consistent, ie if an effect
124     // asks for dst color, then the emit code needs to follow suit
125     SkDEBUGCODE(verify(proc);)
126 
127     fFS.codeAppend("}");
128 }
129 
emitAndInstallFragProcs(SkString * color,SkString * coverage)130 void GrGLSLProgramBuilder::emitAndInstallFragProcs(SkString* color, SkString* coverage) {
131     int transformedCoordVarsIdx = 0;
132     SkString** inOut = &color;
133     for (int i = 0; i < this->pipeline().numFragmentProcessors(); ++i) {
134         if (i == this->pipeline().numColorFragmentProcessors()) {
135             inOut = &coverage;
136         }
137         SkString output;
138         const GrFragmentProcessor& fp = this->pipeline().getFragmentProcessor(i);
139         output = this->emitAndInstallFragProc(fp, i, transformedCoordVarsIdx, **inOut, output);
140         GrFragmentProcessor::Iter iter(&fp);
141         while (const GrFragmentProcessor* fp = iter.next()) {
142             transformedCoordVarsIdx += fp->numCoordTransforms();
143         }
144         **inOut = output;
145     }
146 }
147 
148 // TODO Processors cannot output zeros because an empty string is all 1s
149 // the fix is to allow effects to take the SkString directly
emitAndInstallFragProc(const GrFragmentProcessor & fp,int index,int transformedCoordVarsIdx,const SkString & input,SkString output)150 SkString GrGLSLProgramBuilder::emitAndInstallFragProc(const GrFragmentProcessor& fp,
151                                                       int index,
152                                                       int transformedCoordVarsIdx,
153                                                       const SkString& input,
154                                                       SkString output) {
155     SkASSERT(input.size());
156     // Program builders have a bit of state we need to clear with each effect
157     AutoStageAdvance adv(this);
158     this->nameExpression(&output, "output");
159 
160     // Enclose custom code in a block to avoid namespace conflicts
161     SkString openBrace;
162     openBrace.printf("{ // Stage %d, %s\n", fStageIndex, fp.name());
163     fFS.codeAppend(openBrace.c_str());
164 
165     GrGLSLFragmentProcessor* fragProc = fp.createGLSLInstance();
166 
167     SkSTArray<4, SamplerHandle> textureSamplerArray(fp.numTextureSamplers());
168     SkSTArray<2, TexelBufferHandle> texelBufferArray(fp.numBuffers());
169     SkSTArray<2, ImageStorageHandle> imageStorageArray(fp.numImageStorages());
170     GrFragmentProcessor::Iter iter(&fp);
171     while (const GrFragmentProcessor* subFP = iter.next()) {
172         this->emitSamplersAndImageStorages(*subFP, &textureSamplerArray, &texelBufferArray,
173                                            &imageStorageArray);
174     }
175 
176     const GrShaderVar* coordVars = fTransformedCoordVars.begin() + transformedCoordVarsIdx;
177     GrGLSLFragmentProcessor::TransformedCoordVars coords(&fp, coordVars);
178     GrGLSLFragmentProcessor::TextureSamplers textureSamplers(&fp, textureSamplerArray.begin());
179     GrGLSLFragmentProcessor::TexelBuffers texelBuffers(&fp, texelBufferArray.begin());
180     GrGLSLFragmentProcessor::ImageStorages imageStorages(&fp, imageStorageArray.begin());
181     GrGLSLFragmentProcessor::EmitArgs args(&fFS,
182                                            this->uniformHandler(),
183                                            this->shaderCaps(),
184                                            fp,
185                                            output.c_str(),
186                                            input.c_str(),
187                                            coords,
188                                            textureSamplers,
189                                            texelBuffers,
190                                            imageStorages);
191 
192     fragProc->emitCode(args);
193 
194     // We have to check that effects and the code they emit are consistent, ie if an effect
195     // asks for dst color, then the emit code needs to follow suit
196     SkDEBUGCODE(verify(fp);)
197     fFragmentProcessors.push_back(fragProc);
198 
199     fFS.codeAppend("}");
200     return output;
201 }
202 
emitAndInstallXferProc(const SkString & colorIn,const SkString & coverageIn)203 void GrGLSLProgramBuilder::emitAndInstallXferProc(const SkString& colorIn,
204                                                   const SkString& coverageIn) {
205     // Program builders have a bit of state we need to clear with each effect
206     AutoStageAdvance adv(this);
207 
208     SkASSERT(!fXferProcessor);
209     const GrXferProcessor& xp = fPipeline.getXferProcessor();
210     fXferProcessor = xp.createGLSLInstance();
211 
212     // Enable dual source secondary output if we have one
213     if (xp.hasSecondaryOutput()) {
214         fFS.enableSecondaryOutput();
215     }
216 
217     if (this->shaderCaps()->mustDeclareFragmentShaderOutput()) {
218         fFS.enableCustomOutput();
219     }
220 
221     SkString openBrace;
222     openBrace.printf("{ // Xfer Processor: %s\n", xp.name());
223     fFS.codeAppend(openBrace.c_str());
224 
225     SamplerHandle dstTextureSamplerHandle;
226     GrSurfaceOrigin dstTextureOrigin = kTopLeft_GrSurfaceOrigin;
227 
228     if (GrTexture* dstTexture = fPipeline.peekDstTexture()) {
229         // GrProcessor::TextureSampler sampler(dstTexture);
230         SkString name("DstTextureSampler");
231         dstTextureSamplerHandle =
232                 this->emitSampler(dstTexture->texturePriv().samplerType(), dstTexture->config(),
233                                   "DstTextureSampler", kFragment_GrShaderFlag);
234         dstTextureOrigin = dstTexture->origin();
235         SkASSERT(kTextureExternalSampler_GrSLType != dstTexture->texturePriv().samplerType());
236     }
237 
238     GrGLSLXferProcessor::EmitArgs args(&fFS,
239                                        this->uniformHandler(),
240                                        this->shaderCaps(),
241                                        xp,
242                                        colorIn.size() ? colorIn.c_str() : "vec4(1)",
243                                        coverageIn.size() ? coverageIn.c_str() : "vec4(1)",
244                                        fFS.getPrimaryColorOutputName(),
245                                        fFS.getSecondaryColorOutputName(),
246                                        dstTextureSamplerHandle,
247                                        dstTextureOrigin);
248     fXferProcessor->emitCode(args);
249 
250     // We have to check that effects and the code they emit are consistent, ie if an effect
251     // asks for dst color, then the emit code needs to follow suit
252     SkDEBUGCODE(verify(xp);)
253     fFS.codeAppend("}");
254 }
255 
emitSamplersAndImageStorages(const GrResourceIOProcessor & processor,SkTArray<SamplerHandle> * outTexSamplerHandles,SkTArray<TexelBufferHandle> * outTexelBufferHandles,SkTArray<ImageStorageHandle> * outImageStorageHandles)256 void GrGLSLProgramBuilder::emitSamplersAndImageStorages(
257         const GrResourceIOProcessor& processor,
258         SkTArray<SamplerHandle>* outTexSamplerHandles,
259         SkTArray<TexelBufferHandle>* outTexelBufferHandles,
260         SkTArray<ImageStorageHandle>* outImageStorageHandles) {
261     SkString name;
262     int numTextureSamplers = processor.numTextureSamplers();
263     for (int t = 0; t < numTextureSamplers; ++t) {
264         const GrResourceIOProcessor::TextureSampler& sampler = processor.textureSampler(t);
265         name.printf("TextureSampler_%d", outTexSamplerHandles->count());
266         GrSLType samplerType = sampler.peekTexture()->texturePriv().samplerType();
267         if (kTextureExternalSampler_GrSLType == samplerType) {
268             const char* externalFeatureString =
269                     this->shaderCaps()->externalTextureExtensionString();
270             // We shouldn't ever create a GrGLTexture that requires external sampler type
271             SkASSERT(externalFeatureString);
272             this->addFeature(sampler.visibility(),
273                              1 << GrGLSLShaderBuilder::kExternalTexture_GLSLPrivateFeature,
274                              externalFeatureString);
275         }
276         outTexSamplerHandles->emplace_back(this->emitSampler(
277                 samplerType, sampler.peekTexture()->config(), name.c_str(), sampler.visibility()));
278     }
279     if (int numBuffers = processor.numBuffers()) {
280         SkASSERT(this->shaderCaps()->texelBufferSupport());
281         GrShaderFlags texelBufferVisibility = kNone_GrShaderFlags;
282 
283         for (int b = 0; b < numBuffers; ++b) {
284             const GrResourceIOProcessor::BufferAccess& access = processor.bufferAccess(b);
285             name.printf("TexelBuffer_%d", outTexelBufferHandles->count());
286             outTexelBufferHandles->emplace_back(
287                     this->emitTexelBuffer(access.texelConfig(), name.c_str(), access.visibility()));
288             texelBufferVisibility |= access.visibility();
289         }
290 
291         if (const char* extension = this->shaderCaps()->texelBufferExtensionString()) {
292             this->addFeature(texelBufferVisibility,
293                              1 << GrGLSLShaderBuilder::kTexelBuffer_GLSLPrivateFeature,
294                              extension);
295         }
296     }
297     int numImageStorages = processor.numImageStorages();
298     for (int i = 0; i < numImageStorages; ++i) {
299         const GrResourceIOProcessor::ImageStorageAccess& imageStorageAccess =
300                 processor.imageStorageAccess(i);
301         name.printf("Image_%d", outImageStorageHandles->count());
302         outImageStorageHandles->emplace_back(
303                 this->emitImageStorage(imageStorageAccess, name.c_str()));
304     }
305 }
306 
updateSamplerCounts(GrShaderFlags visibility)307 void GrGLSLProgramBuilder::updateSamplerCounts(GrShaderFlags visibility) {
308     if (visibility & kVertex_GrShaderFlag) {
309         ++fNumVertexSamplers;
310     }
311     if (visibility & kGeometry_GrShaderFlag) {
312         SkASSERT(this->primitiveProcessor().willUseGeoShader());
313         ++fNumGeometrySamplers;
314     }
315     if (visibility & kFragment_GrShaderFlag) {
316         ++fNumFragmentSamplers;
317     }
318 }
319 
emitSampler(GrSLType samplerType,GrPixelConfig config,const char * name,GrShaderFlags visibility)320 GrGLSLProgramBuilder::SamplerHandle GrGLSLProgramBuilder::emitSampler(GrSLType samplerType,
321                                                                       GrPixelConfig config,
322                                                                       const char* name,
323                                                                       GrShaderFlags visibility) {
324     this->updateSamplerCounts(visibility);
325     GrSLPrecision precision = this->shaderCaps()->samplerPrecision(config, visibility);
326     GrSwizzle swizzle = this->shaderCaps()->configTextureSwizzle(config);
327     return this->uniformHandler()->addSampler(visibility, swizzle, samplerType, precision, name);
328 }
329 
emitTexelBuffer(GrPixelConfig config,const char * name,GrShaderFlags visibility)330 GrGLSLProgramBuilder::TexelBufferHandle GrGLSLProgramBuilder::emitTexelBuffer(
331         GrPixelConfig config, const char* name, GrShaderFlags visibility) {
332     this->updateSamplerCounts(visibility);
333     GrSLPrecision precision = this->shaderCaps()->samplerPrecision(config, visibility);
334     return this->uniformHandler()->addTexelBuffer(visibility, precision, name);
335 }
336 
emitImageStorage(const GrResourceIOProcessor::ImageStorageAccess & access,const char * name)337 GrGLSLProgramBuilder::ImageStorageHandle GrGLSLProgramBuilder::emitImageStorage(
338         const GrResourceIOProcessor::ImageStorageAccess& access, const char* name) {
339     if (access.visibility() & kVertex_GrShaderFlag) {
340         ++fNumVertexImageStorages;
341     }
342     if (access.visibility() & kGeometry_GrShaderFlag) {
343         SkASSERT(this->primitiveProcessor().willUseGeoShader());
344         ++fNumGeometryImageStorages;
345     }
346     if (access.visibility() & kFragment_GrShaderFlag) {
347         ++fNumFragmentImageStorages;
348     }
349     GrSLType uniformType = access.proxy()->imageStorageType();
350     return this->uniformHandler()->addImageStorage(access.visibility(), uniformType,
351                                                    access.format(), access.memoryModel(),
352                                                    access.restrict(), access.ioType(), name);
353 }
354 
emitFSOutputSwizzle(bool hasSecondaryOutput)355 void GrGLSLProgramBuilder::emitFSOutputSwizzle(bool hasSecondaryOutput) {
356     // Swizzle the fragment shader outputs if necessary.
357     GrSwizzle swizzle;
358     swizzle.setFromKey(this->desc()->header().fOutputSwizzle);
359     if (swizzle != GrSwizzle::RGBA()) {
360         fFS.codeAppendf("%s = %s.%s;", fFS.getPrimaryColorOutputName(),
361                         fFS.getPrimaryColorOutputName(),
362                         swizzle.c_str());
363         if (hasSecondaryOutput) {
364             fFS.codeAppendf("%s = %s.%s;", fFS.getSecondaryColorOutputName(),
365                             fFS.getSecondaryColorOutputName(),
366                             swizzle.c_str());
367         }
368     }
369 }
370 
checkSamplerCounts()371 bool GrGLSLProgramBuilder::checkSamplerCounts() {
372     const GrShaderCaps& shaderCaps = *this->shaderCaps();
373     if (fNumVertexSamplers > shaderCaps.maxVertexSamplers()) {
374         GrCapsDebugf(this->caps(), "Program would use too many vertex samplers\n");
375         return false;
376     }
377     if (fNumGeometrySamplers > shaderCaps.maxGeometrySamplers()) {
378         GrCapsDebugf(this->caps(), "Program would use too many geometry samplers\n");
379         return false;
380     }
381     if (fNumFragmentSamplers > shaderCaps.maxFragmentSamplers()) {
382         GrCapsDebugf(this->caps(), "Program would use too many fragment samplers\n");
383         return false;
384     }
385     // If the same sampler is used in two different shaders, it counts as two combined samplers.
386     int numCombinedSamplers = fNumVertexSamplers + fNumGeometrySamplers + fNumFragmentSamplers;
387     if (numCombinedSamplers > shaderCaps.maxCombinedSamplers()) {
388         GrCapsDebugf(this->caps(), "Program would use too many combined samplers\n");
389         return false;
390     }
391     return true;
392 }
393 
checkImageStorageCounts()394 bool GrGLSLProgramBuilder::checkImageStorageCounts() {
395     const GrShaderCaps& shaderCaps = *this->shaderCaps();
396     if (fNumVertexImageStorages > shaderCaps.maxVertexImageStorages()) {
397         GrCapsDebugf(this->caps(), "Program would use too many vertex images\n");
398         return false;
399     }
400     if (fNumGeometryImageStorages > shaderCaps.maxGeometryImageStorages()) {
401         GrCapsDebugf(this->caps(), "Program would use too many geometry images\n");
402         return false;
403     }
404     if (fNumFragmentImageStorages > shaderCaps.maxFragmentImageStorages()) {
405         GrCapsDebugf(this->caps(), "Program would use too many fragment images\n");
406         return false;
407     }
408     // If the same image is used in two different shaders, it counts as two combined images.
409     int numCombinedImages = fNumVertexImageStorages + fNumGeometryImageStorages +
410         fNumFragmentImageStorages;
411     if (numCombinedImages > shaderCaps.maxCombinedImageStorages()) {
412         GrCapsDebugf(this->caps(), "Program would use too many combined images\n");
413         return false;
414     }
415     return true;
416 }
417 
418 #ifdef SK_DEBUG
verify(const GrPrimitiveProcessor & gp)419 void GrGLSLProgramBuilder::verify(const GrPrimitiveProcessor& gp) {
420     SkASSERT(fFS.usedProcessorFeatures() == gp.requiredFeatures());
421 }
422 
verify(const GrXferProcessor & xp)423 void GrGLSLProgramBuilder::verify(const GrXferProcessor& xp) {
424     SkASSERT(fFS.usedProcessorFeatures() == xp.requiredFeatures());
425     SkASSERT(fFS.hasReadDstColor() == xp.willReadDstColor());
426 }
427 
verify(const GrFragmentProcessor & fp)428 void GrGLSLProgramBuilder::verify(const GrFragmentProcessor& fp) {
429     SkASSERT(fFS.usedProcessorFeatures() == fp.requiredFeatures());
430 }
431 #endif
432 
nameVariable(SkString * out,char prefix,const char * name,bool mangle)433 void GrGLSLProgramBuilder::nameVariable(SkString* out, char prefix, const char* name, bool mangle) {
434     if ('\0' == prefix) {
435         *out = name;
436     } else {
437         out->printf("%c%s", prefix, name);
438     }
439     if (mangle) {
440         if (out->endsWith('_')) {
441             // Names containing "__" are reserved.
442             out->append("x");
443         }
444         out->appendf("_Stage%d%s", fStageIndex, fFS.getMangleString().c_str());
445     }
446 }
447 
nameExpression(SkString * output,const char * baseName)448 void GrGLSLProgramBuilder::nameExpression(SkString* output, const char* baseName) {
449     // create var to hold stage result.  If we already have a valid output name, just use that
450     // otherwise create a new mangled one.  This name is only valid if we are reordering stages
451     // and have to tell stage exactly where to put its output.
452     SkString outName;
453     if (output->size()) {
454         outName = output->c_str();
455     } else {
456         this->nameVariable(&outName, '\0', baseName);
457     }
458     fFS.codeAppendf("vec4 %s;", outName.c_str());
459     *output = outName;
460 }
461 
appendUniformDecls(GrShaderFlags visibility,SkString * out) const462 void GrGLSLProgramBuilder::appendUniformDecls(GrShaderFlags visibility, SkString* out) const {
463     this->uniformHandler()->appendUniformDecls(visibility, out);
464 }
465 
addRTHeightUniform(const char * name)466 void GrGLSLProgramBuilder::addRTHeightUniform(const char* name) {
467         SkASSERT(!fUniformHandles.fRTHeightUni.isValid());
468         GrGLSLUniformHandler* uniformHandler = this->uniformHandler();
469         fUniformHandles.fRTHeightUni =
470             uniformHandler->internalAddUniformArray(kFragment_GrShaderFlag,
471                                                     kFloat_GrSLType, kDefault_GrSLPrecision,
472                                                     name, false, 0, nullptr);
473 }
474 
cleanupFragmentProcessors()475 void GrGLSLProgramBuilder::cleanupFragmentProcessors() {
476     for (int i = 0; i < fFragmentProcessors.count(); ++i) {
477         delete fFragmentProcessors[i];
478     }
479 }
480 
finalizeShaders()481 void GrGLSLProgramBuilder::finalizeShaders() {
482     this->varyingHandler()->finalize();
483     fVS.finalize(kVertex_GrShaderFlag);
484     if (this->primitiveProcessor().willUseGeoShader()) {
485         SkASSERT(this->shaderCaps()->geometryShaderSupport());
486         fGS.finalize(kGeometry_GrShaderFlag);
487     }
488     fFS.finalize(kFragment_GrShaderFlag);
489 }
490