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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 "GrShaderCaps.h"
9 #include "glsl/GrGLSLVarying.h"
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     SkASSERT(!fProgramBuilder->primitiveProcessor().willUseGeoShader());
32     fProgramBuilder->fVS.codeAppendf("%s = %s;", v.vsOut(), input->fName);
33     fProgramBuilder->fFS.codeAppendf("%s = %s;", output, v.fsIn());
34 }
35 
internalAddVarying(const char * name,GrGLSLVarying * varying,GrSLPrecision precision,bool flat)36 void GrGLSLVaryingHandler::internalAddVarying(const char* name,
37                                               GrGLSLVarying* varying,
38                                               GrSLPrecision precision,
39                                               bool flat) {
40     bool willUseGeoShader = fProgramBuilder->primitiveProcessor().willUseGeoShader();
41     VaryingInfo& v = fVaryings.push_back();
42 
43     SkASSERT(varying);
44     v.fType = varying->fType;
45     v.fPrecision = (kDefault_GrSLPrecision == precision) ? kMedium_GrSLPrecision : precision;
46     v.fIsFlat = flat;
47     fProgramBuilder->nameVariable(&v.fVsOut, 'v', name);
48     v.fVisibility = kNone_GrShaderFlags;
49     if (varying->vsVarying()) {
50         varying->fVsOut = v.fVsOut.c_str();
51         v.fVisibility |= kVertex_GrShaderFlag;
52     }
53     if (willUseGeoShader) {
54         fProgramBuilder->nameVariable(&v.fGsOut, 'g', name);
55         varying->fGsIn = v.fVsOut.c_str();
56         varying->fGsOut = v.fGsOut.c_str();
57         v.fVisibility |= kGeometry_GrShaderFlag;
58     }
59     if (varying->fsVarying()) {
60         varying->fFsIn = (willUseGeoShader ? v.fGsOut : v.fVsOut).c_str();
61         v.fVisibility |= kFragment_GrShaderFlag;
62     }
63 }
64 
emitAttributes(const GrGeometryProcessor & gp)65 void GrGLSLVaryingHandler::emitAttributes(const GrGeometryProcessor& gp) {
66     int vaCount = gp.numAttribs();
67     for (int i = 0; i < vaCount; i++) {
68         const GrGeometryProcessor::Attribute& attr = gp.getAttrib(i);
69         this->addAttribute(GrShaderVar(attr.fName,
70                                        GrVertexAttribTypeToSLType(attr.fType),
71                                        GrShaderVar::kIn_TypeModifier,
72                                        GrShaderVar::kNonArray,
73                                        attr.fPrecision));
74     }
75 }
76 
addAttribute(const GrShaderVar & var)77 void GrGLSLVaryingHandler::addAttribute(const GrShaderVar& var) {
78     SkASSERT(GrShaderVar::kIn_TypeModifier == var.getTypeModifier());
79     for (int j = 0; j < fVertexInputs.count(); ++j) {
80         const GrShaderVar& attr = fVertexInputs[j];
81         // if attribute already added, don't add it again
82         if (attr.getName().equals(var.getName())) {
83             return;
84         }
85     }
86     fVertexInputs.push_back(var);
87 }
88 
setNoPerspective()89 void GrGLSLVaryingHandler::setNoPerspective() {
90     const GrShaderCaps& caps = *fProgramBuilder->shaderCaps();
91     if (!caps.noperspectiveInterpolationSupport()) {
92         return;
93     }
94     if (const char* extension = caps.noperspectiveInterpolationExtensionString()) {
95         int bit = 1 << GrGLSLFragmentBuilder::kNoPerspectiveInterpolation_GLSLPrivateFeature;
96         fProgramBuilder->fVS.addFeature(bit, extension);
97         if (fProgramBuilder->primitiveProcessor().willUseGeoShader()) {
98             fProgramBuilder->fGS.addFeature(bit, extension);
99         }
100         fProgramBuilder->fFS.addFeature(bit, extension);
101     }
102     fDefaultInterpolationModifier = "noperspective";
103 }
104 
finalize()105 void GrGLSLVaryingHandler::finalize() {
106     for (int i = 0; i < fVaryings.count(); ++i) {
107         const VaryingInfo& v = this->fVaryings[i];
108         const char* modifier = v.fIsFlat ? "flat" : fDefaultInterpolationModifier;
109         if (v.fVisibility & kVertex_GrShaderFlag) {
110             fVertexOutputs.push_back().set(v.fType, v.fVsOut, GrShaderVar::kOut_TypeModifier,
111                                            v.fPrecision, nullptr, modifier);
112             if (v.fVisibility & kGeometry_GrShaderFlag) {
113                 fGeomInputs.push_back().set(v.fType, v.fVsOut, GrShaderVar::kUnsizedArray,
114                                             GrShaderVar::kIn_TypeModifier, v.fPrecision, nullptr,
115                                             modifier);
116             }
117         }
118         if (v.fVisibility & kFragment_GrShaderFlag) {
119             const char* fsIn = v.fVsOut.c_str();
120             if (v.fVisibility & kGeometry_GrShaderFlag) {
121                 fGeomOutputs.push_back().set(v.fType, v.fGsOut, GrShaderVar::kOut_TypeModifier,
122                                              v.fPrecision, nullptr, modifier);
123                 fsIn = v.fGsOut.c_str();
124             }
125             fFragInputs.push_back().set(v.fType, fsIn, GrShaderVar::kIn_TypeModifier, v.fPrecision,
126                                         nullptr, modifier);
127         }
128     }
129     this->onFinalize();
130 }
131 
appendDecls(const VarArray & vars,SkString * out) const132 void GrGLSLVaryingHandler::appendDecls(const VarArray& vars, SkString* out) const {
133     for (int i = 0; i < vars.count(); ++i) {
134         vars[i].appendDecl(fProgramBuilder->shaderCaps(), out);
135         out->append(";");
136     }
137 }
138 
getVertexDecls(SkString * inputDecls,SkString * outputDecls) const139 void GrGLSLVaryingHandler::getVertexDecls(SkString* inputDecls, SkString* outputDecls) const {
140     this->appendDecls(fVertexInputs, inputDecls);
141     this->appendDecls(fVertexOutputs, outputDecls);
142 }
143 
getGeomDecls(SkString * inputDecls,SkString * outputDecls) const144 void GrGLSLVaryingHandler::getGeomDecls(SkString* inputDecls, SkString* outputDecls) const {
145     this->appendDecls(fGeomInputs, inputDecls);
146     this->appendDecls(fGeomOutputs, outputDecls);
147 }
148 
getFragDecls(SkString * inputDecls,SkString * outputDecls) const149 void GrGLSLVaryingHandler::getFragDecls(SkString* inputDecls, SkString* outputDecls) const {
150     // We should not have any outputs in the fragment shader when using version 1.10
151     SkASSERT(k110_GrGLSLGeneration != fProgramBuilder->shaderCaps()->generation() ||
152              fFragOutputs.empty());
153     this->appendDecls(fFragInputs, inputDecls);
154     this->appendDecls(fFragOutputs, outputDecls);
155 }
156