/* * Copyright 2014 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "GrShaderVar.h" #include "GrShaderCaps.h" #include "GrSwizzle.h" #include "glsl/GrGLSLShaderBuilder.h" #include "glsl/GrGLSLColorSpaceXformHelper.h" #include "glsl/GrGLSLProgramBuilder.h" GrGLSLShaderBuilder::GrGLSLShaderBuilder(GrGLSLProgramBuilder* program) : fProgramBuilder(program) , fInputs(GrGLSLProgramBuilder::kVarsPerBlock) , fOutputs(GrGLSLProgramBuilder::kVarsPerBlock) , fFeaturesAddedMask(0) , fCodeIndex(kCode) , fFinalized(false) { // We push back some dummy pointers which will later become our header for (int i = 0; i <= kCode; i++) { fShaderStrings.push_back(); fCompilerStrings.push_back(nullptr); fCompilerStringLengths.push_back(0); } this->main() = "void main() {"; } void GrGLSLShaderBuilder::declAppend(const GrShaderVar& var) { SkString tempDecl; var.appendDecl(fProgramBuilder->shaderCaps(), &tempDecl); this->codeAppendf("%s;", tempDecl.c_str()); } void GrGLSLShaderBuilder::declareGlobal(const GrShaderVar& v) { v.appendDecl(this->getProgramBuilder()->shaderCaps(), &this->definitions()); this->definitions().append(";"); } void GrGLSLShaderBuilder::emitFunction(GrSLType returnType, const char* name, int argCnt, const GrShaderVar* args, const char* body, SkString* outName) { this->functions().append(GrGLSLTypeString(returnType)); fProgramBuilder->nameVariable(outName, '\0', name); this->functions().appendf(" %s", outName->c_str()); this->functions().append("("); for (int i = 0; i < argCnt; ++i) { args[i].appendDecl(fProgramBuilder->shaderCaps(), &this->functions()); if (i < argCnt - 1) { this->functions().append(", "); } } this->functions().append(") {\n"); this->functions().append(body); this->functions().append("}\n\n"); } static inline void append_texture_swizzle(SkString* out, GrSwizzle swizzle) { if (swizzle != GrSwizzle::RGBA()) { out->appendf(".%s", swizzle.c_str()); } } void GrGLSLShaderBuilder::appendTextureLookup(SkString* out, SamplerHandle samplerHandle, const char* coordName, GrSLType varyingType) const { const GrShaderVar& sampler = fProgramBuilder->samplerVariable(samplerHandle); GrSLType samplerType = sampler.getType(); if (samplerType == kTexture2DRectSampler_GrSLType) { if (varyingType == kVec2f_GrSLType) { out->appendf("texture(%s, textureSize(%s) * %s)", sampler.c_str(), sampler.c_str(), coordName); } else { out->appendf("texture(%s, vec3(textureSize(%s) * %s.xy, %s.z))", sampler.c_str(), sampler.c_str(), coordName, coordName); } } else { out->appendf("texture(%s, %s)", sampler.c_str(), coordName); } append_texture_swizzle(out, fProgramBuilder->samplerSwizzle(samplerHandle)); } void GrGLSLShaderBuilder::appendTextureLookup(SamplerHandle samplerHandle, const char* coordName, GrSLType varyingType, GrGLSLColorSpaceXformHelper* colorXformHelper) { if (colorXformHelper && colorXformHelper->isValid()) { // With a color gamut transform, we need to wrap the lookup in another function call SkString lookup; this->appendTextureLookup(&lookup, samplerHandle, coordName, varyingType); this->appendColorGamutXform(lookup.c_str(), colorXformHelper); } else { this->appendTextureLookup(&this->code(), samplerHandle, coordName, varyingType); } } void GrGLSLShaderBuilder::appendTextureLookupAndModulate( const char* modulation, SamplerHandle samplerHandle, const char* coordName, GrSLType varyingType, GrGLSLColorSpaceXformHelper* colorXformHelper) { SkString lookup; this->appendTextureLookup(&lookup, samplerHandle, coordName, varyingType); if (colorXformHelper && colorXformHelper->isValid()) { SkString xform; this->appendColorGamutXform(&xform, lookup.c_str(), colorXformHelper); this->codeAppend((GrGLSLExpr4(modulation) * GrGLSLExpr4(xform)).c_str()); } else { this->codeAppend((GrGLSLExpr4(modulation) * GrGLSLExpr4(lookup)).c_str()); } } void GrGLSLShaderBuilder::appendColorGamutXform(SkString* out, const char* srcColor, GrGLSLColorSpaceXformHelper* colorXformHelper) { // Our color is (r, g, b, a), but we want to multiply (r, g, b, 1) by our matrix, then // re-insert the original alpha. The supplied srcColor is likely to be of the form // "texture(...)", and we don't want to evaluate that twice, so wrap everything in a function. static const GrShaderVar gColorGamutXformArgs[] = { GrShaderVar("color", kVec4f_GrSLType), GrShaderVar("xform", kMat44f_GrSLType), }; SkString functionBody; // Gamut xform, clamp to destination gamut. We only support/have premultiplied textures, so we // always just clamp to alpha. functionBody.append("\tcolor.rgb = clamp((xform * vec4(color.rgb, 1.0)).rgb, 0.0, color.a);\n"); functionBody.append("\treturn color;"); SkString colorGamutXformFuncName; this->emitFunction(kVec4f_GrSLType, "colorGamutXform", SK_ARRAY_COUNT(gColorGamutXformArgs), gColorGamutXformArgs, functionBody.c_str(), &colorGamutXformFuncName); GrGLSLUniformHandler* uniformHandler = fProgramBuilder->uniformHandler(); out->appendf("%s(%s, %s)", colorGamutXformFuncName.c_str(), srcColor, uniformHandler->getUniformCStr(colorXformHelper->gamutXformUniform())); } void GrGLSLShaderBuilder::appendColorGamutXform(const char* srcColor, GrGLSLColorSpaceXformHelper* colorXformHelper) { SkString xform; this->appendColorGamutXform(&xform, srcColor, colorXformHelper); this->codeAppend(xform.c_str()); } void GrGLSLShaderBuilder::appendTexelFetch(SkString* out, SamplerHandle samplerHandle, const char* coordExpr) const { const GrShaderVar& sampler = fProgramBuilder->samplerVariable(samplerHandle); SkASSERT(fProgramBuilder->shaderCaps()->texelFetchSupport()); SkASSERT(GrSLTypeIsCombinedSamplerType(sampler.getType())); out->appendf("texelFetch(%s, %s)", sampler.c_str(), coordExpr); append_texture_swizzle(out, fProgramBuilder->samplerSwizzle(samplerHandle)); } void GrGLSLShaderBuilder::appendTexelFetch(SamplerHandle samplerHandle, const char* coordExpr) { this->appendTexelFetch(&this->code(), samplerHandle, coordExpr); } void GrGLSLShaderBuilder::appendImageStorageLoad(SkString* out, ImageStorageHandle handle, const char* coordExpr) { const GrShaderVar& imageStorage = fProgramBuilder->imageStorageVariable(handle); out->appendf("imageLoad(%s, %s)", imageStorage.c_str(), coordExpr); } void GrGLSLShaderBuilder::appendImageStorageLoad(ImageStorageHandle handle, const char* coordExpr) { this->appendImageStorageLoad(&this->code(), handle, coordExpr); } bool GrGLSLShaderBuilder::addFeature(uint32_t featureBit, const char* extensionName) { if (featureBit & fFeaturesAddedMask) { return false; } this->extensions().appendf("#extension %s: require\n", extensionName); fFeaturesAddedMask |= featureBit; return true; } void GrGLSLShaderBuilder::appendDecls(const VarArray& vars, SkString* out) const { for (int i = 0; i < vars.count(); ++i) { vars[i].appendDecl(fProgramBuilder->shaderCaps(), out); out->append(";\n"); } } void GrGLSLShaderBuilder::addLayoutQualifier(const char* param, InterfaceQualifier interface) { SkASSERT(fProgramBuilder->shaderCaps()->generation() >= k330_GrGLSLGeneration || fProgramBuilder->shaderCaps()->mustEnableAdvBlendEqs()); fLayoutParams[interface].push_back() = param; } void GrGLSLShaderBuilder::compileAndAppendLayoutQualifiers() { static const char* interfaceQualifierNames[] = { "in", "out" }; for (int interface = 0; interface <= kLastInterfaceQualifier; ++interface) { const SkTArray<SkString>& params = fLayoutParams[interface]; if (params.empty()) { continue; } this->layoutQualifiers().appendf("layout(%s", params[0].c_str()); for (int i = 1; i < params.count(); ++i) { this->layoutQualifiers().appendf(", %s", params[i].c_str()); } this->layoutQualifiers().appendf(") %s;\n", interfaceQualifierNames[interface]); } GR_STATIC_ASSERT(0 == GrGLSLShaderBuilder::kIn_InterfaceQualifier); GR_STATIC_ASSERT(1 == GrGLSLShaderBuilder::kOut_InterfaceQualifier); GR_STATIC_ASSERT(SK_ARRAY_COUNT(interfaceQualifierNames) == kLastInterfaceQualifier + 1); } void GrGLSLShaderBuilder::finalize(uint32_t visibility) { SkASSERT(!fFinalized); this->versionDecl() = fProgramBuilder->shaderCaps()->versionDeclString(); this->compileAndAppendLayoutQualifiers(); SkASSERT(visibility); fProgramBuilder->appendUniformDecls((GrShaderFlags) visibility, &this->uniforms()); this->appendDecls(fInputs, &this->inputs()); this->appendDecls(fOutputs, &this->outputs()); this->onFinalize(); // append the 'footer' to code this->code().append("}"); for (int i = 0; i <= fCodeIndex; i++) { fCompilerStrings[i] = fShaderStrings[i].c_str(); fCompilerStringLengths[i] = (int)fShaderStrings[i].size(); } fFinalized = true; }