/* * Copyright 2011 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef GrGLSL_DEFINED #define GrGLSL_DEFINED #include "GrTypesPriv.h" #include "SkString.h" class GrGLSLCaps; // Limited set of GLSL versions we build shaders for. Caller should round // down the GLSL version to one of these enums. enum GrGLSLGeneration { /** * Desktop GLSL 1.10 and ES2 shading language (based on desktop GLSL 1.20) */ k110_GrGLSLGeneration, /** * Desktop GLSL 1.30 */ k130_GrGLSLGeneration, /** * Desktop GLSL 1.40 */ k140_GrGLSLGeneration, /** * Desktop GLSL 1.50 */ k150_GrGLSLGeneration, /** * Desktop GLSL 3.30, and ES GLSL 3.00 */ k330_GrGLSLGeneration, /** * Desktop GLSL 4.00 */ k400_GrGLSLGeneration, /** * ES GLSL 3.10 only TODO Make GLSLCap objects to make this more granular */ k310es_GrGLSLGeneration, /** * ES GLSL 3.20 */ k320es_GrGLSLGeneration, }; bool GrGLSLSupportsNamedFragmentShaderOutputs(GrGLSLGeneration); /** * Gets the name of the function that should be used to sample a 2D texture. Coord type is used * to indicate whether the texture is sampled using projective textured (kVec3f) or not (kVec2f). */ inline const char* GrGLSLTexture2DFunctionName(GrSLType coordType, GrSLType samplerType, GrGLSLGeneration glslGen) { SkASSERT(GrSLTypeIsSamplerType(samplerType)); SkASSERT(kVec2f_GrSLType == coordType || kVec3f_GrSLType == coordType); // GL_TEXTURE_RECTANGLE_ARB is written against OpenGL 2.0/GLSL 1.10. At that time there were // separate texture*() functions. In OpenGL 3.0/GLSL 1.30 the different texture*() functions // were deprecated in favor or the unified texture() function. RECTANGLE textures became // standard in OpenGL 3.2/GLSL 1.50 and use texture(). It isn't completely clear what function // should be used for RECTANGLE textures in GLSL versions >= 1.30 && < 1.50. We're going with // using texture(). if (glslGen >= k130_GrGLSLGeneration) { return (kVec2f_GrSLType == coordType) ? "texture" : "textureProj"; } if (kVec2f_GrSLType == coordType) { return (samplerType == kSampler2DRect_GrSLType) ? "texture2DRect" : "texture2D"; } else { return (samplerType == kSampler2DRect_GrSLType) ? "texture2DRectProj" : "texture2DProj"; } } /** * Adds a line of GLSL code to declare the default precision for float types. */ void GrGLSLAppendDefaultFloatPrecisionDeclaration(GrSLPrecision, const GrGLSLCaps& glslCaps, SkString* out); /** * Converts a GrSLType to a string containing the name of the equivalent GLSL type. */ static inline const char* GrGLSLTypeString(GrSLType t) { switch (t) { case kVoid_GrSLType: return "void"; case kFloat_GrSLType: return "float"; case kVec2f_GrSLType: return "vec2"; case kVec3f_GrSLType: return "vec3"; case kVec4f_GrSLType: return "vec4"; case kMat33f_GrSLType: return "mat3"; case kMat44f_GrSLType: return "mat4"; case kSampler2D_GrSLType: return "sampler2D"; case kSamplerExternal_GrSLType: return "samplerExternalOES"; case kSampler2DRect_GrSLType: return "sampler2DRect"; case kBool_GrSLType: return "bool"; case kInt_GrSLType: return "int"; case kUint_GrSLType: return "uint"; default: SkFAIL("Unknown shader var type."); return ""; // suppress warning } } /** A generic base-class representing a GLSL expression. * The instance can be a variable name, expression or vecN(0) or vecN(1). Does simple constant * folding with help of 1 and 0. * * Clients should not use this class, rather the specific instantiations defined * later, for example GrGLSLExpr4. */ template <typename Self> class GrGLSLExpr { public: bool isOnes() const { return kOnes_ExprType == fType; } bool isZeros() const { return kZeros_ExprType == fType; } const char* c_str() const { if (kZeros_ExprType == fType) { return Self::ZerosStr(); } else if (kOnes_ExprType == fType) { return Self::OnesStr(); } SkASSERT(!fExpr.isEmpty()); // Empty expressions should not be used. return fExpr.c_str(); } bool isValid() const { return kFullExpr_ExprType != fType || !fExpr.isEmpty(); } protected: /** Constructs an invalid expression. * Useful only as a return value from functions that never actually return * this and instances that will be assigned to later. */ GrGLSLExpr() : fType(kFullExpr_ExprType) { // The only constructor that is allowed to build an empty expression. SkASSERT(!this->isValid()); } /** Constructs an expression with all components as value v */ explicit GrGLSLExpr(int v) { if (v == 0) { fType = kZeros_ExprType; } else if (v == 1) { fType = kOnes_ExprType; } else { fType = kFullExpr_ExprType; fExpr.appendf(Self::CastIntStr(), v); } } /** Constructs an expression from a string. * Argument expr is a simple expression or a parenthesized expression. */ // TODO: make explicit once effects input Exprs. GrGLSLExpr(const char expr[]) { if (nullptr == expr) { // TODO: remove this once effects input Exprs. fType = kOnes_ExprType; } else { fType = kFullExpr_ExprType; fExpr = expr; } SkASSERT(this->isValid()); } /** Constructs an expression from a string. * Argument expr is a simple expression or a parenthesized expression. */ // TODO: make explicit once effects input Exprs. GrGLSLExpr(const SkString& expr) { if (expr.isEmpty()) { // TODO: remove this once effects input Exprs. fType = kOnes_ExprType; } else { fType = kFullExpr_ExprType; fExpr = expr; } SkASSERT(this->isValid()); } /** Constructs an expression from a string with one substitution. */ GrGLSLExpr(const char format[], const char in0[]) : fType(kFullExpr_ExprType) { fExpr.appendf(format, in0); } /** Constructs an expression from a string with two substitutions. */ GrGLSLExpr(const char format[], const char in0[], const char in1[]) : fType(kFullExpr_ExprType) { fExpr.appendf(format, in0, in1); } /** Returns expression casted to another type. * Generic implementation that is called for non-trivial cases of casts. */ template <typename T> static Self VectorCastImpl(const T& other); /** Returns a GLSL multiplication: component-wise or component-by-scalar. * The multiplication will be component-wise or multiply each component by a scalar. * * The returned expression will compute the value of: * vecN(in0.x * in1.x, ...) if dim(T0) == dim(T1) (component-wise) * vecN(in0.x * in1, ...) if dim(T1) == 1 (vector by scalar) * vecN(in0 * in1.x, ...) if dim(T0) == 1 (scalar by vector) */ template <typename T0, typename T1> static Self Mul(T0 in0, T1 in1); /** Returns a GLSL addition: component-wise or add a scalar to each component. * Return value computes: * vecN(in0.x + in1.x, ...) or vecN(in0.x + in1, ...) or vecN(in0 + in1.x, ...). */ template <typename T0, typename T1> static Self Add(T0 in0, T1 in1); /** Returns a GLSL subtraction: component-wise or subtract compoments by a scalar. * Return value computes * vecN(in0.x - in1.x, ...) or vecN(in0.x - in1, ...) or vecN(in0 - in1.x, ...). */ template <typename T0, typename T1> static Self Sub(T0 in0, T1 in1); /** Returns expression that accesses component(s) of the expression. * format should be the form "%s.x" where 'x' is the component(s) to access. * Caller is responsible for making sure the amount of components in the * format string is equal to dim(T). */ template <typename T> T extractComponents(const char format[]) const; private: enum ExprType { kZeros_ExprType, kOnes_ExprType, kFullExpr_ExprType, }; ExprType fType; SkString fExpr; }; class GrGLSLExpr1; class GrGLSLExpr4; /** Class representing a float GLSL expression. */ class GrGLSLExpr1 : public GrGLSLExpr<GrGLSLExpr1> { public: GrGLSLExpr1() : INHERITED() { } explicit GrGLSLExpr1(int v) : INHERITED(v) { } GrGLSLExpr1(const char* expr) : INHERITED(expr) { } GrGLSLExpr1(const SkString& expr) : INHERITED(expr) { } static GrGLSLExpr1 VectorCast(const GrGLSLExpr1& expr); private: GrGLSLExpr1(const char format[], const char in0[]) : INHERITED(format, in0) { } GrGLSLExpr1(const char format[], const char in0[], const char in1[]) : INHERITED(format, in0, in1) { } static const char* ZerosStr(); static const char* OnesStr(); static const char* CastStr(); static const char* CastIntStr(); friend GrGLSLExpr1 operator*(const GrGLSLExpr1& in0, const GrGLSLExpr1&in1); friend GrGLSLExpr1 operator+(const GrGLSLExpr1& in0, const GrGLSLExpr1&in1); friend GrGLSLExpr1 operator-(const GrGLSLExpr1& in0, const GrGLSLExpr1&in1); friend class GrGLSLExpr<GrGLSLExpr1>; friend class GrGLSLExpr<GrGLSLExpr4>; typedef GrGLSLExpr<GrGLSLExpr1> INHERITED; }; /** Class representing a float vector (vec4) GLSL expression. */ class GrGLSLExpr4 : public GrGLSLExpr<GrGLSLExpr4> { public: GrGLSLExpr4() : INHERITED() { } explicit GrGLSLExpr4(int v) : INHERITED(v) { } GrGLSLExpr4(const char* expr) : INHERITED(expr) { } GrGLSLExpr4(const SkString& expr) : INHERITED(expr) { } typedef GrGLSLExpr1 AExpr; AExpr a() const; /** GLSL vec4 cast / constructor, eg vec4(floatv) -> vec4(floatv, floatv, floatv, floatv) */ static GrGLSLExpr4 VectorCast(const GrGLSLExpr1& expr); static GrGLSLExpr4 VectorCast(const GrGLSLExpr4& expr); private: GrGLSLExpr4(const char format[], const char in0[]) : INHERITED(format, in0) { } GrGLSLExpr4(const char format[], const char in0[], const char in1[]) : INHERITED(format, in0, in1) { } static const char* ZerosStr(); static const char* OnesStr(); static const char* CastStr(); static const char* CastIntStr(); // The vector-by-scalar and scalar-by-vector binary operations. friend GrGLSLExpr4 operator*(const GrGLSLExpr1& in0, const GrGLSLExpr4&in1); friend GrGLSLExpr4 operator+(const GrGLSLExpr1& in0, const GrGLSLExpr4&in1); friend GrGLSLExpr4 operator-(const GrGLSLExpr1& in0, const GrGLSLExpr4&in1); friend GrGLSLExpr4 operator*(const GrGLSLExpr4& in0, const GrGLSLExpr1&in1); friend GrGLSLExpr4 operator+(const GrGLSLExpr4& in0, const GrGLSLExpr1&in1); friend GrGLSLExpr4 operator-(const GrGLSLExpr4& in0, const GrGLSLExpr1&in1); // The vector-by-vector, i.e. component-wise, binary operations. friend GrGLSLExpr4 operator*(const GrGLSLExpr4& in0, const GrGLSLExpr4&in1); friend GrGLSLExpr4 operator+(const GrGLSLExpr4& in0, const GrGLSLExpr4&in1); friend GrGLSLExpr4 operator-(const GrGLSLExpr4& in0, const GrGLSLExpr4&in1); friend class GrGLSLExpr<GrGLSLExpr4>; typedef GrGLSLExpr<GrGLSLExpr4> INHERITED; }; /** * Does an inplace mul, *=, of vec4VarName by mulFactor. * A semicolon is added after the assignment. */ void GrGLSLMulVarBy4f(SkString* outAppend, const char* vec4VarName, const GrGLSLExpr4& mulFactor); #include "GrGLSL_impl.h" #endif