/* * 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 "GrSwizzle.h" #include "glsl/GrGLSLShaderBuilder.h" #include "glsl/GrGLSLCaps.h" #include "glsl/GrGLSLShaderVar.h" #include "glsl/GrGLSLTextureSampler.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 GrGLSLShaderVar& var) { SkString tempDecl; var.appendDecl(fProgramBuilder->glslCaps(), &tempDecl); this->codeAppendf("%s;", tempDecl.c_str()); } void GrGLSLShaderBuilder::emitFunction(GrSLType returnType, const char* name, int argCnt, const GrGLSLShaderVar* 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->glslCaps(), &this->functions()); if (i < argCnt - 1) { this->functions().append(", "); } } this->functions().append(") {\n"); this->functions().append(body); this->functions().append("}\n\n"); } void GrGLSLShaderBuilder::appendTextureLookup(SkString* out, const GrGLSLTextureSampler& sampler, const char* coordName, GrSLType varyingType) const { const GrGLSLCaps* glslCaps = fProgramBuilder->glslCaps(); GrGLSLUniformHandler* uniformHandler = fProgramBuilder->uniformHandler(); GrSLType samplerType = uniformHandler->getUniformVariable(sampler.fSamplerUniform).getType(); if (samplerType == kSampler2DRect_GrSLType) { if (varyingType == kVec2f_GrSLType) { out->appendf("%s(%s, textureSize(%s) * %s)", GrGLSLTexture2DFunctionName(varyingType, samplerType, glslCaps->generation()), uniformHandler->getUniformCStr(sampler.fSamplerUniform), uniformHandler->getUniformCStr(sampler.fSamplerUniform), coordName); } else { out->appendf("%s(%s, vec3(textureSize(%s) * %s.xy, %s.z))", GrGLSLTexture2DFunctionName(varyingType, samplerType, glslCaps->generation()), uniformHandler->getUniformCStr(sampler.fSamplerUniform), uniformHandler->getUniformCStr(sampler.fSamplerUniform), coordName, coordName); } } else { out->appendf("%s(%s, %s)", GrGLSLTexture2DFunctionName(varyingType, samplerType, glslCaps->generation()), uniformHandler->getUniformCStr(sampler.fSamplerUniform), coordName); } // This refers to any swizzling we may need to get from some backend internal format to the // format used in GrPixelConfig. If this is implemented by the GrGpu object, then swizzle will // be rgba. For shader prettiness we omit the swizzle rather than appending ".rgba". const GrSwizzle& configSwizzle = glslCaps->configTextureSwizzle(sampler.config()); if (configSwizzle != GrSwizzle::RGBA()) { out->appendf(".%s", configSwizzle.c_str()); } } void GrGLSLShaderBuilder::appendTextureLookup(const GrGLSLTextureSampler& sampler, const char* coordName, GrSLType varyingType) { this->appendTextureLookup(&this->code(), sampler, coordName, varyingType); } void GrGLSLShaderBuilder::appendTextureLookupAndModulate(const char* modulation, const GrGLSLTextureSampler& sampler, const char* coordName, GrSLType varyingType) { SkString lookup; this->appendTextureLookup(&lookup, sampler, coordName, varyingType); this->codeAppend((GrGLSLExpr4(modulation) * GrGLSLExpr4(lookup)).c_str()); } 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->glslCaps(), out); out->append(";\n"); } } void GrGLSLShaderBuilder::addLayoutQualifier(const char* param, InterfaceQualifier interface) { SkASSERT(fProgramBuilder->glslCaps()->generation() >= k330_GrGLSLGeneration || fProgramBuilder->glslCaps()->mustEnableAdvBlendEqs()); fLayoutParams[interface].push_back() = param; } void GrGLSLShaderBuilder::compileAndAppendLayoutQualifiers() { static const char* interfaceQualifierNames[] = { "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::kOut_InterfaceQualifier); GR_STATIC_ASSERT(SK_ARRAY_COUNT(interfaceQualifierNames) == kLastInterfaceQualifier + 1); } void GrGLSLShaderBuilder::finalize(uint32_t visibility) { SkASSERT(!fFinalized); this->versionDecl() = fProgramBuilder->glslCaps()->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; }