diff options
Diffstat (limited to 'gpu/gl/GrGLShaderBuilder.h')
-rw-r--r-- | gpu/gl/GrGLShaderBuilder.h | 467 |
1 files changed, 467 insertions, 0 deletions
diff --git a/gpu/gl/GrGLShaderBuilder.h b/gpu/gl/GrGLShaderBuilder.h new file mode 100644 index 00000000..b67846a6 --- /dev/null +++ b/gpu/gl/GrGLShaderBuilder.h @@ -0,0 +1,467 @@ +/* + * Copyright 2012 Google Inc. + * + * Use of this source code is governed by a BSD-style license that can be + * found in the LICENSE file. + */ + +#ifndef GrGLShaderBuilder_DEFINED +#define GrGLShaderBuilder_DEFINED + +#include "GrAllocator.h" +#include "GrBackendEffectFactory.h" +#include "GrColor.h" +#include "GrEffect.h" +#include "gl/GrGLSL.h" +#include "gl/GrGLUniformManager.h" + +#include <stdarg.h> + +class GrGLContextInfo; +class GrEffectStage; +class GrGLProgramDesc; + +/** + Contains all the incremental state of a shader as it is being built,as well as helpers to + manipulate that state. +*/ +class GrGLShaderBuilder { +public: + /** + * Passed to GrGLEffects to add texture reads to their shader code. + */ + class TextureSampler { + public: + TextureSampler() + : fConfigComponentMask(0) + , fSamplerUniform(GrGLUniformManager::kInvalidUniformHandle) { + // we will memcpy the first 4 bytes from passed in swizzle. This ensures the string is + // terminated. + fSwizzle[4] = '\0'; + } + + TextureSampler(const TextureSampler& other) { *this = other; } + + TextureSampler& operator= (const TextureSampler& other) { + GrAssert(0 == fConfigComponentMask); + GrAssert(GrGLUniformManager::kInvalidUniformHandle == fSamplerUniform); + + fConfigComponentMask = other.fConfigComponentMask; + fSamplerUniform = other.fSamplerUniform; + return *this; + } + + // bitfield of GrColorComponentFlags present in the texture's config. + uint32_t configComponentMask() const { return fConfigComponentMask; } + + const char* swizzle() const { return fSwizzle; } + + bool isInitialized() const { return 0 != fConfigComponentMask; } + + private: + // The idx param is used to ensure multiple samplers within a single effect have unique + // uniform names. swizzle is a four char max string made up of chars 'r', 'g', 'b', and 'a'. + void init(GrGLShaderBuilder* builder, + uint32_t configComponentMask, + const char* swizzle, + int idx) { + GrAssert(!this->isInitialized()); + GrAssert(0 != configComponentMask); + GrAssert(GrGLUniformManager::kInvalidUniformHandle == fSamplerUniform); + + GrAssert(NULL != builder); + SkString name; + name.printf("Sampler%d", idx); + fSamplerUniform = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType, + kSampler2D_GrSLType, + name.c_str()); + GrAssert(GrGLUniformManager::kInvalidUniformHandle != fSamplerUniform); + + fConfigComponentMask = configComponentMask; + memcpy(fSwizzle, swizzle, 4); + } + + void init(GrGLShaderBuilder* builder, const GrTextureAccess* access, int idx) { + GrAssert(NULL != access); + this->init(builder, + GrPixelConfigComponentMask(access->getTexture()->config()), + access->getSwizzle(), + idx); + } + + uint32_t fConfigComponentMask; + char fSwizzle[5]; + GrGLUniformManager::UniformHandle fSamplerUniform; + + friend class GrGLShaderBuilder; // to call init(). + }; + + typedef SkTArray<TextureSampler> TextureSamplerArray; + + enum ShaderType { + kVertex_ShaderType = 0x1, + kGeometry_ShaderType = 0x2, + kFragment_ShaderType = 0x4, + }; + + GrGLShaderBuilder(const GrGLContextInfo&, GrGLUniformManager&, const GrGLProgramDesc&); + + /** + * Use of these features may require a GLSL extension to be enabled. Shaders may not compile + * if code is added that uses one of these features without calling enableFeature() + */ + enum GLSLFeature { + kStandardDerivatives_GLSLFeature = 0, + + kLastGLSLFeature = kStandardDerivatives_GLSLFeature + }; + + /** + * If the feature is supported then true is returned and any necessary #extension declarations + * are added to the shaders. If the feature is not supported then false will be returned. + */ + bool enableFeature(GLSLFeature); + + /** + * Called by GrGLEffects to add code to one of the shaders. + */ + void vsCodeAppendf(const char format[], ...) SK_PRINTF_LIKE(2, 3) { + va_list args; + va_start(args, format); + this->codeAppendf(kVertex_ShaderType, format, args); + va_end(args); + } + + void gsCodeAppendf(const char format[], ...) SK_PRINTF_LIKE(2, 3) { + va_list args; + va_start(args, format); + this->codeAppendf(kGeometry_ShaderType, format, args); + va_end(args); + } + + void fsCodeAppendf(const char format[], ...) SK_PRINTF_LIKE(2, 3) { + va_list args; + va_start(args, format); + this->codeAppendf(kFragment_ShaderType, format, args); + va_end(args); + } + + void vsCodeAppend(const char* str) { this->codeAppend(kVertex_ShaderType, str); } + void gsCodeAppend(const char* str) { this->codeAppend(kGeometry_ShaderType, str); } + void fsCodeAppend(const char* str) { this->codeAppend(kFragment_ShaderType, str); } + + /** Appends a 2D texture sample with projection if necessary. coordType must either be Vec2f or + Vec3f. The latter is interpreted as projective texture coords. The vec length and swizzle + order of the result depends on the GrTextureAccess associated with the TextureSampler. */ + void appendTextureLookup(SkString* out, + const TextureSampler&, + const char* coordName, + GrSLType coordType = kVec2f_GrSLType) const; + + /** Version of above that appends the result to the shader code rather than an SkString. + Currently the shader type must be kFragment */ + void appendTextureLookup(ShaderType, + const TextureSampler&, + const char* coordName, + GrSLType coordType = kVec2f_GrSLType); + + + /** Does the work of appendTextureLookup and modulates the result by modulation. The result is + always a vec4. modulation and the swizzle specified by TextureSampler must both be vec4 or + float. If modulation is "" or NULL it this function acts as though appendTextureLookup were + called. */ + void appendTextureLookupAndModulate(ShaderType, + const char* modulation, + const TextureSampler&, + const char* coordName, + GrSLType coordType = kVec2f_GrSLType); + + /** Emits a helper function outside of main(). Currently ShaderType must be + kFragment_ShaderType. */ + void emitFunction(ShaderType shader, + GrSLType returnType, + const char* name, + int argCnt, + const GrGLShaderVar* args, + const char* body, + SkString* outName); + + /** Generates a EffectKey for the shader code based on the texture access parameters and the + capabilities of the GL context. This is useful for keying the shader programs that may + have multiple representations, based on the type/format of textures used. */ + static GrBackendEffectFactory::EffectKey KeyForTextureAccess(const GrTextureAccess&, + const GrGLCaps&); + + typedef uint8_t DstReadKey; + typedef uint8_t FragPosKey; + + /** Returns a key for adding code to read the copy-of-dst color in service of effects that + require reading the dst. It must not return 0 because 0 indicates that there is no dst + copy read at all (in which case this function should not be called). */ + static DstReadKey KeyForDstRead(const GrTexture* dstCopy, const GrGLCaps&); + + /** Returns a key for reading the fragment location. This should only be called if there is an + effect that will requires the fragment position. If the fragment position is not required, + the key is 0. */ + static FragPosKey KeyForFragmentPosition(const GrRenderTarget* dst, const GrGLCaps&); + + /** If texture swizzling is available using tex parameters then it is preferred over mangling + the generated shader code. This potentially allows greater reuse of cached shaders. */ + static const GrGLenum* GetTexParamSwizzle(GrPixelConfig config, const GrGLCaps& caps); + + /** Add a uniform variable to the current program, that has visibility in one or more shaders. + visibility is a bitfield of ShaderType values indicating from which shaders the uniform + should be accessible. At least one bit must be set. Geometry shader uniforms are not + supported at this time. The actual uniform name will be mangled. If outName is not NULL then + it will refer to the final uniform name after return. Use the addUniformArray variant to add + an array of uniforms. + */ + GrGLUniformManager::UniformHandle addUniform(uint32_t visibility, + GrSLType type, + const char* name, + const char** outName = NULL) { + return this->addUniformArray(visibility, type, name, GrGLShaderVar::kNonArray, outName); + } + GrGLUniformManager::UniformHandle addUniformArray(uint32_t visibility, + GrSLType type, + const char* name, + int arrayCount, + const char** outName = NULL); + + const GrGLShaderVar& getUniformVariable(GrGLUniformManager::UniformHandle) const; + + /** + * Shortcut for getUniformVariable(u).c_str() + */ + const char* getUniformCStr(GrGLUniformManager::UniformHandle u) const { + return this->getUniformVariable(u).c_str(); + } + + /** Add a vertex attribute to the current program that is passed in from the vertex data. + Returns false if the attribute was already there, true otherwise. */ + bool addAttribute(GrSLType type, const char* name); + + /** Add a varying variable to the current program to pass values between vertex and fragment + shaders. If the last two parameters are non-NULL, they are filled in with the name + generated. */ + void addVarying(GrSLType type, + const char* name, + const char** vsOutName = NULL, + const char** fsInName = NULL); + + /** Returns a variable name that represents the position of the fragment in the FS. The position + is in device space (e.g. 0,0 is the top left and pixel centers are at half-integers). */ + const char* fragmentPosition(); + + /** Returns a vertex attribute that represents the vertex position in the VS. This is the + pre-matrix position and is commonly used by effects to compute texture coords via a matrix. + */ + const GrGLShaderVar& positionAttribute() const { return *fPositionVar; } + + /** Returns a vertex attribute that represents the local coords in the VS. This may be the same + as positionAttribute() or it may not be. It depends upon whether the rendering code + specified explicit local coords or not in the GrDrawState. */ + const GrGLShaderVar& localCoordsAttribute() const { return *fLocalCoordsVar; } + + /** Returns the color of the destination pixel. This may be NULL if no effect advertised + that it will read the destination. */ + const char* dstColor(); + + /** + * Are explicit local coordinates provided as input to the vertex shader. + */ + bool hasExplicitLocalCoords() const { return (fLocalCoordsVar != fPositionVar); } + + /** + * Interfaces used by GrGLProgram. + * TODO: Hide these from the GrEffects using friend or splitting this into two related classes. + * Also, GrGLProgram's shader string construction should be moved to this class. + */ + + /** Called after building is complete to get the final shader string. */ + void getShader(ShaderType, SkString*) const; + + /** + * Adds code for effects. effectStages contains the effects to add. effectKeys[i] is the key + * generated from effectStages[i]. An entry in effectStages can be NULL, in which case it is + * skipped. Moreover, if the corresponding key is GrGLEffect::NoEffectKey then it is skipped. + * inOutFSColor specifies the input color to the first stage and is updated to be the + * output color of the last stage. fsInOutColorKnownValue specifies whether the input color + * has a known constant value and is updated to refer to the status of the output color. + * The handles to texture samplers for effectStage[i] are added to effectSamplerHandles[i]. The + * glEffects array is updated to contain the GrGLEffect generated for each entry in + * effectStages. + */ + void emitEffects(const GrEffectStage* effectStages[], + const GrBackendEffectFactory::EffectKey effectKeys[], + int effectCnt, + SkString* inOutFSColor, + GrSLConstantVec* fsInOutColorKnownValue, + SkTArray<GrGLUniformManager::UniformHandle, true>* effectSamplerHandles[], + GrGLEffect* glEffects[]); + + GrGLUniformManager::UniformHandle getRTHeightUniform() const { return fRTHeightUniform; } + GrGLUniformManager::UniformHandle getDstCopyTopLeftUniform() const { + return fDstCopyTopLeftUniform; + } + GrGLUniformManager::UniformHandle getDstCopyScaleUniform() const { + return fDstCopyScaleUniform; + } + GrGLUniformManager::UniformHandle getDstCopySamplerUniform() const { + return fDstCopySampler.fSamplerUniform; + } + + struct AttributePair { + void set(int index, const SkString& name) { + fIndex = index; fName = name; + } + int fIndex; + SkString fName; + }; + const SkTArray<AttributePair, true>& getEffectAttributes() const { + return fEffectAttributes; + } + const SkString* getEffectAttributeName(int attributeIndex) const; + + // TODO: Make this do all the compiling, linking, etc. + void finished(GrGLuint programID); + + const GrGLContextInfo& ctxInfo() const { return fCtxInfo; } + +private: + void codeAppendf(ShaderType type, const char format[], va_list args); + void codeAppend(ShaderType type, const char* str); + + typedef GrTAllocator<GrGLShaderVar> VarArray; + + void appendDecls(const VarArray&, SkString*) const; + void appendUniformDecls(ShaderType, SkString*) const; + + typedef GrGLUniformManager::BuilderUniform BuilderUniform; + GrGLUniformManager::BuilderUniformArray fUniforms; + + // TODO: Everything below here private. +public: + + VarArray fVSAttrs; + VarArray fVSOutputs; + VarArray fGSInputs; + VarArray fGSOutputs; + VarArray fFSInputs; + SkString fGSHeader; // layout qualifiers specific to GS + VarArray fFSOutputs; + +private: + class CodeStage : GrNoncopyable { + public: + CodeStage() : fNextIndex(0), fCurrentIndex(-1), fEffectStage(NULL) {} + + bool inStageCode() const { + this->validate(); + return NULL != fEffectStage; + } + + const GrEffectStage* effectStage() const { + this->validate(); + return fEffectStage; + } + + int stageIndex() const { + this->validate(); + return fCurrentIndex; + } + + class AutoStageRestore : GrNoncopyable { + public: + AutoStageRestore(CodeStage* codeStage, const GrEffectStage* newStage) { + GrAssert(NULL != codeStage); + fSavedIndex = codeStage->fCurrentIndex; + fSavedEffectStage = codeStage->fEffectStage; + + if (NULL == newStage) { + codeStage->fCurrentIndex = -1; + } else { + codeStage->fCurrentIndex = codeStage->fNextIndex++; + } + codeStage->fEffectStage = newStage; + + fCodeStage = codeStage; + } + ~AutoStageRestore() { + fCodeStage->fCurrentIndex = fSavedIndex; + fCodeStage->fEffectStage = fSavedEffectStage; + } + private: + CodeStage* fCodeStage; + int fSavedIndex; + const GrEffectStage* fSavedEffectStage; + }; + private: + void validate() const { GrAssert((NULL == fEffectStage) == (-1 == fCurrentIndex)); } + int fNextIndex; + int fCurrentIndex; + const GrEffectStage* fEffectStage; + } fCodeStage; + + /** + * Features that should only be enabled by GrGLShaderBuilder itself. + */ + enum GLSLPrivateFeature { + kFragCoordConventions_GLSLPrivateFeature = kLastGLSLFeature + 1, + kEXTShaderFramebufferFetch_GLSLPrivateFeature, + kNVShaderFramebufferFetch_GLSLPrivateFeature, + }; + bool enablePrivateFeature(GLSLPrivateFeature); + + // If we ever have VS/GS features we can expand this to take a bitmask of ShaderType and track + // the enables separately for each shader. + void addFSFeature(uint32_t featureBit, const char* extensionName); + + // Generates a name for a variable. The generated string will be name prefixed by the prefix + // char (unless the prefix is '\0'). It also mangles the name to be stage-specific if we're + // generating stage code. + void nameVariable(SkString* out, char prefix, const char* name); + + // Interpretation of DstReadKey when generating code + enum { + kNoDstRead_DstReadKey = 0, + kYesDstRead_DstReadKeyBit = 0x1, // Set if we do a dst-copy-read. + kUseAlphaConfig_DstReadKeyBit = 0x2, // Set if dst-copy config is alpha only. + kTopLeftOrigin_DstReadKeyBit = 0x4, // Set if dst-copy origin is top-left. + }; + + enum { + kNoFragPosRead_FragPosKey = 0, // The fragment positition will not be needed. + kTopLeftFragPosRead_FragPosKey = 0x1,// Read frag pos relative to top-left. + kBottomLeftFragPosRead_FragPosKey = 0x2,// Read frag pos relative to bottom-left. + }; + + const GrGLContextInfo& fCtxInfo; + GrGLUniformManager& fUniformManager; + uint32_t fFSFeaturesAddedMask; + SkString fFSFunctions; + SkString fFSExtensions; + + bool fUsesGS; + + SkString fFSCode; + SkString fVSCode; + SkString fGSCode; + + bool fSetupFragPosition; + TextureSampler fDstCopySampler; + + GrGLUniformManager::UniformHandle fRTHeightUniform; + GrGLUniformManager::UniformHandle fDstCopyTopLeftUniform; + GrGLUniformManager::UniformHandle fDstCopyScaleUniform; + + bool fTopLeftFragPosRead; + + SkSTArray<10, AttributePair, true> fEffectAttributes; + + GrGLShaderVar* fPositionVar; + GrGLShaderVar* fLocalCoordsVar; + +}; + +#endif |