1 /* 2 * Copyright 2012 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 #ifndef GrGLShaderBuilder_DEFINED 9 #define GrGLShaderBuilder_DEFINED 10 11 #include "GrAllocator.h" 12 #include "GrBackendEffectFactory.h" 13 #include "GrEffect.h" 14 #include "gl/GrGLSL.h" 15 #include "gl/GrGLUniformManager.h" 16 17 class GrGLContextInfo; 18 19 /** 20 Contains all the incremental state of a shader as it is being built,as well as helpers to 21 manipulate that state. 22 */ 23 class GrGLShaderBuilder { 24 public: 25 /** 26 * Passed to GrGLEffects to add texture reads to their shader code. 27 */ 28 class TextureSampler { 29 public: 30 TextureSampler() 31 : fTextureAccess(NULL) 32 , fSamplerUniform(GrGLUniformManager::kInvalidUniformHandle) {} 33 34 TextureSampler(const TextureSampler& other) { *this = other; } 35 36 TextureSampler& operator= (const TextureSampler& other) { 37 GrAssert(NULL == fTextureAccess); 38 GrAssert(GrGLUniformManager::kInvalidUniformHandle == fSamplerUniform); 39 40 fTextureAccess = other.fTextureAccess; 41 fSamplerUniform = other.fSamplerUniform; 42 return *this; 43 } 44 45 const GrTextureAccess* textureAccess() const { return fTextureAccess; } 46 47 private: 48 // The idx param is used to ensure multiple samplers within a single effect have unique 49 // uniform names. 50 void init(GrGLShaderBuilder* builder, const GrTextureAccess* access, int idx) { 51 GrAssert(NULL == fTextureAccess); 52 GrAssert(GrGLUniformManager::kInvalidUniformHandle == fSamplerUniform); 53 54 GrAssert(NULL != builder); 55 GrAssert(NULL != access); 56 SkString name; 57 name.printf("Sampler%d_", idx); 58 fSamplerUniform = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType, 59 kSampler2D_GrSLType, 60 name.c_str()); 61 GrAssert(GrGLUniformManager::kInvalidUniformHandle != fSamplerUniform); 62 63 fTextureAccess = access; 64 } 65 66 const GrTextureAccess* fTextureAccess; 67 GrGLUniformManager::UniformHandle fSamplerUniform; 68 69 friend class GrGLShaderBuilder; // to access fSamplerUniform 70 friend class GrGLProgram; // to construct these and access fSamplerUniform. 71 }; 72 73 typedef SkTArray<TextureSampler> TextureSamplerArray; 74 75 enum ShaderType { 76 kVertex_ShaderType = 0x1, 77 kGeometry_ShaderType = 0x2, 78 kFragment_ShaderType = 0x4, 79 }; 80 81 GrGLShaderBuilder(const GrGLContextInfo&, GrGLUniformManager&); 82 83 /** Appends a 2D texture sample with projection if necessary. coordType must either be Vec2f or 84 Vec3f. The latter is interpreted as projective texture coords. The vec length and swizzle 85 order of the result depends on the GrTextureAccess associated with the TextureSampler. */ 86 void appendTextureLookup(SkString* out, 87 const TextureSampler&, 88 const char* coordName, 89 GrSLType coordType = kVec2f_GrSLType) const; 90 91 /** Does the work of appendTextureLookup and modulates the result by modulation. The result is 92 always a vec4. modulation and the swizzle specified by TextureSampler must both be vec4 or 93 float. If modulation is "" or NULL it this function acts as though appendTextureLookup were 94 called. */ 95 void appendTextureLookupAndModulate(SkString* out, 96 const char* modulation, 97 const TextureSampler&, 98 const char* coordName, 99 GrSLType coordType = kVec2f_GrSLType) const; 100 101 /** Emits a helper function outside of main(). Currently ShaderType must be 102 kFragment_ShaderType. */ 103 void emitFunction(ShaderType shader, 104 GrSLType returnType, 105 const char* name, 106 int argCnt, 107 const GrGLShaderVar* args, 108 const char* body, 109 SkString* outName); 110 111 /** Generates a EffectKey for the shader code based on the texture access parameters and the 112 capabilities of the GL context. This is useful for keying the shader programs that may 113 have multiple representations, based on the type/format of textures used. */ 114 static GrBackendEffectFactory::EffectKey KeyForTextureAccess(const GrTextureAccess&, 115 const GrGLCaps&); 116 117 /** If texture swizzling is available using tex parameters then it is preferred over mangling 118 the generated shader code. This potentially allows greater reuse of cached shaders. */ 119 static const GrGLenum* GetTexParamSwizzle(GrPixelConfig config, const GrGLCaps& caps); 120 121 /** Add a uniform variable to the current program, that has visibility in one or more shaders. 122 visibility is a bitfield of ShaderType values indicating from which shaders the uniform 123 should be accessible. At least one bit must be set. Geometry shader uniforms are not 124 supported at this time. The actual uniform name will be mangled. If outName is not NULL then 125 it will refer to the final uniform name after return. Use the addUniformArray variant to add 126 an array of uniforms. 127 */ 128 GrGLUniformManager::UniformHandle addUniform(uint32_t visibility, 129 GrSLType type, 130 const char* name, 131 const char** outName = NULL) { 132 return this->addUniformArray(visibility, type, name, GrGLShaderVar::kNonArray, outName); 133 } 134 GrGLUniformManager::UniformHandle addUniformArray(uint32_t visibility, 135 GrSLType type, 136 const char* name, 137 int arrayCount, 138 const char** outName = NULL); 139 140 const GrGLShaderVar& getUniformVariable(GrGLUniformManager::UniformHandle) const; 141 142 /** 143 * Shortcut for getUniformVariable(u).c_str() 144 */ 145 const char* getUniformCStr(GrGLUniformManager::UniformHandle u) const { 146 return this->getUniformVariable(u).c_str(); 147 } 148 149 /** Add a varying variable to the current program to pass values between vertex and fragment 150 shaders. If the last two parameters are non-NULL, they are filled in with the name 151 generated. */ 152 void addVarying(GrSLType type, 153 const char* name, 154 const char** vsOutName = NULL, 155 const char** fsInName = NULL); 156 157 /** Returns a variable name that represents the position of the fragment in the FS. The position 158 is in device space (e.g. 0,0 is the top left and pixel centers are at half-integers). */ 159 const char* fragmentPosition(); 160 161 /** Returns a vertex attribute that represents the vertex position in the VS. This is the 162 pre-matrix position and is commonly used by effects to compute texture coords via a matrix. 163 */ 164 const GrGLShaderVar& positionAttribute() const { return *fPositionVar; } 165 166 /** 167 * Interfaces used by GrGLProgram. 168 * TODO: Hide these from the GrEffects using friend or splitting this into two related classes. 169 * Also, GrGLProgram's shader string construction should be moved to this class. 170 */ 171 172 /** Called after building is complete to get the final shader string. */ 173 void getShader(ShaderType, SkString*) const; 174 175 void setCurrentStage(int stageIdx) { fCurrentStageIdx = stageIdx; } 176 void setNonStage() { fCurrentStageIdx = kNonStageIdx; } 177 // TODO: move remainder of shader code generation to this class and call this privately 178 // Handles of sampler uniforms generated for the effect are appended to samplerHandles. 179 GrGLEffect* createAndEmitGLEffect( 180 const GrEffectStage& stage, 181 GrBackendEffectFactory::EffectKey key, 182 const char* fsInColor, // NULL means no incoming color 183 const char* fsOutColor, 184 const char* vsInCoord, 185 SkTArray<GrGLUniformManager::UniformHandle, true>* samplerHandles); 186 GrGLUniformManager::UniformHandle getRTHeightUniform() const { return fRTHeightUniform; } 187 // TODO: Make this do all the compiling, linking, etc. 188 void finished(GrGLuint programID); 189 190 private: 191 typedef GrTAllocator<GrGLShaderVar> VarArray; 192 193 void appendDecls(const VarArray&, SkString*) const; 194 void appendUniformDecls(ShaderType, SkString*) const; 195 196 typedef GrGLUniformManager::BuilderUniform BuilderUniform; 197 GrGLUniformManager::BuilderUniformArray fUniforms; 198 199 // TODO: Everything below here private. 200 public: 201 202 SkString fHeader; // VS+FS, GLSL version, etc 203 VarArray fVSAttrs; 204 VarArray fVSOutputs; 205 VarArray fGSInputs; 206 VarArray fGSOutputs; 207 VarArray fFSInputs; 208 SkString fGSHeader; // layout qualifiers specific to GS 209 VarArray fFSOutputs; 210 SkString fVSCode; 211 SkString fGSCode; 212 SkString fFSCode; 213 bool fUsesGS; 214 215 private: 216 enum { 217 kNonStageIdx = -1, 218 }; 219 220 const GrGLContextInfo& fContext; 221 GrGLUniformManager& fUniformManager; 222 int fCurrentStageIdx; 223 SkString fFSFunctions; 224 SkString fFSHeader; 225 226 bool fSetupFragPosition; 227 GrGLUniformManager::UniformHandle fRTHeightUniform; 228 229 GrGLShaderVar* fPositionVar; 230 }; 231 232 #endif 233