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      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