1 /* 2 * Copyright 2014 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 #include "GrGLVertexShaderBuilder.h" 9 #include "GrGLFullProgramBuilder.h" 10 #include "GrGLShaderStringBuilder.h" 11 #include "../GrGpuGL.h" 12 #include "../../GrOptDrawState.h" 13 14 #define GL_CALL(X) GR_GL_CALL(gpu->glInterface(), X) 15 #define GL_CALL_RET(R, X) GR_GL_CALL_RET(gpu->glInterface(), R, X) 16 17 namespace { 18 inline const char* color_attribute_name() { return "inColor"; } 19 inline const char* coverage_attribute_name() { return "inCoverage"; } 20 } 21 22 GrGLVertexShaderBuilder::GrGLVertexShaderBuilder(GrGLFullProgramBuilder* program) 23 : INHERITED(program) 24 , fPositionVar(NULL) 25 , fLocalCoordsVar(NULL) { 26 } 27 bool GrGLVertexShaderBuilder::addAttribute(const GrShaderVar& var) { 28 SkASSERT(GrShaderVar::kAttribute_TypeModifier == var.getTypeModifier()); 29 for (int i = 0; i < fInputs.count(); ++i) { 30 const GrGLShaderVar& attr = fInputs[i]; 31 // if attribute already added, don't add it again 32 if (attr.getName().equals(var.getName())) { 33 return false; 34 } 35 } 36 fInputs.push_back(var); 37 return true; 38 } 39 40 void GrGLVertexShaderBuilder::emitAttributes(const GrGeometryProcessor& gp) { 41 const GrGeometryProcessor::VertexAttribArray& vars = gp.getVertexAttribs(); 42 int numAttributes = vars.count(); 43 for (int a = 0; a < numAttributes; ++a) { 44 this->addAttribute(vars[a]); 45 } 46 } 47 48 void GrGLVertexShaderBuilder::addVarying(GrSLType type, const char* name, const char** vsOutName) { 49 fOutputs.push_back(); 50 fOutputs.back().setType(type); 51 fOutputs.back().setTypeModifier(GrGLShaderVar::kVaryingOut_TypeModifier); 52 fProgramBuilder->nameVariable(fOutputs.back().accessName(), 'v', name); 53 54 if (vsOutName) { 55 *vsOutName = fOutputs.back().getName().c_str(); 56 } 57 } 58 59 60 void GrGLVertexShaderBuilder::bindProgramLocations(GrGLuint programId) { 61 const GrGLProgramDesc::KeyHeader& header = fProgramBuilder->desc().getHeader(); 62 GrGpuGL* gpu = fProgramBuilder->gpu(); 63 64 // Bind the attrib locations to same values for all shaders 65 SkASSERT(-1 != header.fPositionAttributeIndex); 66 GL_CALL(BindAttribLocation(programId, 67 header.fPositionAttributeIndex, 68 fPositionVar->c_str())); 69 if (-1 != header.fLocalCoordAttributeIndex) { 70 GL_CALL(BindAttribLocation(programId, 71 header.fLocalCoordAttributeIndex, 72 fLocalCoordsVar->c_str())); 73 } 74 if (-1 != header.fColorAttributeIndex) { 75 GL_CALL(BindAttribLocation(programId, 76 header.fColorAttributeIndex, 77 color_attribute_name())); 78 } 79 if (-1 != header.fCoverageAttributeIndex) { 80 GL_CALL(BindAttribLocation(programId, 81 header.fCoverageAttributeIndex, 82 coverage_attribute_name())); 83 } 84 85 // We pull the current state of attributes off of drawstate's optimized state and bind them in 86 // order. This assumes that the drawState has not changed since we called flushGraphicsState() 87 // higher up in the stack. 88 const GrDrawTargetCaps* caps = fProgramBuilder->gpu()->caps(); 89 const GrDrawState& drawState = *fProgramBuilder->gpu()->drawState(); 90 SkAutoTUnref<GrOptDrawState> optState(drawState.createOptState(*caps)); 91 const GrVertexAttrib* vaPtr = optState->getVertexAttribs(); 92 const int vaCount = optState->getVertexAttribCount(); 93 94 int i = fEffectAttribOffset; 95 for (int index = 0; index < vaCount; index++) { 96 if (kGeometryProcessor_GrVertexAttribBinding != vaPtr[index].fBinding) { 97 continue; 98 } 99 SkASSERT(index != header.fPositionAttributeIndex && 100 index != header.fLocalCoordAttributeIndex && 101 index != header.fColorAttributeIndex && 102 index != header.fCoverageAttributeIndex); 103 // We should never find another effect attribute if we have bound everything 104 SkASSERT(i < fInputs.count()); 105 GL_CALL(BindAttribLocation(programId, index, fInputs[i].c_str())); 106 i++; 107 } 108 // Make sure we bound everything 109 SkASSERT(fInputs.count() == i); 110 } 111 112 bool GrGLVertexShaderBuilder::compileAndAttachShaders(GrGLuint programId, 113 SkTDArray<GrGLuint>* shaderIds) const { 114 GrGpuGL* gpu = fProgramBuilder->gpu(); 115 const GrGLContext& glCtx = gpu->glContext(); 116 const GrGLContextInfo& ctxInfo = gpu->ctxInfo(); 117 SkString vertShaderSrc(GrGetGLSLVersionDecl(ctxInfo)); 118 fProgramBuilder->appendUniformDecls(GrGLProgramBuilder::kVertex_Visibility, &vertShaderSrc); 119 fProgramBuilder->appendDecls(fInputs, &vertShaderSrc); 120 fProgramBuilder->appendDecls(fOutputs, &vertShaderSrc); 121 vertShaderSrc.append("void main() {"); 122 vertShaderSrc.append(fCode); 123 vertShaderSrc.append("}\n"); 124 GrGLuint vertShaderId = GrGLCompileAndAttachShader(glCtx, programId, 125 GR_GL_VERTEX_SHADER, vertShaderSrc, 126 gpu->gpuStats()); 127 if (!vertShaderId) { 128 return false; 129 } 130 *shaderIds->append() = vertShaderId; 131 return true; 132 } 133 134 void GrGLVertexShaderBuilder::emitCodeAfterEffects() { 135 const char* rtAdjustName; 136 fProgramBuilder->fUniformHandles.fRTAdjustmentUni = 137 fProgramBuilder->addUniform(GrGLProgramBuilder::kVertex_Visibility, 138 kVec4f_GrSLType, 139 "rtAdjustment", 140 &rtAdjustName); 141 142 // Transform from Skia's device coords to GL's normalized device coords. 143 this->codeAppendf( 144 "gl_Position = vec4(dot(pos3.xz, %s.xy), dot(pos3.yz, %s.zw), 0, pos3.z);", 145 rtAdjustName, rtAdjustName); 146 } 147 148 void GrGLVertexShaderBuilder::emitCodeBeforeEffects(GrGLSLExpr4* color, GrGLSLExpr4* coverage) { 149 const GrGLProgramDesc::KeyHeader& header = fProgramBuilder->desc().getHeader(); 150 151 fPositionVar = &fInputs.push_back(); 152 fPositionVar->set(kVec2f_GrSLType, GrGLShaderVar::kAttribute_TypeModifier, "inPosition"); 153 if (-1 != header.fLocalCoordAttributeIndex) { 154 fLocalCoordsVar = &fInputs.push_back(); 155 fLocalCoordsVar->set(kVec2f_GrSLType, 156 GrGLShaderVar::kAttribute_TypeModifier, 157 "inLocalCoords"); 158 } else { 159 fLocalCoordsVar = fPositionVar; 160 } 161 162 const char* viewMName; 163 fProgramBuilder->fUniformHandles.fViewMatrixUni = 164 fProgramBuilder->addUniform(GrGLProgramBuilder::kVertex_Visibility, 165 kMat33f_GrSLType, 166 "ViewM", 167 &viewMName); 168 169 // Transform the position into Skia's device coords. 170 this->codeAppendf("vec3 pos3 = %s * vec3(%s, 1);", 171 viewMName, fPositionVar->c_str()); 172 173 // we output point size in the GS if present 174 if (header.fEmitsPointSize 175 #if GR_GL_EXPERIMENTAL_GS 176 && !header.fExperimentalGS 177 #endif 178 ) { 179 this->codeAppend("gl_PointSize = 1.0;"); 180 } 181 182 if (GrGLProgramDesc::kAttribute_ColorInput == header.fColorInput) { 183 this->addAttribute(GrShaderVar(color_attribute_name(), 184 kVec4f_GrSLType, 185 GrShaderVar::kAttribute_TypeModifier)); 186 const char *vsName, *fsName; 187 fFullProgramBuilder->addVarying(kVec4f_GrSLType, "Color", &vsName, &fsName); 188 this->codeAppendf("%s = %s;", vsName, color_attribute_name()); 189 *color = fsName; 190 } 191 192 if (GrGLProgramDesc::kAttribute_ColorInput == header.fCoverageInput) { 193 this->addAttribute(GrShaderVar(coverage_attribute_name(), 194 kVec4f_GrSLType, 195 GrShaderVar::kAttribute_TypeModifier)); 196 const char *vsName, *fsName; 197 fFullProgramBuilder->addVarying(kVec4f_GrSLType, "Coverage", &vsName, &fsName); 198 this->codeAppendf("%s = %s;", vsName, coverage_attribute_name()); 199 *coverage = fsName; 200 } 201 fEffectAttribOffset = fInputs.count(); 202 } 203