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      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 "GrSwizzle.h"
      9 #include "glsl/GrGLSLShaderBuilder.h"
     10 #include "glsl/GrGLSLCaps.h"
     11 #include "glsl/GrGLSLShaderVar.h"
     12 #include "glsl/GrGLSLTextureSampler.h"
     13 #include "glsl/GrGLSLProgramBuilder.h"
     14 
     15 GrGLSLShaderBuilder::GrGLSLShaderBuilder(GrGLSLProgramBuilder* program)
     16     : fProgramBuilder(program)
     17     , fInputs(GrGLSLProgramBuilder::kVarsPerBlock)
     18     , fOutputs(GrGLSLProgramBuilder::kVarsPerBlock)
     19     , fFeaturesAddedMask(0)
     20     , fCodeIndex(kCode)
     21     , fFinalized(false) {
     22     // We push back some dummy pointers which will later become our header
     23     for (int i = 0; i <= kCode; i++) {
     24         fShaderStrings.push_back();
     25         fCompilerStrings.push_back(nullptr);
     26         fCompilerStringLengths.push_back(0);
     27     }
     28 
     29     this->main() = "void main() {";
     30 }
     31 
     32 void GrGLSLShaderBuilder::declAppend(const GrGLSLShaderVar& var) {
     33     SkString tempDecl;
     34     var.appendDecl(fProgramBuilder->glslCaps(), &tempDecl);
     35     this->codeAppendf("%s;", tempDecl.c_str());
     36 }
     37 
     38 void GrGLSLShaderBuilder::emitFunction(GrSLType returnType,
     39                                        const char* name,
     40                                        int argCnt,
     41                                        const GrGLSLShaderVar* args,
     42                                        const char* body,
     43                                        SkString* outName) {
     44     this->functions().append(GrGLSLTypeString(returnType));
     45     fProgramBuilder->nameVariable(outName, '\0', name);
     46     this->functions().appendf(" %s", outName->c_str());
     47     this->functions().append("(");
     48     for (int i = 0; i < argCnt; ++i) {
     49         args[i].appendDecl(fProgramBuilder->glslCaps(), &this->functions());
     50         if (i < argCnt - 1) {
     51             this->functions().append(", ");
     52         }
     53     }
     54     this->functions().append(") {\n");
     55     this->functions().append(body);
     56     this->functions().append("}\n\n");
     57 }
     58 
     59 void GrGLSLShaderBuilder::appendTextureLookup(SkString* out,
     60                                               const GrGLSLTextureSampler& sampler,
     61                                               const char* coordName,
     62                                               GrSLType varyingType) const {
     63     const GrGLSLCaps* glslCaps = fProgramBuilder->glslCaps();
     64     GrGLSLUniformHandler* uniformHandler = fProgramBuilder->uniformHandler();
     65     GrSLType samplerType = uniformHandler->getUniformVariable(sampler.fSamplerUniform).getType();
     66     if (samplerType == kSampler2DRect_GrSLType) {
     67         if (varyingType == kVec2f_GrSLType) {
     68             out->appendf("%s(%s, textureSize(%s) * %s)",
     69                          GrGLSLTexture2DFunctionName(varyingType, samplerType,
     70                                                      glslCaps->generation()),
     71                          uniformHandler->getUniformCStr(sampler.fSamplerUniform),
     72                          uniformHandler->getUniformCStr(sampler.fSamplerUniform),
     73                          coordName);
     74         } else {
     75             out->appendf("%s(%s, vec3(textureSize(%s) * %s.xy, %s.z))",
     76                          GrGLSLTexture2DFunctionName(varyingType, samplerType,
     77                                                      glslCaps->generation()),
     78                          uniformHandler->getUniformCStr(sampler.fSamplerUniform),
     79                          uniformHandler->getUniformCStr(sampler.fSamplerUniform),
     80                          coordName,
     81                          coordName);
     82         }
     83     } else {
     84         out->appendf("%s(%s, %s)",
     85                      GrGLSLTexture2DFunctionName(varyingType, samplerType, glslCaps->generation()),
     86                      uniformHandler->getUniformCStr(sampler.fSamplerUniform),
     87                      coordName);
     88     }
     89 
     90     // This refers to any swizzling we may need to get from some backend internal format to the
     91     // format used in GrPixelConfig. If this is implemented by the GrGpu object, then swizzle will
     92     // be rgba. For shader prettiness we omit the swizzle rather than appending ".rgba".
     93     const GrSwizzle& configSwizzle = glslCaps->configTextureSwizzle(sampler.config());
     94 
     95     if (configSwizzle != GrSwizzle::RGBA()) {
     96         out->appendf(".%s", configSwizzle.c_str());
     97     }
     98 }
     99 
    100 void GrGLSLShaderBuilder::appendTextureLookup(const GrGLSLTextureSampler& sampler,
    101                                               const char* coordName,
    102                                               GrSLType varyingType) {
    103     this->appendTextureLookup(&this->code(), sampler, coordName, varyingType);
    104 }
    105 
    106 void GrGLSLShaderBuilder::appendTextureLookupAndModulate(const char* modulation,
    107                                                          const GrGLSLTextureSampler& sampler,
    108                                                          const char* coordName,
    109                                                          GrSLType varyingType) {
    110     SkString lookup;
    111     this->appendTextureLookup(&lookup, sampler, coordName, varyingType);
    112     this->codeAppend((GrGLSLExpr4(modulation) * GrGLSLExpr4(lookup)).c_str());
    113 }
    114 
    115 bool GrGLSLShaderBuilder::addFeature(uint32_t featureBit, const char* extensionName) {
    116     if (featureBit & fFeaturesAddedMask) {
    117         return false;
    118     }
    119     this->extensions().appendf("#extension %s: require\n", extensionName);
    120     fFeaturesAddedMask |= featureBit;
    121     return true;
    122 }
    123 
    124 void GrGLSLShaderBuilder::appendDecls(const VarArray& vars, SkString* out) const {
    125     for (int i = 0; i < vars.count(); ++i) {
    126         vars[i].appendDecl(fProgramBuilder->glslCaps(), out);
    127         out->append(";\n");
    128     }
    129 }
    130 
    131 void GrGLSLShaderBuilder::addLayoutQualifier(const char* param, InterfaceQualifier interface) {
    132     SkASSERT(fProgramBuilder->glslCaps()->generation() >= k330_GrGLSLGeneration ||
    133              fProgramBuilder->glslCaps()->mustEnableAdvBlendEqs());
    134     fLayoutParams[interface].push_back() = param;
    135 }
    136 
    137 void GrGLSLShaderBuilder::compileAndAppendLayoutQualifiers() {
    138     static const char* interfaceQualifierNames[] = {
    139         "out"
    140     };
    141 
    142     for (int interface = 0; interface <= kLastInterfaceQualifier; ++interface) {
    143         const SkTArray<SkString>& params = fLayoutParams[interface];
    144         if (params.empty()) {
    145             continue;
    146         }
    147         this->layoutQualifiers().appendf("layout(%s", params[0].c_str());
    148         for (int i = 1; i < params.count(); ++i) {
    149             this->layoutQualifiers().appendf(", %s", params[i].c_str());
    150         }
    151         this->layoutQualifiers().appendf(") %s;\n", interfaceQualifierNames[interface]);
    152     }
    153 
    154     GR_STATIC_ASSERT(0 == GrGLSLShaderBuilder::kOut_InterfaceQualifier);
    155     GR_STATIC_ASSERT(SK_ARRAY_COUNT(interfaceQualifierNames) == kLastInterfaceQualifier + 1);
    156 }
    157 
    158 void GrGLSLShaderBuilder::finalize(uint32_t visibility) {
    159     SkASSERT(!fFinalized);
    160     this->versionDecl() = fProgramBuilder->glslCaps()->versionDeclString();
    161     this->compileAndAppendLayoutQualifiers();
    162     SkASSERT(visibility);
    163     fProgramBuilder->appendUniformDecls((GrShaderFlags) visibility, &this->uniforms());
    164     this->appendDecls(fInputs, &this->inputs());
    165     this->appendDecls(fOutputs, &this->outputs());
    166     this->onFinalize();
    167     // append the 'footer' to code
    168     this->code().append("}");
    169 
    170     for (int i = 0; i <= fCodeIndex; i++) {
    171         fCompilerStrings[i] = fShaderStrings[i].c_str();
    172         fCompilerStringLengths[i] = (int)fShaderStrings[i].size();
    173     }
    174 
    175     fFinalized = true;
    176 }
    177 
    178