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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 "GrShaderVar.h"
      9 #include "GrShaderCaps.h"
     10 #include "GrSwizzle.h"
     11 #include "glsl/GrGLSLShaderBuilder.h"
     12 #include "glsl/GrGLSLColorSpaceXformHelper.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 GrShaderVar& var) {
     33     SkString tempDecl;
     34     var.appendDecl(fProgramBuilder->shaderCaps(), &tempDecl);
     35     this->codeAppendf("%s;", tempDecl.c_str());
     36 }
     37 
     38 void GrGLSLShaderBuilder::declareGlobal(const GrShaderVar& v) {
     39     v.appendDecl(this->getProgramBuilder()->shaderCaps(), &this->definitions());
     40     this->definitions().append(";");
     41 }
     42 
     43 void GrGLSLShaderBuilder::emitFunction(GrSLType returnType,
     44                                        const char* name,
     45                                        int argCnt,
     46                                        const GrShaderVar* args,
     47                                        const char* body,
     48                                        SkString* outName) {
     49     this->functions().append(GrGLSLTypeString(returnType));
     50     fProgramBuilder->nameVariable(outName, '\0', name);
     51     this->functions().appendf(" %s", outName->c_str());
     52     this->functions().append("(");
     53     for (int i = 0; i < argCnt; ++i) {
     54         args[i].appendDecl(fProgramBuilder->shaderCaps(), &this->functions());
     55         if (i < argCnt - 1) {
     56             this->functions().append(", ");
     57         }
     58     }
     59     this->functions().append(") {\n");
     60     this->functions().append(body);
     61     this->functions().append("}\n\n");
     62 }
     63 
     64 static inline void append_texture_swizzle(SkString* out, GrSwizzle swizzle) {
     65     if (swizzle != GrSwizzle::RGBA()) {
     66         out->appendf(".%s", swizzle.c_str());
     67     }
     68 }
     69 
     70 void GrGLSLShaderBuilder::appendTextureLookup(SkString* out,
     71                                               SamplerHandle samplerHandle,
     72                                               const char* coordName,
     73                                               GrSLType varyingType) const {
     74     const GrShaderVar& sampler = fProgramBuilder->samplerVariable(samplerHandle);
     75     GrSLType samplerType = sampler.getType();
     76     if (samplerType == kTexture2DRectSampler_GrSLType) {
     77         if (varyingType == kVec2f_GrSLType) {
     78             out->appendf("texture(%s, textureSize(%s) * %s)",
     79                          sampler.c_str(), sampler.c_str(), coordName);
     80         } else {
     81             out->appendf("texture(%s, vec3(textureSize(%s) * %s.xy, %s.z))",
     82                          sampler.c_str(), sampler.c_str(), coordName, coordName);
     83         }
     84     } else {
     85         out->appendf("texture(%s, %s)", sampler.c_str(), coordName);
     86     }
     87     append_texture_swizzle(out, fProgramBuilder->samplerSwizzle(samplerHandle));
     88 }
     89 
     90 void GrGLSLShaderBuilder::appendTextureLookup(SamplerHandle samplerHandle,
     91                                               const char* coordName,
     92                                               GrSLType varyingType,
     93                                               GrGLSLColorSpaceXformHelper* colorXformHelper) {
     94     if (colorXformHelper && colorXformHelper->isValid()) {
     95         // With a color gamut transform, we need to wrap the lookup in another function call
     96         SkString lookup;
     97         this->appendTextureLookup(&lookup, samplerHandle, coordName, varyingType);
     98         this->appendColorGamutXform(lookup.c_str(), colorXformHelper);
     99     } else {
    100         this->appendTextureLookup(&this->code(), samplerHandle, coordName, varyingType);
    101     }
    102 }
    103 
    104 void GrGLSLShaderBuilder::appendTextureLookupAndModulate(
    105                                                     const char* modulation,
    106                                                     SamplerHandle samplerHandle,
    107                                                     const char* coordName,
    108                                                     GrSLType varyingType,
    109                                                     GrGLSLColorSpaceXformHelper* colorXformHelper) {
    110     SkString lookup;
    111     this->appendTextureLookup(&lookup, samplerHandle, coordName, varyingType);
    112     if (colorXformHelper && colorXformHelper->isValid()) {
    113         SkString xform;
    114         this->appendColorGamutXform(&xform, lookup.c_str(), colorXformHelper);
    115         this->codeAppend((GrGLSLExpr4(modulation) * GrGLSLExpr4(xform)).c_str());
    116     } else {
    117         this->codeAppend((GrGLSLExpr4(modulation) * GrGLSLExpr4(lookup)).c_str());
    118     }
    119 }
    120 
    121 void GrGLSLShaderBuilder::appendColorGamutXform(SkString* out,
    122                                                 const char* srcColor,
    123                                                 GrGLSLColorSpaceXformHelper* colorXformHelper) {
    124     // Our color is (r, g, b, a), but we want to multiply (r, g, b, 1) by our matrix, then
    125     // re-insert the original alpha. The supplied srcColor is likely to be of the form
    126     // "texture(...)", and we don't want to evaluate that twice, so wrap everything in a function.
    127     static const GrShaderVar gColorGamutXformArgs[] = {
    128         GrShaderVar("color", kVec4f_GrSLType),
    129         GrShaderVar("xform", kMat44f_GrSLType),
    130     };
    131     SkString functionBody;
    132     // Gamut xform, clamp to destination gamut. We only support/have premultiplied textures, so we
    133     // always just clamp to alpha.
    134     functionBody.append("\tcolor.rgb = clamp((xform * vec4(color.rgb, 1.0)).rgb, 0.0, color.a);\n");
    135     functionBody.append("\treturn color;");
    136     SkString colorGamutXformFuncName;
    137     this->emitFunction(kVec4f_GrSLType,
    138                        "colorGamutXform",
    139                        SK_ARRAY_COUNT(gColorGamutXformArgs),
    140                        gColorGamutXformArgs,
    141                        functionBody.c_str(),
    142                        &colorGamutXformFuncName);
    143 
    144     GrGLSLUniformHandler* uniformHandler = fProgramBuilder->uniformHandler();
    145     out->appendf("%s(%s, %s)", colorGamutXformFuncName.c_str(), srcColor,
    146                  uniformHandler->getUniformCStr(colorXformHelper->gamutXformUniform()));
    147 }
    148 
    149 void GrGLSLShaderBuilder::appendColorGamutXform(const char* srcColor,
    150                                                 GrGLSLColorSpaceXformHelper* colorXformHelper) {
    151     SkString xform;
    152     this->appendColorGamutXform(&xform, srcColor, colorXformHelper);
    153     this->codeAppend(xform.c_str());
    154 }
    155 
    156 void GrGLSLShaderBuilder::appendTexelFetch(SkString* out,
    157                                            SamplerHandle samplerHandle,
    158                                            const char* coordExpr) const {
    159     const GrShaderVar& sampler = fProgramBuilder->samplerVariable(samplerHandle);
    160     SkASSERT(fProgramBuilder->shaderCaps()->texelFetchSupport());
    161     SkASSERT(GrSLTypeIsCombinedSamplerType(sampler.getType()));
    162 
    163     out->appendf("texelFetch(%s, %s)", sampler.c_str(), coordExpr);
    164 
    165     append_texture_swizzle(out, fProgramBuilder->samplerSwizzle(samplerHandle));
    166 }
    167 
    168 void GrGLSLShaderBuilder::appendTexelFetch(SamplerHandle samplerHandle, const char* coordExpr) {
    169     this->appendTexelFetch(&this->code(), samplerHandle, coordExpr);
    170 }
    171 
    172 void GrGLSLShaderBuilder::appendImageStorageLoad(SkString* out, ImageStorageHandle handle,
    173                                                  const char* coordExpr) {
    174     const GrShaderVar& imageStorage = fProgramBuilder->imageStorageVariable(handle);
    175     out->appendf("imageLoad(%s, %s)", imageStorage.c_str(), coordExpr);
    176 }
    177 
    178 void GrGLSLShaderBuilder::appendImageStorageLoad(ImageStorageHandle handle, const char* coordExpr) {
    179     this->appendImageStorageLoad(&this->code(), handle, coordExpr);
    180 }
    181 
    182 bool GrGLSLShaderBuilder::addFeature(uint32_t featureBit, const char* extensionName) {
    183     if (featureBit & fFeaturesAddedMask) {
    184         return false;
    185     }
    186     this->extensions().appendf("#extension %s: require\n", extensionName);
    187     fFeaturesAddedMask |= featureBit;
    188     return true;
    189 }
    190 
    191 void GrGLSLShaderBuilder::appendDecls(const VarArray& vars, SkString* out) const {
    192     for (int i = 0; i < vars.count(); ++i) {
    193         vars[i].appendDecl(fProgramBuilder->shaderCaps(), out);
    194         out->append(";\n");
    195     }
    196 }
    197 
    198 void GrGLSLShaderBuilder::addLayoutQualifier(const char* param, InterfaceQualifier interface) {
    199     SkASSERT(fProgramBuilder->shaderCaps()->generation() >= k330_GrGLSLGeneration ||
    200              fProgramBuilder->shaderCaps()->mustEnableAdvBlendEqs());
    201     fLayoutParams[interface].push_back() = param;
    202 }
    203 
    204 void GrGLSLShaderBuilder::compileAndAppendLayoutQualifiers() {
    205     static const char* interfaceQualifierNames[] = {
    206         "in",
    207         "out"
    208     };
    209 
    210     for (int interface = 0; interface <= kLastInterfaceQualifier; ++interface) {
    211         const SkTArray<SkString>& params = fLayoutParams[interface];
    212         if (params.empty()) {
    213             continue;
    214         }
    215         this->layoutQualifiers().appendf("layout(%s", params[0].c_str());
    216         for (int i = 1; i < params.count(); ++i) {
    217             this->layoutQualifiers().appendf(", %s", params[i].c_str());
    218         }
    219         this->layoutQualifiers().appendf(") %s;\n", interfaceQualifierNames[interface]);
    220     }
    221 
    222     GR_STATIC_ASSERT(0 == GrGLSLShaderBuilder::kIn_InterfaceQualifier);
    223     GR_STATIC_ASSERT(1 == GrGLSLShaderBuilder::kOut_InterfaceQualifier);
    224     GR_STATIC_ASSERT(SK_ARRAY_COUNT(interfaceQualifierNames) == kLastInterfaceQualifier + 1);
    225 }
    226 
    227 void GrGLSLShaderBuilder::finalize(uint32_t visibility) {
    228     SkASSERT(!fFinalized);
    229     this->versionDecl() = fProgramBuilder->shaderCaps()->versionDeclString();
    230     this->compileAndAppendLayoutQualifiers();
    231     SkASSERT(visibility);
    232     fProgramBuilder->appendUniformDecls((GrShaderFlags) visibility, &this->uniforms());
    233     this->appendDecls(fInputs, &this->inputs());
    234     this->appendDecls(fOutputs, &this->outputs());
    235     this->onFinalize();
    236     // append the 'footer' to code
    237     this->code().append("}");
    238 
    239     for (int i = 0; i <= fCodeIndex; i++) {
    240         fCompilerStrings[i] = fShaderStrings[i].c_str();
    241         fCompilerStringLengths[i] = (int)fShaderStrings[i].size();
    242     }
    243 
    244     fFinalized = true;
    245 }
    246