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      1 /*
      2  * Copyright 2015 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 "glsl/GrGLSLProgramBuilder.h"
      9 
     10 #include "GrCaps.h"
     11 #include "GrPipeline.h"
     12 #include "GrShaderCaps.h"
     13 #include "GrTexturePriv.h"
     14 #include "glsl/GrGLSLFragmentProcessor.h"
     15 #include "glsl/GrGLSLGeometryProcessor.h"
     16 #include "glsl/GrGLSLVarying.h"
     17 #include "glsl/GrGLSLXferProcessor.h"
     18 #include "SkSLCompiler.h"
     19 
     20 const int GrGLSLProgramBuilder::kVarsPerBlock = 8;
     21 
     22 GrGLSLProgramBuilder::GrGLSLProgramBuilder(const GrPipeline& pipeline,
     23                                            const GrPrimitiveProcessor& primProc,
     24                                            GrProgramDesc* desc)
     25     : fVS(this)
     26     , fGS(this)
     27     , fFS(this)
     28     , fStageIndex(-1)
     29     , fPipeline(pipeline)
     30     , fPrimProc(primProc)
     31     , fDesc(desc)
     32     , fGeometryProcessor(nullptr)
     33     , fXferProcessor(nullptr)
     34     , fNumVertexSamplers(0)
     35     , fNumGeometrySamplers(0)
     36     , fNumFragmentSamplers(0) {
     37 }
     38 
     39 void GrGLSLProgramBuilder::addFeature(GrShaderFlags shaders,
     40                                       uint32_t featureBit,
     41                                       const char* extensionName) {
     42     if (shaders & kVertex_GrShaderFlag) {
     43         fVS.addFeature(featureBit, extensionName);
     44     }
     45     if (shaders & kGeometry_GrShaderFlag) {
     46         SkASSERT(this->primitiveProcessor().willUseGeoShader());
     47         fGS.addFeature(featureBit, extensionName);
     48     }
     49     if (shaders & kFragment_GrShaderFlag) {
     50         fFS.addFeature(featureBit, extensionName);
     51     }
     52 }
     53 
     54 bool GrGLSLProgramBuilder::emitAndInstallProcs() {
     55     // First we loop over all of the installed processors and collect coord transforms.  These will
     56     // be sent to the GrGLSLPrimitiveProcessor in its emitCode function
     57     const GrPrimitiveProcessor& primProc = this->primitiveProcessor();
     58 
     59     SkString inputColor;
     60     SkString inputCoverage;
     61     this->emitAndInstallPrimProc(primProc, &inputColor, &inputCoverage);
     62     this->emitAndInstallFragProcs(&inputColor, &inputCoverage);
     63     this->emitAndInstallXferProc(inputColor, inputCoverage);
     64     this->emitFSOutputSwizzle(this->pipeline().getXferProcessor().hasSecondaryOutput());
     65 
     66     return this->checkSamplerCounts();
     67 }
     68 
     69 void GrGLSLProgramBuilder::emitAndInstallPrimProc(const GrPrimitiveProcessor& proc,
     70                                                   SkString* outputColor,
     71                                                   SkString* outputCoverage) {
     72     // Program builders have a bit of state we need to clear with each effect
     73     AutoStageAdvance adv(this);
     74     this->nameExpression(outputColor, "outputColor");
     75     this->nameExpression(outputCoverage, "outputCoverage");
     76 
     77     SkASSERT(!fUniformHandles.fRTAdjustmentUni.isValid());
     78     GrShaderFlags rtAdjustVisibility;
     79     if (proc.willUseGeoShader()) {
     80         rtAdjustVisibility = kGeometry_GrShaderFlag;
     81     } else {
     82         rtAdjustVisibility = kVertex_GrShaderFlag;
     83     }
     84     fUniformHandles.fRTAdjustmentUni = this->uniformHandler()->addUniform(
     85                                                                      rtAdjustVisibility,
     86                                                                      kFloat4_GrSLType,
     87                                                                      SkSL::Compiler::RTADJUST_NAME);
     88     const char* rtAdjustName =
     89         this->uniformHandler()->getUniformCStr(fUniformHandles.fRTAdjustmentUni);
     90 
     91     // Enclose custom code in a block to avoid namespace conflicts
     92     SkString openBrace;
     93     openBrace.printf("{ // Stage %d, %s\n", fStageIndex, proc.name());
     94     fFS.codeAppend(openBrace.c_str());
     95     fVS.codeAppendf("// Primitive Processor %s\n", proc.name());
     96 
     97     SkASSERT(!fGeometryProcessor);
     98     fGeometryProcessor.reset(proc.createGLSLInstance(*this->shaderCaps()));
     99 
    100     SkSTArray<4, SamplerHandle>      texSamplers(proc.numTextureSamplers());
    101     SkSTArray<2, TexelBufferHandle>  texelBuffers(proc.numBuffers());
    102     this->emitSamplers(proc, &texSamplers, &texelBuffers);
    103 
    104     GrGLSLPrimitiveProcessor::FPCoordTransformHandler transformHandler(fPipeline,
    105                                                                        &fTransformedCoordVars);
    106     GrGLSLGeometryProcessor::EmitArgs args(&fVS,
    107                                            proc.willUseGeoShader() ? &fGS : nullptr,
    108                                            &fFS,
    109                                            this->varyingHandler(),
    110                                            this->uniformHandler(),
    111                                            this->shaderCaps(),
    112                                            proc,
    113                                            outputColor->c_str(),
    114                                            outputCoverage->c_str(),
    115                                            rtAdjustName,
    116                                            texSamplers.begin(),
    117                                            texelBuffers.begin(),
    118                                            &transformHandler);
    119     fGeometryProcessor->emitCode(args);
    120 
    121     // We have to check that effects and the code they emit are consistent, ie if an effect
    122     // asks for dst color, then the emit code needs to follow suit
    123     SkDEBUGCODE(verify(proc);)
    124 
    125     fFS.codeAppend("}");
    126 }
    127 
    128 void GrGLSLProgramBuilder::emitAndInstallFragProcs(SkString* color, SkString* coverage) {
    129     int transformedCoordVarsIdx = 0;
    130     SkString** inOut = &color;
    131     for (int i = 0; i < this->pipeline().numFragmentProcessors(); ++i) {
    132         if (i == this->pipeline().numColorFragmentProcessors()) {
    133             inOut = &coverage;
    134         }
    135         SkString output;
    136         const GrFragmentProcessor& fp = this->pipeline().getFragmentProcessor(i);
    137         output = this->emitAndInstallFragProc(fp, i, transformedCoordVarsIdx, **inOut, output);
    138         GrFragmentProcessor::Iter iter(&fp);
    139         while (const GrFragmentProcessor* fp = iter.next()) {
    140             transformedCoordVarsIdx += fp->numCoordTransforms();
    141         }
    142         **inOut = output;
    143     }
    144 }
    145 
    146 // TODO Processors cannot output zeros because an empty string is all 1s
    147 // the fix is to allow effects to take the SkString directly
    148 SkString GrGLSLProgramBuilder::emitAndInstallFragProc(const GrFragmentProcessor& fp,
    149                                                       int index,
    150                                                       int transformedCoordVarsIdx,
    151                                                       const SkString& input,
    152                                                       SkString output) {
    153     SkASSERT(input.size());
    154     // Program builders have a bit of state we need to clear with each effect
    155     AutoStageAdvance adv(this);
    156     this->nameExpression(&output, "output");
    157 
    158     // Enclose custom code in a block to avoid namespace conflicts
    159     SkString openBrace;
    160     openBrace.printf("{ // Stage %d, %s\n", fStageIndex, fp.name());
    161     fFS.codeAppend(openBrace.c_str());
    162 
    163     GrGLSLFragmentProcessor* fragProc = fp.createGLSLInstance();
    164 
    165     SkSTArray<4, SamplerHandle> textureSamplerArray(fp.numTextureSamplers());
    166     SkSTArray<2, TexelBufferHandle> texelBufferArray(fp.numBuffers());
    167     GrFragmentProcessor::Iter iter(&fp);
    168     while (const GrFragmentProcessor* subFP = iter.next()) {
    169         this->emitSamplers(*subFP, &textureSamplerArray, &texelBufferArray);
    170     }
    171 
    172     const GrShaderVar* coordVars = fTransformedCoordVars.begin() + transformedCoordVarsIdx;
    173     GrGLSLFragmentProcessor::TransformedCoordVars coords(&fp, coordVars);
    174     GrGLSLFragmentProcessor::TextureSamplers textureSamplers(&fp, textureSamplerArray.begin());
    175     GrGLSLFragmentProcessor::TexelBuffers texelBuffers(&fp, texelBufferArray.begin());
    176     GrGLSLFragmentProcessor::EmitArgs args(&fFS,
    177                                            this->uniformHandler(),
    178                                            this->shaderCaps(),
    179                                            fp,
    180                                            output.c_str(),
    181                                            input.c_str(),
    182                                            coords,
    183                                            textureSamplers,
    184                                            texelBuffers);
    185 
    186     fragProc->emitCode(args);
    187 
    188     // We have to check that effects and the code they emit are consistent, ie if an effect
    189     // asks for dst color, then the emit code needs to follow suit
    190     SkDEBUGCODE(verify(fp);)
    191     fFragmentProcessors.push_back(fragProc);
    192 
    193     fFS.codeAppend("}");
    194     return output;
    195 }
    196 
    197 void GrGLSLProgramBuilder::emitAndInstallXferProc(const SkString& colorIn,
    198                                                   const SkString& coverageIn) {
    199     // Program builders have a bit of state we need to clear with each effect
    200     AutoStageAdvance adv(this);
    201 
    202     SkASSERT(!fXferProcessor);
    203     const GrXferProcessor& xp = fPipeline.getXferProcessor();
    204     fXferProcessor.reset(xp.createGLSLInstance());
    205 
    206     // Enable dual source secondary output if we have one
    207     if (xp.hasSecondaryOutput()) {
    208         fFS.enableSecondaryOutput();
    209     }
    210 
    211     if (this->shaderCaps()->mustDeclareFragmentShaderOutput()) {
    212         fFS.enableCustomOutput();
    213     }
    214 
    215     SkString openBrace;
    216     openBrace.printf("{ // Xfer Processor: %s\n", xp.name());
    217     fFS.codeAppend(openBrace.c_str());
    218 
    219     SamplerHandle dstTextureSamplerHandle;
    220     GrSurfaceOrigin dstTextureOrigin = kTopLeft_GrSurfaceOrigin;
    221 
    222     if (GrTexture* dstTexture = fPipeline.peekDstTexture()) {
    223         // GrProcessor::TextureSampler sampler(dstTexture);
    224         SkString name("DstTextureSampler");
    225         dstTextureSamplerHandle =
    226                 this->emitSampler(dstTexture->texturePriv().samplerType(), dstTexture->config(),
    227                                   "DstTextureSampler", kFragment_GrShaderFlag);
    228         dstTextureOrigin = fPipeline.dstTextureProxy()->origin();
    229         SkASSERT(kTextureExternalSampler_GrSLType != dstTexture->texturePriv().samplerType());
    230     }
    231 
    232     GrGLSLXferProcessor::EmitArgs args(&fFS,
    233                                        this->uniformHandler(),
    234                                        this->shaderCaps(),
    235                                        xp,
    236                                        colorIn.size() ? colorIn.c_str() : "float4(1)",
    237                                        coverageIn.size() ? coverageIn.c_str() : "float4(1)",
    238                                        fFS.getPrimaryColorOutputName(),
    239                                        fFS.getSecondaryColorOutputName(),
    240                                        dstTextureSamplerHandle,
    241                                        dstTextureOrigin);
    242     fXferProcessor->emitCode(args);
    243 
    244     // We have to check that effects and the code they emit are consistent, ie if an effect
    245     // asks for dst color, then the emit code needs to follow suit
    246     SkDEBUGCODE(verify(xp);)
    247     fFS.codeAppend("}");
    248 }
    249 
    250 void GrGLSLProgramBuilder::emitSamplers(
    251         const GrResourceIOProcessor& processor,
    252         SkTArray<SamplerHandle>* outTexSamplerHandles,
    253         SkTArray<TexelBufferHandle>* outTexelBufferHandles) {
    254     SkString name;
    255     int numTextureSamplers = processor.numTextureSamplers();
    256     for (int t = 0; t < numTextureSamplers; ++t) {
    257         const GrResourceIOProcessor::TextureSampler& sampler = processor.textureSampler(t);
    258         name.printf("TextureSampler_%d", outTexSamplerHandles->count());
    259         GrSLType samplerType = sampler.peekTexture()->texturePriv().samplerType();
    260         if (kTextureExternalSampler_GrSLType == samplerType) {
    261             const char* externalFeatureString =
    262                     this->shaderCaps()->externalTextureExtensionString();
    263             // We shouldn't ever create a GrGLTexture that requires external sampler type
    264             SkASSERT(externalFeatureString);
    265             this->addFeature(sampler.visibility(),
    266                              1 << GrGLSLShaderBuilder::kExternalTexture_GLSLPrivateFeature,
    267                              externalFeatureString);
    268         }
    269         outTexSamplerHandles->emplace_back(this->emitSampler(
    270                 samplerType, sampler.peekTexture()->config(), name.c_str(), sampler.visibility()));
    271     }
    272     if (int numBuffers = processor.numBuffers()) {
    273         SkASSERT(this->shaderCaps()->texelBufferSupport());
    274         GrShaderFlags texelBufferVisibility = kNone_GrShaderFlags;
    275 
    276         for (int b = 0; b < numBuffers; ++b) {
    277             const GrResourceIOProcessor::BufferAccess& access = processor.bufferAccess(b);
    278             name.printf("TexelBuffer_%d", outTexelBufferHandles->count());
    279             outTexelBufferHandles->emplace_back(
    280                     this->emitTexelBuffer(access.texelConfig(), name.c_str(), access.visibility()));
    281             texelBufferVisibility |= access.visibility();
    282         }
    283 
    284         if (const char* extension = this->shaderCaps()->texelBufferExtensionString()) {
    285             this->addFeature(texelBufferVisibility,
    286                              1 << GrGLSLShaderBuilder::kTexelBuffer_GLSLPrivateFeature,
    287                              extension);
    288         }
    289     }
    290 }
    291 
    292 void GrGLSLProgramBuilder::updateSamplerCounts(GrShaderFlags visibility) {
    293     if (visibility & kVertex_GrShaderFlag) {
    294         ++fNumVertexSamplers;
    295     }
    296     if (visibility & kGeometry_GrShaderFlag) {
    297         SkASSERT(this->primitiveProcessor().willUseGeoShader());
    298         ++fNumGeometrySamplers;
    299     }
    300     if (visibility & kFragment_GrShaderFlag) {
    301         ++fNumFragmentSamplers;
    302     }
    303 }
    304 
    305 GrGLSLProgramBuilder::SamplerHandle GrGLSLProgramBuilder::emitSampler(GrSLType samplerType,
    306                                                                       GrPixelConfig config,
    307                                                                       const char* name,
    308                                                                       GrShaderFlags visibility) {
    309     this->updateSamplerCounts(visibility);
    310     GrSLPrecision precision = GrSLSamplerPrecision(config);
    311     GrSwizzle swizzle = this->shaderCaps()->configTextureSwizzle(config);
    312     return this->uniformHandler()->addSampler(visibility, swizzle, samplerType, precision, name);
    313 }
    314 
    315 GrGLSLProgramBuilder::TexelBufferHandle GrGLSLProgramBuilder::emitTexelBuffer(
    316         GrPixelConfig config, const char* name, GrShaderFlags visibility) {
    317     this->updateSamplerCounts(visibility);
    318     GrSLPrecision precision = GrSLSamplerPrecision(config);
    319     return this->uniformHandler()->addTexelBuffer(visibility, precision, name);
    320 }
    321 
    322 void GrGLSLProgramBuilder::emitFSOutputSwizzle(bool hasSecondaryOutput) {
    323     // Swizzle the fragment shader outputs if necessary.
    324     GrSwizzle swizzle;
    325     swizzle.setFromKey(this->desc()->header().fOutputSwizzle);
    326     if (swizzle != GrSwizzle::RGBA()) {
    327         fFS.codeAppendf("%s = %s.%s;", fFS.getPrimaryColorOutputName(),
    328                         fFS.getPrimaryColorOutputName(),
    329                         swizzle.c_str());
    330         if (hasSecondaryOutput) {
    331             fFS.codeAppendf("%s = %s.%s;", fFS.getSecondaryColorOutputName(),
    332                             fFS.getSecondaryColorOutputName(),
    333                             swizzle.c_str());
    334         }
    335     }
    336 }
    337 
    338 bool GrGLSLProgramBuilder::checkSamplerCounts() {
    339     const GrShaderCaps& shaderCaps = *this->shaderCaps();
    340     if (fNumVertexSamplers > shaderCaps.maxVertexSamplers()) {
    341         GrCapsDebugf(this->caps(), "Program would use too many vertex samplers\n");
    342         return false;
    343     }
    344     if (fNumGeometrySamplers > shaderCaps.maxGeometrySamplers()) {
    345         GrCapsDebugf(this->caps(), "Program would use too many geometry samplers\n");
    346         return false;
    347     }
    348     if (fNumFragmentSamplers > shaderCaps.maxFragmentSamplers()) {
    349         GrCapsDebugf(this->caps(), "Program would use too many fragment samplers\n");
    350         return false;
    351     }
    352     // If the same sampler is used in two different shaders, it counts as two combined samplers.
    353     int numCombinedSamplers = fNumVertexSamplers + fNumGeometrySamplers + fNumFragmentSamplers;
    354     if (numCombinedSamplers > shaderCaps.maxCombinedSamplers()) {
    355         GrCapsDebugf(this->caps(), "Program would use too many combined samplers\n");
    356         return false;
    357     }
    358     return true;
    359 }
    360 
    361 #ifdef SK_DEBUG
    362 void GrGLSLProgramBuilder::verify(const GrPrimitiveProcessor& gp) {
    363 }
    364 
    365 void GrGLSLProgramBuilder::verify(const GrXferProcessor& xp) {
    366     SkASSERT(fFS.hasReadDstColor() == xp.willReadDstColor());
    367 }
    368 
    369 void GrGLSLProgramBuilder::verify(const GrFragmentProcessor& fp) {
    370 }
    371 #endif
    372 
    373 void GrGLSLProgramBuilder::nameVariable(SkString* out, char prefix, const char* name, bool mangle) {
    374     if ('\0' == prefix) {
    375         *out = name;
    376     } else {
    377         out->printf("%c%s", prefix, name);
    378     }
    379     if (mangle) {
    380         if (out->endsWith('_')) {
    381             // Names containing "__" are reserved.
    382             out->append("x");
    383         }
    384         out->appendf("_Stage%d%s", fStageIndex, fFS.getMangleString().c_str());
    385     }
    386 }
    387 
    388 void GrGLSLProgramBuilder::nameExpression(SkString* output, const char* baseName) {
    389     // create var to hold stage result.  If we already have a valid output name, just use that
    390     // otherwise create a new mangled one.  This name is only valid if we are reordering stages
    391     // and have to tell stage exactly where to put its output.
    392     SkString outName;
    393     if (output->size()) {
    394         outName = output->c_str();
    395     } else {
    396         this->nameVariable(&outName, '\0', baseName);
    397     }
    398     fFS.codeAppendf("half4 %s;", outName.c_str());
    399     *output = outName;
    400 }
    401 
    402 void GrGLSLProgramBuilder::appendUniformDecls(GrShaderFlags visibility, SkString* out) const {
    403     this->uniformHandler()->appendUniformDecls(visibility, out);
    404 }
    405 
    406 void GrGLSLProgramBuilder::addRTHeightUniform(const char* name) {
    407         SkASSERT(!fUniformHandles.fRTHeightUni.isValid());
    408         GrGLSLUniformHandler* uniformHandler = this->uniformHandler();
    409         fUniformHandles.fRTHeightUni =
    410             uniformHandler->internalAddUniformArray(kFragment_GrShaderFlag,
    411                                                     kHalf_GrSLType, kDefault_GrSLPrecision,
    412                                                     name, false, 0, nullptr);
    413 }
    414 
    415 void GrGLSLProgramBuilder::cleanupFragmentProcessors() {
    416     for (int i = 0; i < fFragmentProcessors.count(); ++i) {
    417         delete fFragmentProcessors[i];
    418     }
    419 }
    420 
    421 void GrGLSLProgramBuilder::finalizeShaders() {
    422     this->varyingHandler()->finalize();
    423     fVS.finalize(kVertex_GrShaderFlag);
    424     if (this->primitiveProcessor().willUseGeoShader()) {
    425         SkASSERT(this->shaderCaps()->geometryShaderSupport());
    426         fGS.finalize(kGeometry_GrShaderFlag);
    427     }
    428     fFS.finalize(kFragment_GrShaderFlag);
    429 }
    430