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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 "GrShaderCaps.h"
      9 #include "glsl/GrGLSLVarying.h"
     10 #include "glsl/GrGLSLProgramBuilder.h"
     11 
     12 void GrGLSLVaryingHandler::addPassThroughAttribute(const GrGeometryProcessor::Attribute* input,
     13                                                    const char* output,
     14                                                    Interpolation interpolation) {
     15     SkASSERT(!fProgramBuilder->primitiveProcessor().willUseGeoShader());
     16     GrSLType type = GrVertexAttribTypeToSLType(input->fType);
     17     GrGLSLVarying v(type);
     18     this->addVarying(input->fName, &v, interpolation);
     19     fProgramBuilder->fVS.codeAppendf("%s = %s;", v.vsOut(), input->fName);
     20     fProgramBuilder->fFS.codeAppendf("%s = %s;", output, v.fsIn());
     21 }
     22 
     23 static bool use_flat_interpolation(GrGLSLVaryingHandler::Interpolation interpolation,
     24                                    const GrShaderCaps& shaderCaps) {
     25     switch (interpolation) {
     26         using Interpolation = GrGLSLVaryingHandler::Interpolation;
     27         case Interpolation::kInterpolated:
     28             return false;
     29         case Interpolation::kCanBeFlat:
     30             SkASSERT(!shaderCaps.preferFlatInterpolation() ||
     31                      shaderCaps.flatInterpolationSupport());
     32             return shaderCaps.preferFlatInterpolation();
     33         case Interpolation::kMustBeFlat:
     34             SkASSERT(shaderCaps.flatInterpolationSupport());
     35             return true;
     36     }
     37     SK_ABORT("Invalid interpolation");
     38     return false;
     39 }
     40 
     41 void GrGLSLVaryingHandler::addVarying(const char* name, GrGLSLVarying* varying,
     42                                       Interpolation interpolation) {
     43     SkASSERT(GrSLTypeIsFloatType(varying->type()) || Interpolation::kMustBeFlat == interpolation);
     44     bool willUseGeoShader = fProgramBuilder->primitiveProcessor().willUseGeoShader();
     45     VaryingInfo& v = fVaryings.push_back();
     46 
     47     SkASSERT(varying);
     48     SkASSERT(kVoid_GrSLType != varying->fType);
     49     v.fType = varying->fType;
     50     v.fIsFlat = use_flat_interpolation(interpolation, *fProgramBuilder->shaderCaps());
     51     fProgramBuilder->nameVariable(&v.fVsOut, 'v', name);
     52     v.fVisibility = kNone_GrShaderFlags;
     53     if (varying->isInVertexShader()) {
     54         varying->fVsOut = v.fVsOut.c_str();
     55         v.fVisibility |= kVertex_GrShaderFlag;
     56     }
     57     if (willUseGeoShader) {
     58         fProgramBuilder->nameVariable(&v.fGsOut, 'g', name);
     59         varying->fGsIn = v.fVsOut.c_str();
     60         varying->fGsOut = v.fGsOut.c_str();
     61         v.fVisibility |= kGeometry_GrShaderFlag;
     62     }
     63     if (varying->isInFragmentShader()) {
     64         varying->fFsIn = (willUseGeoShader ? v.fGsOut : v.fVsOut).c_str();
     65         v.fVisibility |= kFragment_GrShaderFlag;
     66     }
     67 }
     68 
     69 void GrGLSLVaryingHandler::emitAttributes(const GrGeometryProcessor& gp) {
     70     int vaCount = gp.numAttribs();
     71     for (int i = 0; i < vaCount; i++) {
     72         const GrGeometryProcessor::Attribute& attr = gp.getAttrib(i);
     73         this->addAttribute(GrShaderVar(attr.fName,
     74                                        GrVertexAttribTypeToSLType(attr.fType),
     75                                        GrShaderVar::kIn_TypeModifier,
     76                                        GrShaderVar::kNonArray));
     77     }
     78 }
     79 
     80 void GrGLSLVaryingHandler::addAttribute(const GrShaderVar& var) {
     81     SkASSERT(GrShaderVar::kIn_TypeModifier == var.getTypeModifier());
     82     for (int j = 0; j < fVertexInputs.count(); ++j) {
     83         const GrShaderVar& attr = fVertexInputs[j];
     84         // if attribute already added, don't add it again
     85         if (attr.getName().equals(var.getName())) {
     86             return;
     87         }
     88     }
     89     fVertexInputs.push_back(var);
     90 }
     91 
     92 void GrGLSLVaryingHandler::setNoPerspective() {
     93     const GrShaderCaps& caps = *fProgramBuilder->shaderCaps();
     94     if (!caps.noperspectiveInterpolationSupport()) {
     95         return;
     96     }
     97     if (const char* extension = caps.noperspectiveInterpolationExtensionString()) {
     98         int bit = 1 << GrGLSLFragmentBuilder::kNoPerspectiveInterpolation_GLSLPrivateFeature;
     99         fProgramBuilder->fVS.addFeature(bit, extension);
    100         if (fProgramBuilder->primitiveProcessor().willUseGeoShader()) {
    101             fProgramBuilder->fGS.addFeature(bit, extension);
    102         }
    103         fProgramBuilder->fFS.addFeature(bit, extension);
    104     }
    105     fDefaultInterpolationModifier = "noperspective";
    106 }
    107 
    108 void GrGLSLVaryingHandler::finalize() {
    109     for (int i = 0; i < fVaryings.count(); ++i) {
    110         const VaryingInfo& v = this->fVaryings[i];
    111         const char* modifier = v.fIsFlat ? "flat" : fDefaultInterpolationModifier;
    112         if (v.fVisibility & kVertex_GrShaderFlag) {
    113             fVertexOutputs.push_back().set(v.fType, v.fVsOut, GrShaderVar::kOut_TypeModifier,
    114                                            kDefault_GrSLPrecision, nullptr, modifier);
    115             if (v.fVisibility & kGeometry_GrShaderFlag) {
    116                 fGeomInputs.push_back().set(v.fType, v.fVsOut, GrShaderVar::kUnsizedArray,
    117                                             GrShaderVar::kIn_TypeModifier, kDefault_GrSLPrecision,
    118                                             nullptr, modifier);
    119             }
    120         }
    121         if (v.fVisibility & kFragment_GrShaderFlag) {
    122             const char* fsIn = v.fVsOut.c_str();
    123             if (v.fVisibility & kGeometry_GrShaderFlag) {
    124                 fGeomOutputs.push_back().set(v.fType, v.fGsOut, GrShaderVar::kOut_TypeModifier,
    125                                              kDefault_GrSLPrecision, nullptr, modifier);
    126                 fsIn = v.fGsOut.c_str();
    127             }
    128             fFragInputs.push_back().set(v.fType, fsIn, GrShaderVar::kIn_TypeModifier,
    129                                         kDefault_GrSLPrecision, nullptr, modifier);
    130         }
    131     }
    132     this->onFinalize();
    133 }
    134 
    135 void GrGLSLVaryingHandler::appendDecls(const VarArray& vars, SkString* out) const {
    136     for (int i = 0; i < vars.count(); ++i) {
    137         vars[i].appendDecl(fProgramBuilder->shaderCaps(), out);
    138         out->append(";");
    139     }
    140 }
    141 
    142 void GrGLSLVaryingHandler::getVertexDecls(SkString* inputDecls, SkString* outputDecls) const {
    143     this->appendDecls(fVertexInputs, inputDecls);
    144     this->appendDecls(fVertexOutputs, outputDecls);
    145 }
    146 
    147 void GrGLSLVaryingHandler::getGeomDecls(SkString* inputDecls, SkString* outputDecls) const {
    148     this->appendDecls(fGeomInputs, inputDecls);
    149     this->appendDecls(fGeomOutputs, outputDecls);
    150 }
    151 
    152 void GrGLSLVaryingHandler::getFragDecls(SkString* inputDecls, SkString* outputDecls) const {
    153     // We should not have any outputs in the fragment shader when using version 1.10
    154     SkASSERT(k110_GrGLSLGeneration != fProgramBuilder->shaderCaps()->generation() ||
    155              fFragOutputs.empty());
    156     this->appendDecls(fFragInputs, inputDecls);
    157     this->appendDecls(fFragOutputs, outputDecls);
    158 }
    159