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