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/*
* Copyright 2016 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef SKSL_UTIL
#define SKSL_UTIL
#include "include/core/SkTypes.h"
#include "include/sksl/SkSLVersion.h"
#include "src/sksl/SkSLGLSL.h"
#include <memory>
enum class SkSLType : char;
namespace SkSL {
class Context;
class OutputStream;
class StringStream;
class Type;
struct ShaderCaps {
/**
* Indicates how GLSL must interact with advanced blend equations. The KHR extension requires
* special layout qualifiers in the fragment shader.
*/
enum AdvBlendEqInteraction {
kNotSupported_AdvBlendEqInteraction, //<! No _blend_equation_advanced extension
kAutomatic_AdvBlendEqInteraction, //<! No interaction required
kGeneralEnable_AdvBlendEqInteraction, //<! layout(blend_support_all_equations) out
kLast_AdvBlendEqInteraction = kGeneralEnable_AdvBlendEqInteraction
};
bool mustEnableAdvBlendEqs() const {
return fAdvBlendEqInteraction >= kGeneralEnable_AdvBlendEqInteraction;
}
bool mustDeclareFragmentShaderOutput() const {
return fGLSLGeneration > SkSL::GLSLGeneration::k110;
}
/**
* Returns the string of an extension that must be enabled in the shader to support derivatives.
* If nullptr is returned then no extension needs to be enabled. Before calling this function,
* the caller should check that shaderDerivativeSupport exists.
*/
const char* shaderDerivativeExtensionString() const {
SkASSERT(this->fShaderDerivativeSupport);
return fShaderDerivativeExtensionString;
}
/**
* This returns the name of an extension that must be enabled in the shader to support external
* textures. In some cases, two extensions must be enabled - the second extension is returned
* by secondExternalTextureExtensionString(). If that function returns nullptr, then only one
* extension is required.
*/
const char* externalTextureExtensionString() const {
SkASSERT(this->fExternalTextureSupport);
return fExternalTextureExtensionString;
}
const char* secondExternalTextureExtensionString() const {
SkASSERT(this->fExternalTextureSupport);
return fSecondExternalTextureExtensionString;
}
/**
* SkSL 300 requires support for derivatives, nonsquare matrices and bitwise integer operations.
*/
SkSL::Version supportedSkSLVerion() const {
if (fShaderDerivativeSupport && fNonsquareMatrixSupport && fIntegerSupport &&
fGLSLGeneration >= SkSL::GLSLGeneration::k330) {
return SkSL::Version::k300;
}
return SkSL::Version::k100;
}
bool supportsDistanceFieldText() const { return fShaderDerivativeSupport; }
/**
* The following group of attributes are only needed for Ganesh/GL. However, we keep there here
* as opposed to demoting them to being defined in Ganesh's GrShaderCaps for 2 reasons.
*
* 1) Some backend-agnostic SkSL utilies reference these capabilities.
*
* 2) Even though we do not anticipate Dawn relying upon Skia's GLSL generation for GL support,
* sometimes SkSL compilation itself can be impacted by some of these capabilities. Such
* attributes will be kept here in case Dawn/GL eventually needs to leverage them.
*/
bool fFloatIs32Bits = true; /* Queried by SkSLSetting + impacts SkSL generation */
/**
* TODO: Modify SkSLGLSLCodeGenerator to use GrShaderCaps rather than this struct since GL
* should only be used with Ganesh. Once that is complete, the following attribute could be
* downgraded to GrShaderCaps.
*/
SkSL::GLSLGeneration fGLSLGeneration = SkSL::GLSLGeneration::k330;
bool fFlatInterpolationSupport = false; /* Supported by all backends except for some GL impls */
bool fUsesPrecisionModifiers = false; /* GLSL is the only shading language that uses these */
bool fDualSourceBlendingSupport = false;
bool fShaderDerivativeSupport = false;
/** Enables sampleGrad and sampleLod functions that don't rely on implicit derivatives */
bool fExplicitTextureLodSupport = false;
/** Indicates true 32-bit integer support, with unsigned types and bitwise operations */
bool fIntegerSupport = false;
bool fNonsquareMatrixSupport = false;
/** asinh(), acosh(), atanh() */
bool fInverseHyperbolicSupport = false;
bool fFBFetchSupport = false;
bool fFBFetchNeedsCustomOutput = false;
bool fNoPerspectiveInterpolationSupport = false;
bool fSampleMaskSupport = false;
bool fExternalTextureSupport = false;
/** isinf() is defined + floating point infinities are handled according to IEEE standards. */
bool fInfinitySupport = false;
/** Used by SkSL to know when to generate polyfills. */
bool fBuiltinFMASupport = true;
bool fBuiltinDeterminantSupport = true;
/** Used for specific driver bug work arounds */
bool fCanUseVoidInSequenceExpressions = true;
bool fCanUseMinAndAbsTogether = true;
bool fCanUseFractForNegativeValues = true;
bool fMustForceNegatedAtanParamToFloat = false;
bool fMustForceNegatedLdexpParamToMultiply = false; // skbug.com/40043167
/** Returns whether a device incorrectly implements atan(y,x) as atan(y/x) */
bool fAtan2ImplementedAsAtanYOverX = false;
/**
* If this returns true some operation (could be a no op) must be called between floor and abs
* to make sure the driver compiler doesn't inline them together which can cause a driver bug in
* the shader.
*/
bool fMustDoOpBetweenFloorAndAbs = false;
/**
* The D3D shader compiler, when targeting PS 3.0 (ie within ANGLE) fails to compile certain
* constructs. See detailed comments in GrGLCaps.cpp.
*/
bool fMustGuardDivisionEvenAfterExplicitZeroCheck = false;
/** If false, SkSL uses a workaround so that sk_FragCoord doesn't actually query gl_FragCoord */
bool fCanUseFragCoord = true;
/** If true, then conditions in for loops need "&& true" to work around driver bugs. */
bool fAddAndTrueToLoopCondition = false;
/**
* If true, then expressions such as "x && y" or "x || y" are rewritten as ternary to work
* around driver bugs.
*/
bool fUnfoldShortCircuitAsTernary = false;
bool fEmulateAbsIntFunction = false;
bool fRewriteDoWhileLoops = false;
bool fRewriteSwitchStatements = false;
bool fRemovePowWithConstantExponent = false;
/**
* The Android emulator claims samplerExternalOES is an unknown type if a default precision
* statement is made for the type.
*/
bool fNoDefaultPrecisionForExternalSamplers = false;
/**
* ARM GPUs calculate `matrix * vector` in SPIR-V at full precision, even when the inputs are
* RelaxedPrecision. Rewriting the multiply as a sum of vector*scalar fixes this.
* (skbug.com/40042841)
*/
bool fRewriteMatrixVectorMultiply = false;
/** Rewrites matrix equality comparisons to avoid an Adreno driver bug. (skbug.com/40042682) */
bool fRewriteMatrixComparisons = false;
/** Strips const from function parameters in the GLSL code generator. (skbug.com/40044949) */
bool fRemoveConstFromFunctionParameters = false;
/**
* On some Android devices colors aren't accurate enough for the double lookup in the
* Perlin noise shader. This workaround aggressively snaps colors to multiples of 1/255.
*/
bool fPerlinNoiseRoundingFix = false;
/**
* Vulkan requires certain builtin variables be present, even if they're unused. At one time,
* validation errors would result if sk_Clockwise was missing. Now, it's just (Adreno) driver
* bugs that drop or corrupt draws if they're missing.
*/
bool fMustDeclareFragmentFrontFacing = false;
/**
* SPIR-V currently doesn't handle different array strides being passed in to a fixed sized
* array function parameter, so fForceStd430ArrayLayout will make all array strides conform
* to std430 stride alignment rules.
*/
bool fForceStd430ArrayLayout = false;
/**
* Some NVIDIA drivers fail to create a pipeline if RelaxedPrecision is applied to
* OpImageSampleImplicitLod when sampling from a YCbCr image. This workaround simply disables
* RelaxedPrecision for that op regardless of image kind. (skbug.com/421927604)
*/
bool fCannotUseRelaxedPrecisionOnImageSample = false;
/**
* Clamp, Min, Max, intrinsics all appear to be broken on Intel UHD630, so shaders for these
* devices will break these intrinsics into individual scalar commands.
*/
bool fVectorClampMinMaxSupport = true;
const char* fVersionDeclString = "";
const char* fShaderDerivativeExtensionString = nullptr;
const char* fExternalTextureExtensionString = nullptr;
const char* fSecondExternalTextureExtensionString = nullptr;
const char* fFBFetchColorName = nullptr;
AdvBlendEqInteraction fAdvBlendEqInteraction = kNotSupported_AdvBlendEqInteraction;
};
// Various sets of caps for use in tests
class ShaderCapsFactory {
public:
static const ShaderCaps* Default() {
static const SkSL::ShaderCaps* const sCaps = [] {
std::unique_ptr<ShaderCaps> caps = MakeShaderCaps();
caps->fVersionDeclString = "#version 400";
caps->fShaderDerivativeSupport = true;
return caps.release();
}();
return sCaps;
}
static const ShaderCaps* Standalone() {
static const SkSL::ShaderCaps* const sCaps = MakeShaderCaps().release();
return sCaps;
}
protected:
static std::unique_ptr<ShaderCaps> MakeShaderCaps();
};
bool type_to_sksltype(const Context& context, const Type& type, SkSLType* outType);
void write_stringstream(const StringStream& d, OutputStream& out);
} // namespace SkSL
#endif // SKSL_UTIL