blob: 044752f7a538b2fc68f5b53430f31a197e81afb9 [file] [log] [blame]
/*
* Copyright 2014 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "GrGLFragmentShaderBuilder.h"
#include "GrGLProgramBuilder.h"
#include "../GrGLGpu.h"
#define GL_CALL(X) GR_GL_CALL(fProgramBuilder->gpu()->glInterface(), X)
#define GL_CALL_RET(R, X) GR_GL_CALL_RET(fProgramBuilder->gpu()->glInterface(), R, X)
const char* GrGLFragmentShaderBuilder::kDstCopyColorName = "_dstColor";
static const char* declared_color_output_name() { return "fsColorOut"; }
static const char* dual_source_output_name() { return "dualSourceOut"; }
static void append_default_precision_qualifier(GrSLPrecision p,
GrGLStandard standard,
SkString* str) {
// Desktop GLSL has added precision qualifiers but they don't do anything.
if (kGLES_GrGLStandard == standard) {
switch (p) {
case kHigh_GrSLPrecision:
str->append("precision highp float;\n");
break;
case kMedium_GrSLPrecision:
str->append("precision mediump float;\n");
break;
case kLow_GrSLPrecision:
str->append("precision lowp float;\n");
break;
default:
SkFAIL("Unknown precision value.");
}
}
}
static const char* specific_layout_qualifier_name(GrBlendEquation equation) {
SkASSERT(GrBlendEquationIsAdvanced(equation));
static const char* kLayoutQualifierNames[] = {
"blend_support_screen",
"blend_support_overlay",
"blend_support_darken",
"blend_support_lighten",
"blend_support_colordodge",
"blend_support_colorburn",
"blend_support_hardlight",
"blend_support_softlight",
"blend_support_difference",
"blend_support_exclusion",
"blend_support_multiply",
"blend_support_hsl_hue",
"blend_support_hsl_saturation",
"blend_support_hsl_color",
"blend_support_hsl_luminosity"
};
return kLayoutQualifierNames[equation - kFirstAdvancedGrBlendEquation];
GR_STATIC_ASSERT(0 == kScreen_GrBlendEquation - kFirstAdvancedGrBlendEquation);
GR_STATIC_ASSERT(1 == kOverlay_GrBlendEquation - kFirstAdvancedGrBlendEquation);
GR_STATIC_ASSERT(2 == kDarken_GrBlendEquation - kFirstAdvancedGrBlendEquation);
GR_STATIC_ASSERT(3 == kLighten_GrBlendEquation - kFirstAdvancedGrBlendEquation);
GR_STATIC_ASSERT(4 == kColorDodge_GrBlendEquation - kFirstAdvancedGrBlendEquation);
GR_STATIC_ASSERT(5 == kColorBurn_GrBlendEquation - kFirstAdvancedGrBlendEquation);
GR_STATIC_ASSERT(6 == kHardLight_GrBlendEquation - kFirstAdvancedGrBlendEquation);
GR_STATIC_ASSERT(7 == kSoftLight_GrBlendEquation - kFirstAdvancedGrBlendEquation);
GR_STATIC_ASSERT(8 == kDifference_GrBlendEquation - kFirstAdvancedGrBlendEquation);
GR_STATIC_ASSERT(9 == kExclusion_GrBlendEquation - kFirstAdvancedGrBlendEquation);
GR_STATIC_ASSERT(10 == kMultiply_GrBlendEquation - kFirstAdvancedGrBlendEquation);
GR_STATIC_ASSERT(11 == kHSLHue_GrBlendEquation - kFirstAdvancedGrBlendEquation);
GR_STATIC_ASSERT(12 == kHSLSaturation_GrBlendEquation - kFirstAdvancedGrBlendEquation);
GR_STATIC_ASSERT(13 == kHSLColor_GrBlendEquation - kFirstAdvancedGrBlendEquation);
GR_STATIC_ASSERT(14 == kHSLLuminosity_GrBlendEquation - kFirstAdvancedGrBlendEquation);
GR_STATIC_ASSERT(SK_ARRAY_COUNT(kLayoutQualifierNames) ==
kGrBlendEquationCnt - kFirstAdvancedGrBlendEquation);
}
GrGLFragmentShaderBuilder::DstReadKey
GrGLFragmentShaderBuilder::KeyForDstRead(const GrTexture* dstCopy, const GrGLCaps& caps) {
uint32_t key = kYesDstRead_DstReadKeyBit;
if (caps.glslCaps()->fbFetchSupport()) {
return key;
}
SkASSERT(dstCopy);
if (!caps.textureSwizzleSupport() && GrPixelConfigIsAlphaOnly(dstCopy->config())) {
// The fact that the config is alpha-only must be considered when generating code.
key |= kUseAlphaConfig_DstReadKeyBit;
}
if (kTopLeft_GrSurfaceOrigin == dstCopy->origin()) {
key |= kTopLeftOrigin_DstReadKeyBit;
}
SkASSERT(static_cast<DstReadKey>(key) == key);
return static_cast<DstReadKey>(key);
}
GrGLFragmentShaderBuilder::FragPosKey
GrGLFragmentShaderBuilder::KeyForFragmentPosition(const GrRenderTarget* dst, const GrGLCaps&) {
if (kTopLeft_GrSurfaceOrigin == dst->origin()) {
return kTopLeftFragPosRead_FragPosKey;
} else {
return kBottomLeftFragPosRead_FragPosKey;
}
}
GrGLFragmentShaderBuilder::GrGLFragmentShaderBuilder(GrGLProgramBuilder* program,
uint8_t fragPosKey)
: INHERITED(program)
, fHasCustomColorOutput(false)
, fHasSecondaryOutput(false)
, fSetupFragPosition(false)
, fTopLeftFragPosRead(kTopLeftFragPosRead_FragPosKey == fragPosKey)
, fCustomColorOutputIndex(-1)
, fHasReadDstColor(false)
, fHasReadFragmentPosition(false) {
}
bool GrGLFragmentShaderBuilder::enableFeature(GLSLFeature feature) {
switch (feature) {
case kStandardDerivatives_GLSLFeature: {
GrGLGpu* gpu = fProgramBuilder->gpu();
if (!gpu->glCaps().shaderCaps()->shaderDerivativeSupport()) {
return false;
}
if (kGLES_GrGLStandard == gpu->glStandard() &&
k110_GrGLSLGeneration == gpu->glslGeneration()) {
this->addFeature(1 << kStandardDerivatives_GLSLFeature,
"GL_OES_standard_derivatives");
}
return true;
}
default:
SkFAIL("Unexpected GLSLFeature requested.");
return false;
}
}
SkString GrGLFragmentShaderBuilder::ensureFSCoords2D(
const GrGLProcessor::TransformedCoordsArray& coords, int index) {
if (kVec3f_GrSLType != coords[index].getType()) {
SkASSERT(kVec2f_GrSLType == coords[index].getType());
return coords[index].getName();
}
SkString coords2D("coords2D");
if (0 != index) {
coords2D.appendf("_%i", index);
}
this->codeAppendf("\tvec2 %s = %s.xy / %s.z;",
coords2D.c_str(), coords[index].c_str(), coords[index].c_str());
return coords2D;
}
const char* GrGLFragmentShaderBuilder::fragmentPosition() {
fHasReadFragmentPosition = true;
GrGLGpu* gpu = fProgramBuilder->gpu();
// We only declare "gl_FragCoord" when we're in the case where we want to use layout qualifiers
// to reverse y. Otherwise it isn't necessary and whether the "in" qualifier appears in the
// declaration varies in earlier GLSL specs. So it is simpler to omit it.
if (fTopLeftFragPosRead) {
fSetupFragPosition = true;
return "gl_FragCoord";
} else if (gpu->glCaps().fragCoordConventionsSupport()) {
if (!fSetupFragPosition) {
if (gpu->glslGeneration() < k150_GrGLSLGeneration) {
this->addFeature(1 << kFragCoordConventions_GLSLPrivateFeature,
"GL_ARB_fragment_coord_conventions");
}
fInputs.push_back().set(kVec4f_GrSLType,
GrGLShaderVar::kIn_TypeModifier,
"gl_FragCoord",
kDefault_GrSLPrecision,
GrGLShaderVar::kUpperLeft_Origin);
fSetupFragPosition = true;
}
return "gl_FragCoord";
} else {
static const char* kCoordName = "fragCoordYDown";
if (!fSetupFragPosition) {
// temporarily change the stage index because we're inserting non-stage code.
GrGLProgramBuilder::AutoStageRestore asr(fProgramBuilder);
SkASSERT(!fProgramBuilder->fUniformHandles.fRTHeightUni.isValid());
const char* rtHeightName;
fProgramBuilder->fUniformHandles.fRTHeightUni =
fProgramBuilder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
kFloat_GrSLType,
kDefault_GrSLPrecision,
"RTHeight",
&rtHeightName);
// Using glFragCoord.zw for the last two components tickles an Adreno driver bug that
// causes programs to fail to link. Making this function return a vec2() didn't fix the
// problem but using 1.0 for the last two components does.
this->codePrependf("\tvec4 %s = vec4(gl_FragCoord.x, %s - gl_FragCoord.y, 1.0, "
"1.0);\n", kCoordName, rtHeightName);
fSetupFragPosition = true;
}
SkASSERT(fProgramBuilder->fUniformHandles.fRTHeightUni.isValid());
return kCoordName;
}
}
const char* GrGLFragmentShaderBuilder::dstColor() {
fHasReadDstColor = true;
GrGLGpu* gpu = fProgramBuilder->gpu();
if (gpu->glCaps().glslCaps()->fbFetchSupport()) {
this->addFeature(1 << (GrGLFragmentShaderBuilder::kLastGLSLPrivateFeature + 1),
gpu->glCaps().glslCaps()->fbFetchExtensionString());
// Some versions of this extension string require declaring custom color output on ES 3.0+
const char* fbFetchColorName = gpu->glCaps().glslCaps()->fbFetchColorName();
if (gpu->glCaps().glslCaps()->fbFetchNeedsCustomOutput()) {
this->enableCustomOutput();
fOutputs[fCustomColorOutputIndex].setTypeModifier(GrShaderVar::kInOut_TypeModifier);
fbFetchColorName = declared_color_output_name();
}
return fbFetchColorName;
} else {
return kDstCopyColorName;
}
}
void GrGLFragmentShaderBuilder::enableAdvancedBlendEquationIfNeeded(GrBlendEquation equation) {
SkASSERT(GrBlendEquationIsAdvanced(equation));
const GrGLSLCaps& caps = *fProgramBuilder->gpu()->glCaps().glslCaps();
if (!caps.mustEnableAdvBlendEqs()) {
return;
}
this->addFeature(1 << kBlendEquationAdvanced_GLSLPrivateFeature,
"GL_KHR_blend_equation_advanced");
if (caps.mustEnableSpecificAdvBlendEqs()) {
this->addLayoutQualifier(specific_layout_qualifier_name(equation), kOut_InterfaceQualifier);
} else {
this->addLayoutQualifier("blend_support_all_equations", kOut_InterfaceQualifier);
}
}
void GrGLFragmentShaderBuilder::enableCustomOutput() {
if (!fHasCustomColorOutput) {
fHasCustomColorOutput = true;
fCustomColorOutputIndex = fOutputs.count();
fOutputs.push_back().set(kVec4f_GrSLType,
GrGLShaderVar::kOut_TypeModifier,
declared_color_output_name());
}
}
void GrGLFragmentShaderBuilder::enableSecondaryOutput() {
SkASSERT(!fHasSecondaryOutput);
fHasSecondaryOutput = true;
fOutputs.push_back().set(kVec4f_GrSLType, GrGLShaderVar::kOut_TypeModifier,
dual_source_output_name());
}
const char* GrGLFragmentShaderBuilder::getPrimaryColorOutputName() const {
return fHasCustomColorOutput ? declared_color_output_name() : "gl_FragColor";
}
const char* GrGLFragmentShaderBuilder::getSecondaryColorOutputName() const {
return dual_source_output_name();
}
bool GrGLFragmentShaderBuilder::compileAndAttachShaders(GrGLuint programId,
SkTDArray<GrGLuint>* shaderIds) {
GrGLGpu* gpu = fProgramBuilder->gpu();
this->versionDecl() = GrGetGLSLVersionDecl(gpu->ctxInfo());
append_default_precision_qualifier(kDefault_GrSLPrecision,
gpu->glStandard(),
&this->precisionQualifier());
this->compileAndAppendLayoutQualifiers();
fProgramBuilder->appendUniformDecls(GrGLProgramBuilder::kFragment_Visibility,
&this->uniforms());
this->appendDecls(fInputs, &this->inputs());
// We shouldn't have declared outputs on 1.10
SkASSERT(k110_GrGLSLGeneration != gpu->glslGeneration() || fOutputs.empty());
this->appendDecls(fOutputs, &this->outputs());
return this->finalize(programId, GR_GL_FRAGMENT_SHADER, shaderIds);
}
void GrGLFragmentShaderBuilder::bindFragmentShaderLocations(GrGLuint programID) {
// ES 3.00 requires custom color output but doesn't support bindFragDataLocation
if (fHasCustomColorOutput &&
kGLES_GrGLStandard != fProgramBuilder->gpu()->ctxInfo().standard()) {
GL_CALL(BindFragDataLocation(programID, 0, declared_color_output_name()));
}
if (fHasSecondaryOutput) {
GL_CALL(BindFragDataLocationIndexed(programID, 0, 1, dual_source_output_name()));
}
}
void GrGLFragmentShaderBuilder::addVarying(GrGLVarying* v, GrSLPrecision fsPrec) {
v->fFsIn = v->fVsOut;
if (v->fGsOut) {
v->fFsIn = v->fGsOut;
}
fInputs.push_back().set(v->fType, GrGLShaderVar::kVaryingIn_TypeModifier, v->fFsIn, fsPrec);
}