| /* |
| * 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 "src/gpu/glsl/GrGLSLGeometryProcessor.h" |
| |
| #include "src/core/SkMatrixPriv.h" |
| #include "src/gpu/GrPipeline.h" |
| #include "src/gpu/glsl/GrGLSLFragmentShaderBuilder.h" |
| #include "src/gpu/glsl/GrGLSLProgramBuilder.h" |
| #include "src/gpu/glsl/GrGLSLUniformHandler.h" |
| #include "src/gpu/glsl/GrGLSLVarying.h" |
| #include "src/gpu/glsl/GrGLSLVertexGeoBuilder.h" |
| |
| #include <unordered_map> |
| |
| void GrGLSLGeometryProcessor::emitCode(EmitArgs& args) { |
| GrGPArgs gpArgs; |
| this->onEmitCode(args, &gpArgs); |
| |
| if (gpArgs.fLocalCoordVar.getType() != kVoid_GrSLType) { |
| this->collectTransforms(args.fVertBuilder, args.fVaryingHandler, args.fUniformHandler, |
| gpArgs.fLocalCoordVar, args.fFPCoordTransformHandler); |
| } else { |
| // Make sure no FPs needed the local coord variable. |
| SkASSERT(!*args.fFPCoordTransformHandler); |
| } |
| |
| if (args.fGeomProc.willUseTessellationShaders()) { |
| // Tessellation shaders are temporarily responsible for integrating their own code strings |
| // while we work out full support. |
| return; |
| } |
| |
| GrGLSLVertexBuilder* vBuilder = args.fVertBuilder; |
| if (!args.fGeomProc.willUseGeoShader()) { |
| // Emit the vertex position to the hardware in the normalized window coordinates it expects. |
| SkASSERT(kFloat2_GrSLType == gpArgs.fPositionVar.getType() || |
| kFloat3_GrSLType == gpArgs.fPositionVar.getType()); |
| vBuilder->emitNormalizedSkPosition(gpArgs.fPositionVar.c_str(), |
| gpArgs.fPositionVar.getType()); |
| if (kFloat2_GrSLType == gpArgs.fPositionVar.getType()) { |
| args.fVaryingHandler->setNoPerspective(); |
| } |
| } else { |
| // Since we have a geometry shader, leave the vertex position in Skia device space for now. |
| // The geometry Shader will operate in device space, and then convert the final positions to |
| // normalized hardware window coordinates under the hood, once everything else has finished. |
| // The subclass must call setNoPerspective on the varying handler, if applicable. |
| vBuilder->codeAppendf("sk_Position = float4(%s", gpArgs.fPositionVar.c_str()); |
| switch (gpArgs.fPositionVar.getType()) { |
| case kFloat_GrSLType: |
| vBuilder->codeAppend(", 0"); |
| [[fallthrough]]; |
| case kFloat2_GrSLType: |
| vBuilder->codeAppend(", 0"); |
| [[fallthrough]]; |
| case kFloat3_GrSLType: |
| vBuilder->codeAppend(", 1"); |
| [[fallthrough]]; |
| case kFloat4_GrSLType: |
| vBuilder->codeAppend(");"); |
| break; |
| default: |
| SK_ABORT("Invalid position var type"); |
| break; |
| } |
| } |
| } |
| |
| void GrGLSLGeometryProcessor::collectTransforms(GrGLSLVertexBuilder* vb, |
| GrGLSLVaryingHandler* varyingHandler, |
| GrGLSLUniformHandler* uniformHandler, |
| const GrShaderVar& localCoordsVar, |
| FPCoordTransformHandler* handler) { |
| SkASSERT(localCoordsVar.getType() == kFloat2_GrSLType || |
| localCoordsVar.getType() == kFloat3_GrSLType); |
| // Cached varyings produced by parent FPs. If parent FPs introduce transformations, but all |
| // subsequent children are not transformed, they should share the same varying. |
| std::unordered_map<const GrFragmentProcessor*, GrShaderVar> localCoordsMap; |
| |
| GrGLSLVarying baseLocalCoord; |
| auto getBaseLocalCoord = [&baseLocalCoord, &localCoordsVar, vb, varyingHandler]() { |
| SkASSERT(GrSLTypeIsFloatType(localCoordsVar.getType())); |
| if (baseLocalCoord.type() == kVoid_GrSLType) { |
| // Initialize to the GP provided coordinate |
| SkString baseLocalCoordName = SkStringPrintf("LocalCoord"); |
| baseLocalCoord = GrGLSLVarying(localCoordsVar.getType()); |
| varyingHandler->addVarying(baseLocalCoordName.c_str(), &baseLocalCoord); |
| vb->codeAppendf("%s = %s;\n", baseLocalCoord.vsOut(), |
| localCoordsVar.getName().c_str()); |
| } |
| return GrShaderVar(SkString(baseLocalCoord.fsIn()), baseLocalCoord.type(), |
| GrShaderVar::TypeModifier::In); |
| }; |
| |
| for (int i = 0; *handler; ++*handler, ++i) { |
| const auto& fp = handler->get(); |
| |
| SkASSERT(fp.referencesSampleCoords()); |
| SkASSERT(!fp.isSampledWithExplicitCoords()); |
| |
| // FPs that use local coordinates need a varying to convey the coordinate. This may be the |
| // base GP's local coord if transforms have to be computed in the FS, or it may be a unique |
| // varying that computes the equivalent transformation hierarchy in the VS. |
| GrShaderVar varyingVar; |
| |
| // The FP's local coordinates are determined by the uniform transform hierarchy |
| // from this FP to the root, and can be computed in the vertex shader. |
| // If this hierarchy would be the identity transform, then we should use the |
| // original local coordinate. |
| // NOTE: The actual transform logic is handled in emitTransformCode(), this just |
| // needs to determine if a unique varying should be added for the FP. |
| GrShaderVar transformedLocalCoord; |
| const GrFragmentProcessor* coordOwner = nullptr; |
| |
| const GrFragmentProcessor* node = &fp; |
| while(node) { |
| SkASSERT(!node->isSampledWithExplicitCoords()); |
| |
| if (node->sampleUsage().isUniformMatrix()) { |
| // We can stop once we hit an FP that adds transforms; this FP can reuse |
| // that FPs varying (possibly vivifying it if this was the first use). |
| transformedLocalCoord = localCoordsMap[node]; |
| coordOwner = node; |
| break; |
| } // else intervening FP is an identity transform so skip past it |
| |
| node = node->parent(); |
| } |
| |
| if (coordOwner) { |
| // The FP will use coordOwner's varying; add varying if this was the first use |
| if (transformedLocalCoord.getType() == kVoid_GrSLType) { |
| GrGLSLVarying v(kFloat2_GrSLType); |
| if (GrSLTypeVecLength(localCoordsVar.getType()) == 3 || |
| coordOwner->hasPerspectiveTransform()) { |
| v = GrGLSLVarying(kFloat3_GrSLType); |
| } |
| SkString strVaryingName; |
| strVaryingName.printf("TransformedCoords_%d", i); |
| varyingHandler->addVarying(strVaryingName.c_str(), &v); |
| |
| fTransformInfos.push_back( |
| {GrShaderVar(v.vsOut(), v.type()), localCoordsVar, coordOwner}); |
| transformedLocalCoord = |
| GrShaderVar(SkString(v.fsIn()), v.type(), GrShaderVar::TypeModifier::In); |
| localCoordsMap[coordOwner] = transformedLocalCoord; |
| } |
| |
| varyingVar = transformedLocalCoord; |
| } else { |
| // The FP transform hierarchy is the identity, so use the original local coord |
| varyingVar = getBaseLocalCoord(); |
| } |
| |
| SkASSERT(varyingVar.getType() != kVoid_GrSLType); |
| handler->specifyCoordsForCurrCoordTransform(varyingVar); |
| } |
| } |
| |
| void GrGLSLGeometryProcessor::emitTransformCode(GrGLSLVertexBuilder* vb, |
| GrGLSLUniformHandler* uniformHandler) { |
| std::unordered_map<const GrFragmentProcessor*, GrShaderVar> localCoordsMap; |
| for (const auto& tr : fTransformInfos) { |
| // If we recorded a transform info, its sample matrix must be uniform |
| SkASSERT(tr.fFP->sampleUsage().isUniformMatrix()); |
| |
| SkString localCoords; |
| // Build a concatenated matrix expression that we apply to the root local coord. |
| // If we have an expression cached from an early FP in the hierarchy chain, we can stop |
| // there instead of going all the way to the GP. |
| SkString transformExpression; |
| |
| const auto* base = tr.fFP; |
| while(base) { |
| GrShaderVar cachedBaseCoord = localCoordsMap[base]; |
| if (cachedBaseCoord.getType() != kVoid_GrSLType) { |
| // Can stop here, as this varying already holds all transforms from higher FPs |
| if (cachedBaseCoord.getType() == kFloat3_GrSLType) { |
| localCoords = cachedBaseCoord.getName(); |
| } else { |
| localCoords = SkStringPrintf("%s.xy1", cachedBaseCoord.getName().c_str()); |
| } |
| break; |
| } else if (base->sampleUsage().isUniformMatrix()) { |
| // The matrix expression is always the same, but the parent defined the uniform |
| GrShaderVar uniform = uniformHandler->liftUniformToVertexShader( |
| *base->parent(), SkString(SkSL::SampleUsage::MatrixUniformName())); |
| SkASSERT(uniform.getType() == kFloat3x3_GrSLType); |
| |
| // Accumulate the base matrix expression as a preConcat |
| if (!transformExpression.isEmpty()) { |
| transformExpression.append(" * "); |
| } |
| transformExpression.appendf("(%s)", uniform.getName().c_str()); |
| } else { |
| // This intermediate FP is just a pass through and doesn't need to be built |
| // in to the expression, but must visit its parents in case they add transforms |
| SkASSERT(base->sampleUsage().isPassThrough() || !base->sampleUsage().isSampled()); |
| } |
| |
| base = base->parent(); |
| } |
| |
| if (localCoords.isEmpty()) { |
| // Must use GP's local coords |
| if (tr.fLocalCoords.getType() == kFloat3_GrSLType) { |
| localCoords = tr.fLocalCoords.getName(); |
| } else { |
| localCoords = SkStringPrintf("%s.xy1", tr.fLocalCoords.getName().c_str()); |
| } |
| } |
| |
| vb->codeAppend("{\n"); |
| if (tr.fOutputCoords.getType() == kFloat2_GrSLType) { |
| if (vb->getProgramBuilder()->shaderCaps()->nonsquareMatrixSupport()) { |
| vb->codeAppendf("%s = float3x2(%s) * %s", tr.fOutputCoords.getName().c_str(), |
| transformExpression.c_str(), |
| localCoords.c_str()); |
| } else { |
| vb->codeAppendf("%s = ((%s) * %s).xy", tr.fOutputCoords.getName().c_str(), |
| transformExpression.c_str(), |
| localCoords.c_str()); |
| } |
| } else { |
| SkASSERT(tr.fOutputCoords.getType() == kFloat3_GrSLType); |
| vb->codeAppendf("%s = (%s) * %s", tr.fOutputCoords.getName().c_str(), |
| transformExpression.c_str(), |
| localCoords.c_str()); |
| } |
| vb->codeAppend(";\n"); |
| vb->codeAppend("}\n"); |
| |
| localCoordsMap.insert({ tr.fFP, tr.fOutputCoords }); |
| } |
| } |
| |
| void GrGLSLGeometryProcessor::setupUniformColor(GrGLSLFPFragmentBuilder* fragBuilder, |
| GrGLSLUniformHandler* uniformHandler, |
| const char* outputName, |
| UniformHandle* colorUniform) { |
| SkASSERT(colorUniform); |
| const char* stagedLocalVarName; |
| *colorUniform = uniformHandler->addUniform(nullptr, |
| kFragment_GrShaderFlag, |
| kHalf4_GrSLType, |
| "Color", |
| &stagedLocalVarName); |
| fragBuilder->codeAppendf("%s = %s;", outputName, stagedLocalVarName); |
| if (fragBuilder->getProgramBuilder()->shaderCaps()->mustObfuscateUniformColor()) { |
| fragBuilder->codeAppendf("%s = max(%s, half4(0));", outputName, outputName); |
| } |
| } |
| |
| void GrGLSLGeometryProcessor::SetTransform(const GrGLSLProgramDataManager& pdman, |
| const GrShaderCaps& shaderCaps, |
| const UniformHandle& uniform, |
| const SkMatrix& matrix, |
| SkMatrix* state) { |
| if (!uniform.isValid() || (state && SkMatrixPriv::CheapEqual(*state, matrix))) { |
| // No update needed |
| return; |
| } |
| if (state) { |
| *state = matrix; |
| } |
| if (matrix.isScaleTranslate() && !shaderCaps.reducedShaderMode()) { |
| // ComputeMatrixKey and writeX() assume the uniform is a float4 (can't assert since nothing |
| // is exposed on a handle, but should be caught lower down). |
| float values[4] = {matrix.getScaleX(), matrix.getTranslateX(), |
| matrix.getScaleY(), matrix.getTranslateY()}; |
| pdman.set4fv(uniform, 1, values); |
| } else { |
| pdman.setSkMatrix(uniform, matrix); |
| } |
| } |
| |
| static void write_passthrough_vertex_position(GrGLSLVertexBuilder* vertBuilder, |
| const GrShaderVar& inPos, |
| GrShaderVar* outPos) { |
| SkASSERT(inPos.getType() == kFloat3_GrSLType || inPos.getType() == kFloat2_GrSLType); |
| SkString outName = vertBuilder->newTmpVarName(inPos.getName().c_str()); |
| outPos->set(inPos.getType(), outName.c_str()); |
| vertBuilder->codeAppendf("float%d %s = %s;", |
| GrSLTypeVecLength(inPos.getType()), |
| outName.c_str(), |
| inPos.getName().c_str()); |
| } |
| |
| static void write_vertex_position(GrGLSLVertexBuilder* vertBuilder, |
| GrGLSLUniformHandler* uniformHandler, |
| const GrShaderCaps& shaderCaps, |
| const GrShaderVar& inPos, |
| const SkMatrix& matrix, |
| const char* matrixName, |
| GrShaderVar* outPos, |
| GrGLSLGeometryProcessor::UniformHandle* matrixUniform) { |
| SkASSERT(inPos.getType() == kFloat3_GrSLType || inPos.getType() == kFloat2_GrSLType); |
| SkString outName = vertBuilder->newTmpVarName(inPos.getName().c_str()); |
| |
| if (matrix.isIdentity() && !shaderCaps.reducedShaderMode()) { |
| write_passthrough_vertex_position(vertBuilder, inPos, outPos); |
| return; |
| } |
| SkASSERT(matrixUniform); |
| |
| bool useCompactTransform = matrix.isScaleTranslate() && !shaderCaps.reducedShaderMode(); |
| const char* mangledMatrixName; |
| *matrixUniform = uniformHandler->addUniform(nullptr, |
| kVertex_GrShaderFlag, |
| useCompactTransform ? kFloat4_GrSLType |
| : kFloat3x3_GrSLType, |
| matrixName, |
| &mangledMatrixName); |
| |
| if (inPos.getType() == kFloat3_GrSLType) { |
| // A float3 stays a float3 whether or not the matrix adds perspective |
| if (useCompactTransform) { |
| vertBuilder->codeAppendf("float3 %s = %s.xz1 * %s + %s.yw0;\n", |
| outName.c_str(), |
| mangledMatrixName, |
| inPos.getName().c_str(), |
| mangledMatrixName); |
| } else { |
| vertBuilder->codeAppendf("float3 %s = %s * %s;\n", |
| outName.c_str(), |
| mangledMatrixName, |
| inPos.getName().c_str()); |
| } |
| outPos->set(kFloat3_GrSLType, outName.c_str()); |
| return; |
| } |
| if (matrix.hasPerspective()) { |
| // A float2 is promoted to a float3 if we add perspective via the matrix |
| SkASSERT(!useCompactTransform); |
| vertBuilder->codeAppendf("float3 %s = (%s * %s.xy1);", |
| outName.c_str(), |
| mangledMatrixName, |
| inPos.getName().c_str()); |
| outPos->set(kFloat3_GrSLType, outName.c_str()); |
| return; |
| } |
| if (useCompactTransform) { |
| vertBuilder->codeAppendf("float2 %s = %s.xz * %s + %s.yw;\n", |
| outName.c_str(), |
| mangledMatrixName, |
| inPos.getName().c_str(), |
| mangledMatrixName); |
| } else if (shaderCaps.nonsquareMatrixSupport()) { |
| vertBuilder->codeAppendf("float2 %s = float3x2(%s) * %s.xy1;\n", |
| outName.c_str(), |
| mangledMatrixName, |
| inPos.getName().c_str()); |
| } else { |
| vertBuilder->codeAppendf("float2 %s = (%s * %s.xy1).xy;\n", |
| outName.c_str(), |
| mangledMatrixName, |
| inPos.getName().c_str()); |
| } |
| outPos->set(kFloat2_GrSLType, outName.c_str()); |
| } |
| |
| void GrGLSLGeometryProcessor::WriteOutputPosition(GrGLSLVertexBuilder* vertBuilder, |
| GrGPArgs* gpArgs, |
| const char* posName) { |
| // writeOutputPosition assumes the incoming pos name points to a float2 variable |
| GrShaderVar inPos(posName, kFloat2_GrSLType); |
| write_passthrough_vertex_position(vertBuilder, inPos, &gpArgs->fPositionVar); |
| } |
| |
| void GrGLSLGeometryProcessor::WriteOutputPosition(GrGLSLVertexBuilder* vertBuilder, |
| GrGLSLUniformHandler* uniformHandler, |
| const GrShaderCaps& shaderCaps, |
| GrGPArgs* gpArgs, |
| const char* posName, |
| const SkMatrix& mat, |
| UniformHandle* viewMatrixUniform) { |
| GrShaderVar inPos(posName, kFloat2_GrSLType); |
| write_vertex_position(vertBuilder, |
| uniformHandler, |
| shaderCaps, |
| inPos, |
| mat, |
| "viewMatrix", |
| &gpArgs->fPositionVar, |
| viewMatrixUniform); |
| } |
| |
| void GrGLSLGeometryProcessor::WriteLocalCoord(GrGLSLVertexBuilder* vertBuilder, |
| GrGLSLUniformHandler* uniformHandler, |
| const GrShaderCaps& shaderCaps, |
| GrGPArgs* gpArgs, |
| GrShaderVar localVar, |
| const SkMatrix& localMatrix, |
| UniformHandle* localMatrixUniform) { |
| write_vertex_position(vertBuilder, |
| uniformHandler, |
| shaderCaps, |
| localVar, |
| localMatrix, |
| "localMatrix", |
| &gpArgs->fLocalCoordVar, |
| localMatrixUniform); |
| } |
| |
| ////////////////////////////////////////////////////////////////////////////// |
| |
| GrGLSLGeometryProcessor::FPCoordTransformHandler::FPCoordTransformHandler( |
| const GrPipeline& pipeline, |
| SkTArray<GrShaderVar>* transformedCoordVars) |
| : fIter(pipeline), fTransformedCoordVars(transformedCoordVars) { |
| while (fIter && !fIter->usesVaryingCoordsDirectly()) { |
| ++fIter; |
| } |
| } |
| |
| const GrFragmentProcessor& GrGLSLGeometryProcessor::FPCoordTransformHandler::get() const { |
| return *fIter; |
| } |
| |
| GrGLSLGeometryProcessor::FPCoordTransformHandler& |
| GrGLSLGeometryProcessor::FPCoordTransformHandler::operator++() { |
| SkASSERT(fAddedCoord); |
| do { |
| ++fIter; |
| } while (fIter && !fIter->usesVaryingCoordsDirectly()); |
| SkDEBUGCODE(fAddedCoord = false;) |
| return *this; |
| } |