| /* |
| * Copyright 2015 Google Inc. |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| #ifndef GrGLSLProgramBuilder_DEFINED |
| #define GrGLSLProgramBuilder_DEFINED |
| |
| #include "src/gpu/GrCaps.h" |
| #include "src/gpu/GrGeometryProcessor.h" |
| #include "src/gpu/GrProgramInfo.h" |
| #include "src/gpu/glsl/GrGLSLFragmentProcessor.h" |
| #include "src/gpu/glsl/GrGLSLFragmentShaderBuilder.h" |
| #include "src/gpu/glsl/GrGLSLGeometryProcessor.h" |
| #include "src/gpu/glsl/GrGLSLProgramDataManager.h" |
| #include "src/gpu/glsl/GrGLSLUniformHandler.h" |
| #include "src/gpu/glsl/GrGLSLVertexGeoBuilder.h" |
| #include "src/gpu/glsl/GrGLSLXferProcessor.h" |
| #include "src/sksl/SkSLCompiler.h" |
| |
| #include <vector> |
| |
| class GrProgramDesc; |
| class GrRenderTarget; |
| class GrShaderVar; |
| class GrGLSLVaryingHandler; |
| class SkString; |
| class GrShaderCaps; |
| |
| class GrGLSLProgramBuilder { |
| public: |
| using UniformHandle = GrGLSLUniformHandler::UniformHandle; |
| using SamplerHandle = GrGLSLUniformHandler::SamplerHandle; |
| |
| virtual ~GrGLSLProgramBuilder(); |
| |
| virtual const GrCaps* caps() const = 0; |
| const GrShaderCaps* shaderCaps() const { return this->caps()->shaderCaps(); } |
| |
| GrSurfaceOrigin origin() const { return fProgramInfo.origin(); } |
| const GrPipeline& pipeline() const { return fProgramInfo.pipeline(); } |
| const GrGeometryProcessor& geometryProcessor() const { return fProgramInfo.geomProc(); } |
| GrProcessor::CustomFeatures processorFeatures() const { |
| return fProgramInfo.requestedFeatures(); |
| } |
| bool snapVerticesToPixelCenters() const { |
| return fProgramInfo.pipeline().snapVerticesToPixelCenters(); |
| } |
| bool hasPointSize() const { return fProgramInfo.primitiveType() == GrPrimitiveType::kPoints; } |
| virtual SkSL::Compiler* shaderCompiler() const = 0; |
| |
| const GrProgramDesc& desc() const { return fDesc; } |
| |
| void appendUniformDecls(GrShaderFlags visibility, SkString*) const; |
| |
| const char* samplerVariable(SamplerHandle handle) const { |
| return this->uniformHandler()->samplerVariable(handle); |
| } |
| |
| GrSwizzle samplerSwizzle(SamplerHandle handle) const { |
| return this->uniformHandler()->samplerSwizzle(handle); |
| } |
| |
| const char* inputSamplerVariable(SamplerHandle handle) const { |
| return this->uniformHandler()->inputSamplerVariable(handle); |
| } |
| |
| GrSwizzle inputSamplerSwizzle(SamplerHandle handle) const { |
| return this->uniformHandler()->inputSamplerSwizzle(handle); |
| } |
| |
| // Used to add a uniform for the RenderTarget height (used for u_skRTHeight and frag position) |
| // without mangling the name of the uniform inside of a stage. |
| void addRTHeightUniform(const char* name); |
| |
| // Generates a name for a variable. The generated string will be name prefixed by the prefix |
| // char (unless the prefix is '\0'). It also will mangle the name to be stage-specific unless |
| // explicitly asked not to. `nameVariable` can also be used to generate names for functions or |
| // other types of symbols where unique names are important. |
| SkString nameVariable(char prefix, const char* name, bool mangle = true); |
| |
| virtual GrGLSLUniformHandler* uniformHandler() = 0; |
| virtual const GrGLSLUniformHandler* uniformHandler() const = 0; |
| virtual GrGLSLVaryingHandler* varyingHandler() = 0; |
| |
| // Used for backend customization of the output color and secondary color variables from the |
| // fragment processor. Only used if the outputs are explicitly declared in the shaders |
| virtual void finalizeFragmentOutputColor(GrShaderVar& outputColor) {} |
| virtual void finalizeFragmentSecondaryColor(GrShaderVar& outputColor) {} |
| |
| // number of each input/output type in a single allocation block, used by many builders |
| static const int kVarsPerBlock; |
| |
| GrGLSLVertexBuilder fVS; |
| GrGLSLGeometryBuilder fGS; |
| GrGLSLFragmentShaderBuilder fFS; |
| |
| int fStageIndex; |
| |
| const GrProgramDesc& fDesc; |
| const GrProgramInfo& fProgramInfo; |
| |
| GrGLSLBuiltinUniformHandles fUniformHandles; |
| |
| std::unique_ptr<GrGLSLGeometryProcessor> fGeometryProcessor; |
| std::unique_ptr<GrGLSLXferProcessor> fXferProcessor; |
| std::vector<std::unique_ptr<GrGLSLFragmentProcessor>> fFPImpls; |
| |
| SamplerHandle fDstTextureSamplerHandle; |
| GrSurfaceOrigin fDstTextureOrigin; |
| |
| protected: |
| explicit GrGLSLProgramBuilder(const GrProgramDesc&, const GrProgramInfo&); |
| |
| void addFeature(GrShaderFlags shaders, uint32_t featureBit, const char* extensionName); |
| |
| bool emitAndInstallProcs(); |
| |
| void finalizeShaders(); |
| |
| bool fragColorIsInOut() const { return fFS.primaryColorOutputIsInOut(); } |
| |
| private: |
| // reset is called by program creator between each processor's emit code. It increments the |
| // stage offset for variable name mangling, and also ensures verfication variables in the |
| // fragment shader are cleared. |
| void reset() { |
| this->addStage(); |
| SkDEBUGCODE(fFS.debugOnly_resetPerStageVerification();) |
| } |
| void addStage() { fStageIndex++; } |
| |
| class AutoStageAdvance { |
| public: |
| AutoStageAdvance(GrGLSLProgramBuilder* pb) |
| : fPB(pb) { |
| fPB->reset(); |
| // Each output to the fragment processor gets its own code section |
| fPB->fFS.nextStage(); |
| } |
| ~AutoStageAdvance() {} |
| private: |
| GrGLSLProgramBuilder* fPB; |
| }; |
| |
| // Generates a possibly mangled name for a stage variable and writes it to the fragment shader. |
| void nameExpression(SkString*, const char* baseName); |
| |
| bool emitAndInstallPrimProc(SkString* outputColor, SkString* outputCoverage); |
| bool emitAndInstallDstTexture(); |
| bool emitAndInstallFragProcs(SkString* colorInOut, SkString* coverageInOut); |
| SkString emitFragProc(const GrFragmentProcessor&, |
| GrGLSLFragmentProcessor&, |
| int transformedCoordVarsIdx, |
| const SkString& input, |
| SkString output); |
| bool emitAndInstallXferProc(const SkString& colorIn, const SkString& coverageIn); |
| SamplerHandle emitSampler(const GrBackendFormat&, GrSamplerState, const GrSwizzle&, |
| const char* name); |
| SamplerHandle emitInputSampler(const GrSwizzle& swizzle, const char* name); |
| bool checkSamplerCounts(); |
| |
| #ifdef SK_DEBUG |
| void verify(const GrGeometryProcessor&); |
| void verify(const GrFragmentProcessor&); |
| void verify(const GrXferProcessor&); |
| #endif |
| |
| // These are used to check that we don't excede the allowable number of resources in a shader. |
| int fNumFragmentSamplers; |
| SkSTArray<4, GrShaderVar> fTransformedCoordVars; |
| }; |
| |
| #endif |