| /* |
| * Copyright 2014 Google Inc. |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| #ifndef GrGLSLShaderBuilder_DEFINED |
| #define GrGLSLShaderBuilder_DEFINED |
| |
| #include "include/core/SkSpan.h" |
| #include "include/private/SkSLStatement.h" |
| #include "include/private/SkSLString.h" |
| #include "include/private/SkTDArray.h" |
| #include "src/gpu/GrShaderVar.h" |
| #include "src/gpu/GrTBlockList.h" |
| #include "src/gpu/glsl/GrGLSLUniformHandler.h" |
| |
| #include <stdarg.h> |
| |
| class GrGLSLColorSpaceXformHelper; |
| |
| namespace SkSL { |
| namespace dsl { |
| class DSLWriter; |
| } |
| } |
| |
| /** |
| base class for all shaders builders |
| */ |
| class GrGLSLShaderBuilder { |
| public: |
| GrGLSLShaderBuilder(GrGLSLProgramBuilder* program); |
| virtual ~GrGLSLShaderBuilder() {} |
| |
| using SamplerHandle = GrGLSLUniformHandler::SamplerHandle; |
| |
| /** Appends a 2D texture sample with projection if necessary. The vec length and swizzle |
| order of the result depends on the GrProcessor::TextureSampler associated with the |
| SamplerHandle. |
| */ |
| void appendTextureLookup(SkString* out, SamplerHandle, const char* coordName) const; |
| |
| /** Version of above that appends the result to the shader code instead.*/ |
| void appendTextureLookup(SamplerHandle, |
| const char* coordName, |
| GrGLSLColorSpaceXformHelper* colorXformHelper = nullptr); |
| |
| /** Does the work of appendTextureLookup and blends the result by dst, treating the texture |
| lookup as the src input to the blend. The dst is assumed to be half4 and the result is |
| always a half4. If dst is nullptr we use half4(1) as the blend dst. */ |
| void appendTextureLookupAndBlend(const char* dst, |
| SkBlendMode, |
| SamplerHandle, |
| const char* coordName, |
| GrGLSLColorSpaceXformHelper* colorXformHelper = nullptr); |
| |
| /** Appends a load of an input attachment into the shader code. */ |
| void appendInputLoad(SamplerHandle); |
| |
| /** Adds a helper function to facilitate color gamut transformation, and produces code that |
| returns the srcColor transformed into a new gamut (via multiplication by the xform from |
| colorXformHelper). Premultiplied sources are also handled correctly (colorXformHelper |
| determines if the source is premultipled or not). */ |
| void appendColorGamutXform(SkString* out, const char* srcColor, |
| GrGLSLColorSpaceXformHelper* colorXformHelper); |
| |
| /** Version of above that appends the result to the shader code instead. */ |
| void appendColorGamutXform(const char* srcColor, GrGLSLColorSpaceXformHelper* colorXformHelper); |
| |
| /** |
| * Adds a constant declaration to the top of the shader. |
| */ |
| void defineConstant(const char* type, const char* name, const char* value) { |
| this->definitions().appendf("const %s %s = %s;\n", type, name, value); |
| } |
| |
| void defineConstant(const char* name, int value) { |
| this->definitions().appendf("const int %s = %i;\n", name, value); |
| } |
| |
| void defineConstant(const char* name, float value) { |
| this->definitions().appendf("const float %s = %f;\n", name, value); |
| } |
| |
| void defineConstantf(const char* type, const char* name, const char* fmt, ...) { |
| this->definitions().appendf("const %s %s = ", type, name); |
| va_list args; |
| va_start(args, fmt); |
| this->definitions().appendVAList(fmt, args); |
| va_end(args); |
| this->definitions().append(";\n"); |
| } |
| |
| void definitionAppend(const char* str) { this->definitions().append(str); } |
| |
| void declareGlobal(const GrShaderVar&); |
| |
| // Generates a unique variable name for holding the result of a temporary expression when it's |
| // not reasonable to just add a new block for scoping. Does not declare anything. |
| SkString newTmpVarName(const char* suffix) { |
| int tmpIdx = fTmpVariableCounter++; |
| return SkStringPrintf("_tmp_%d_%s", tmpIdx, suffix); |
| } |
| |
| /** |
| * Called by GrGLSLProcessors to add code to one of the shaders. |
| */ |
| void codeAppendf(const char format[], ...) SK_PRINTF_LIKE(2, 3) { |
| va_list args; |
| va_start(args, format); |
| this->code().appendVAList(format, args); |
| va_end(args); |
| } |
| |
| void codeAppend(const char* str) { this->code().append(str); } |
| |
| void codeAppend(const char* str, size_t length) { this->code().append(str, length); } |
| |
| void codeAppend(std::unique_ptr<SkSL::Statement> stmt); |
| |
| void codePrependf(const char format[], ...) SK_PRINTF_LIKE(2, 3) { |
| va_list args; |
| va_start(args, format); |
| this->code().prependVAList(format, args); |
| va_end(args); |
| } |
| |
| /** |
| * Appends a variable declaration to one of the shaders |
| */ |
| void declAppend(const GrShaderVar& var); |
| |
| /** |
| * Generates a mangled name for a helper function in the fragment shader. Will give consistent |
| * results if called more than once. |
| */ |
| SkString getMangledFunctionName(const char* baseName); |
| |
| /** Emits a prototype for a helper function outside of main() in the fragment shader. */ |
| void emitFunctionPrototype(GrSLType returnType, |
| const char* mangledName, |
| SkSpan<const GrShaderVar> args); |
| |
| /** Emits a helper function outside of main() in the fragment shader. */ |
| void emitFunction(GrSLType returnType, |
| const char* mangledName, |
| SkSpan<const GrShaderVar> args, |
| const char* body); |
| |
| void emitFunction(const char* declaration, const char* body); |
| |
| /** |
| * Combines the various parts of the shader to create a single finalized shader string. |
| */ |
| void finalize(uint32_t visibility); |
| |
| /** |
| * Get parent builder for adding uniforms. |
| */ |
| GrGLSLProgramBuilder* getProgramBuilder() { return fProgramBuilder; } |
| |
| /** |
| * Helper for begining and ending a block in the shader code. |
| */ |
| class ShaderBlock { |
| public: |
| ShaderBlock(GrGLSLShaderBuilder* builder) : fBuilder(builder) { |
| SkASSERT(builder); |
| fBuilder->codeAppend("{"); |
| } |
| |
| ~ShaderBlock() { |
| fBuilder->codeAppend("}"); |
| } |
| private: |
| GrGLSLShaderBuilder* fBuilder; |
| }; |
| |
| protected: |
| typedef GrTBlockList<GrShaderVar> VarArray; |
| void appendDecls(const VarArray& vars, SkString* out) const; |
| |
| void appendFunctionDecl(GrSLType returnType, |
| const char* mangledName, |
| SkSpan<const GrShaderVar> args); |
| |
| /** |
| * Features that should only be enabled internally by the builders. |
| */ |
| enum GLSLPrivateFeature { |
| kFragCoordConventions_GLSLPrivateFeature, |
| kBlendEquationAdvanced_GLSLPrivateFeature, |
| kBlendFuncExtended_GLSLPrivateFeature, |
| kFramebufferFetch_GLSLPrivateFeature, |
| kNoPerspectiveInterpolation_GLSLPrivateFeature, |
| kSampleVariables_GLSLPrivateFeature, |
| kLastGLSLPrivateFeature = kSampleVariables_GLSLPrivateFeature |
| }; |
| |
| /* |
| * A general function which enables an extension in a shader if the feature bit is not present |
| * |
| * @return true if the feature bit was not yet present, false otherwise. |
| */ |
| bool addFeature(uint32_t featureBit, const char* extensionName); |
| |
| enum InterfaceQualifier { |
| kIn_InterfaceQualifier, |
| kOut_InterfaceQualifier, |
| kLastInterfaceQualifier = kOut_InterfaceQualifier |
| }; |
| |
| /* |
| * A low level function to build default layout qualifiers. |
| * |
| * e.g. layout(param1, param2, ...) out; |
| * |
| * GLSL allows default layout qualifiers for in, out, and uniform. |
| */ |
| void addLayoutQualifier(const char* param, InterfaceQualifier); |
| |
| void compileAndAppendLayoutQualifiers(); |
| |
| void nextStage() { |
| fShaderStrings.push_back(); |
| fCodeIndex++; |
| } |
| |
| void deleteStage() { |
| fShaderStrings.pop_back(); |
| fCodeIndex--; |
| } |
| |
| SkString& extensions() { return fShaderStrings[kExtensions]; } |
| SkString& definitions() { return fShaderStrings[kDefinitions]; } |
| SkString& precisionQualifier() { return fShaderStrings[kPrecisionQualifier]; } |
| SkString& layoutQualifiers() { return fShaderStrings[kLayoutQualifiers]; } |
| SkString& uniforms() { return fShaderStrings[kUniforms]; } |
| SkString& inputs() { return fShaderStrings[kInputs]; } |
| SkString& outputs() { return fShaderStrings[kOutputs]; } |
| SkString& functions() { return fShaderStrings[kFunctions]; } |
| SkString& main() { return fShaderStrings[kMain]; } |
| SkString& code() { return fShaderStrings[fCodeIndex]; } |
| |
| virtual void onFinalize() = 0; |
| |
| enum { |
| kExtensions, |
| kDefinitions, |
| kPrecisionQualifier, |
| kLayoutQualifiers, |
| kUniforms, |
| kInputs, |
| kOutputs, |
| kFunctions, |
| kMain, |
| kCode, |
| |
| kPrealloc = kCode + 6, // 6 == Reasonable upper bound on number of processor stages |
| }; |
| |
| GrGLSLProgramBuilder* fProgramBuilder; |
| SkSL::String fCompilerString; |
| SkSTArray<kPrealloc, SkString> fShaderStrings; |
| SkString fCode; |
| SkString fFunctions; |
| SkString fExtensions; |
| // Hangs onto Declarations so we don't destroy them prior to the variables that refer to them. |
| SkSL::StatementArray fDeclarations; |
| |
| VarArray fInputs; |
| VarArray fOutputs; |
| uint32_t fFeaturesAddedMask; |
| SkSTArray<1, SkString> fLayoutParams[kLastInterfaceQualifier + 1]; |
| int fCodeIndex; |
| bool fFinalized; |
| |
| // Counter for generating unique scratch variable names in a shader. |
| int fTmpVariableCounter; |
| |
| friend class GrGLSLProgramBuilder; |
| friend class GrGLProgramBuilder; |
| friend class GrD3DPipelineStateBuilder; |
| friend class GrDawnProgramBuilder; |
| friend class GrGLSLVaryingHandler; // to access noperspective interpolation feature. |
| friend class GrGLPathProgramBuilder; // to access fInputs. |
| friend class GrVkPipelineStateBuilder; |
| friend class GrMtlPipelineStateBuilder; |
| friend class SkSL::dsl::DSLWriter; |
| }; |
| #endif |