blob: 7cda822da6a071062d66d0f2b867277388b691b8 [file] [log] [blame]
/*
* 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 render target flip (used for dFdy, sk_Clockwise, and sk_FragCoord)
// without mangling the name of the uniform inside of a stage.
void addRTFlipUniform(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);
/**
* If computation of a FP's input coords have been lifted to the vertex shader, this method
* retrieves the name of the coords varying in the FS. The FP code should read this directly
* rather than writing a function that takes a float2 coord.
*/
GrShaderVar varyingCoordsForFragmentProcessor(const GrFragmentProcessor*);
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&,
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;
GrGLSLGeometryProcessor::FPToVaryingCoordsMap fFPCoordVaryings;
};
#endif