|  | /* | 
|  | * 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 "GrAllocator.h" | 
|  | #include "GrShaderVar.h" | 
|  | #include "glsl/GrGLSLUniformHandler.h" | 
|  | #include "SkTDArray.h" | 
|  |  | 
|  | #include <stdarg.h> | 
|  |  | 
|  | class GrGLSLColorSpaceXformHelper; | 
|  |  | 
|  | /** | 
|  | 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. coordType must either be Vec2f or | 
|  | Vec3f. The latter is interpreted as projective texture coords. 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, | 
|  | GrSLType coordType = kHalf2_GrSLType) const; | 
|  |  | 
|  | /** Version of above that appends the result to the shader code instead.*/ | 
|  | void appendTextureLookup(SamplerHandle, | 
|  | const char* coordName, | 
|  | GrSLType coordType = kHalf2_GrSLType, | 
|  | GrGLSLColorSpaceXformHelper* colorXformHelper = nullptr); | 
|  |  | 
|  |  | 
|  | /** Does the work of appendTextureLookup and modulates the result by modulation. The result is | 
|  | always a half4. modulation and the swizzle specified by SamplerHandle must both be | 
|  | half4 or half. If modulation is "" or nullptr it this function acts as though | 
|  | appendTextureLookup were called. */ | 
|  | void appendTextureLookupAndModulate(const char* modulation, | 
|  | SamplerHandle, | 
|  | const char* coordName, | 
|  | GrSLType coordType = kHalf2_GrSLType, | 
|  | GrGLSLColorSpaceXformHelper* colorXformHelper = nullptr); | 
|  |  | 
|  | /** 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 declareGlobal(const GrShaderVar&); | 
|  |  | 
|  | /** | 
|  | * 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 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); | 
|  |  | 
|  | /** Emits a helper function outside of main() in the fragment shader. */ | 
|  | void emitFunction(GrSLType returnType, | 
|  | const char* name, | 
|  | int argCnt, | 
|  | const GrShaderVar* args, | 
|  | const char* body, | 
|  | SkString* outName); | 
|  |  | 
|  | /* | 
|  | * 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 GrTAllocator<GrShaderVar> VarArray; | 
|  | void appendDecls(const VarArray& vars, SkString* out) const; | 
|  |  | 
|  | /** | 
|  | * 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(); | 
|  | fCompilerStrings.push_back(this->code().c_str()); | 
|  | fCompilerStringLengths.push_back((int)this->code().size()); | 
|  | fCodeIndex++; | 
|  | } | 
|  |  | 
|  | SkString& versionDecl() { return fShaderStrings[kVersionDecl]; } | 
|  | 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 { | 
|  | kVersionDecl, | 
|  | kExtensions, | 
|  | kDefinitions, | 
|  | kPrecisionQualifier, | 
|  | kLayoutQualifiers, | 
|  | kUniforms, | 
|  | kInputs, | 
|  | kOutputs, | 
|  | kFunctions, | 
|  | kMain, | 
|  | kCode, | 
|  |  | 
|  | kPrealloc = kCode + 6,  // 6 == Reasonable upper bound on number of processor stages | 
|  | }; | 
|  |  | 
|  | GrGLSLProgramBuilder* fProgramBuilder; | 
|  | SkSTArray<kPrealloc, const char*, true> fCompilerStrings; | 
|  | SkSTArray<kPrealloc, int, true> fCompilerStringLengths; | 
|  | SkSTArray<kPrealloc, SkString> fShaderStrings; | 
|  | SkString fCode; | 
|  | SkString fFunctions; | 
|  | SkString fExtensions; | 
|  |  | 
|  | VarArray fInputs; | 
|  | VarArray fOutputs; | 
|  | uint32_t fFeaturesAddedMask; | 
|  | SkSTArray<1, SkString> fLayoutParams[kLastInterfaceQualifier + 1]; | 
|  | int fCodeIndex; | 
|  | bool fFinalized; | 
|  |  | 
|  | friend class GrCCCoverageProcessor; // to access code(). | 
|  | friend class GrGLSLProgramBuilder; | 
|  | friend class GrGLProgramBuilder; | 
|  | friend class GrGLSLVaryingHandler; // to access noperspective interpolation feature. | 
|  | friend class GrGLPathProgramBuilder; // to access fInputs. | 
|  | friend class GrVkPipelineStateBuilder; | 
|  | friend class GrMtlPipelineStateBuilder; | 
|  | }; | 
|  | #endif |