| /* |
| * 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/gpu/GrCoordTransform.h" |
| #include "src/gpu/GrPipeline.h" |
| #include "src/gpu/glsl/GrGLSLFragmentShaderBuilder.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); |
| |
| // FIXME This must always be called at the moment, even when fLocalCoordVar is uninitialized |
| // and void because collectTransforms registers the uniforms for legacy coord transforms, which |
| // still need to be added even if the FPs are sampled explicitly. When they are gone, we only |
| // need to call this if the local coord isn't void (plus verify that FPs really don't need it). |
| this->collectTransforms(args.fVertBuilder, args.fVaryingHandler, args.fUniformHandler, |
| gpArgs.fLocalCoordVar, args.fFPCoordTransformHandler); |
| |
| if (args.fGP.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.fGP.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(), args.fRTAdjustName, |
| 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 || |
| localCoordsVar.getType() == kVoid_GrSLType /* until coord transforms are gone */); |
| // 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) { |
| auto [coordTransform, fp] = handler->get(); |
| |
| // FPs that use the legacy coord transform system will need a uniform registered for them |
| // to hold the coord transform's matrix. |
| GrShaderVar transformVar; |
| // 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; |
| |
| // If this is true, the FP's signature takes a float2 local coordinate. Otherwise, it |
| // doesn't use local coordinates, or it can be lifted to a varying and referenced directly. |
| bool localCoordComputedInFS = fp.isSampledWithExplicitCoords(); |
| if (!coordTransform.isNoOp()) { |
| // Legacy coord transform that actually is doing something. This matrix is the last |
| // transformation to affect the local coordinate. |
| SkString strUniName; |
| strUniName.printf("CoordTransformMatrix_%d", i); |
| auto flag = localCoordComputedInFS ? kFragment_GrShaderFlag |
| : kVertex_GrShaderFlag; |
| auto& uni = fInstalledTransforms.push_back(); |
| if (fp.isSampledWithExplicitCoords() && coordTransform.matrix().isScaleTranslate()) { |
| uni.fType = kFloat4_GrSLType; |
| } else { |
| uni.fType = kFloat3x3_GrSLType; |
| } |
| uni.fHandle = |
| uniformHandler->addUniform(&fp, flag, uni.fType, strUniName.c_str()); |
| transformVar = uniformHandler->getUniformVariable(uni.fHandle); |
| } else { |
| // Must stay parallel with calls to handler |
| fInstalledTransforms.push_back(); |
| } |
| |
| // If the FP references local coords, we need to make sure the vertex shader sets up the |
| // right transforms or pass-through variables for the FP to evaluate in the fragment shader |
| if (fp.referencesSampleCoords()) { |
| if (localCoordComputedInFS) { |
| // If the FP local coords are evaluated in the fragment shader, we only need to |
| // produce the original local coordinate to pass into the root; any other situation, |
| // the FP will have a 2nd parameter to its function and the caller sends the coords |
| if (!fp.parent()) { |
| varyingVar = getBaseLocalCoord(); |
| } |
| } else { |
| // The FP's local coordinates are determined by the const/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() && |
| (node->sampleMatrix().isNoOp() || |
| node->sampleMatrix().isConstUniform())); |
| |
| if (node->sampleMatrix().isConstUniform()) { |
| // 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(); |
| } |
| |
| // Legacy coord transform workaround (if the transform hierarchy appears identity |
| // but we have GrCoordTransform that does something, we still need to record a |
| // varying for it). |
| if (!coordOwner && !coordTransform.isNoOp()) { |
| coordOwner = &fp; |
| } |
| |
| 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 (coordTransform.matrix().hasPerspective() || |
| 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()), |
| transformVar.getName(), |
| localCoordsVar, |
| coordOwner}); |
| transformedLocalCoord = GrShaderVar(SkString(v.fsIn()), v.type(), |
| GrShaderVar::TypeModifier::In); |
| if (coordOwner->numCoordTransforms() < 1 || |
| coordOwner->coordTransform(0).isNoOp()) { |
| // As long as a legacy coord transform doesn't get in the way, we can |
| // reuse this expression for children (see comment in emitTransformCode) |
| localCoordsMap[coordOwner] = transformedLocalCoord; |
| } |
| } |
| |
| varyingVar = transformedLocalCoord; |
| } else { |
| // The FP transform hierarchy is the identity, so use the original local coord |
| varyingVar = getBaseLocalCoord(); |
| } |
| } |
| } |
| |
| if (varyingVar.getType() != kVoid_GrSLType || transformVar.getType() != kVoid_GrSLType) { |
| handler->specifyCoordsForCurrCoordTransform(transformVar, varyingVar); |
| } else { |
| handler->omitCoordsForCurrCoordTransform(); |
| } |
| } |
| } |
| |
| 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 const/uniform, or we have a |
| // legacy coord transform that actually does something. |
| SkASSERT(tr.fFP->sampleMatrix().isConstUniform() || |
| (tr.fFP->sampleMatrix().isNoOp() && !tr.fMatrix.isEmpty())); |
| |
| 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; |
| if (!tr.fMatrix.isEmpty()) { |
| // We have both a const/uniform sample matrix and a legacy coord transform |
| transformExpression.printf("%s", tr.fMatrix.c_str()); |
| } |
| |
| // If the sample matrix is kNone, then the current transform expression of just the |
| // coord transform matrix is sufficient. |
| if (tr.fFP->sampleMatrix().isConstUniform()) { |
| 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->sampleMatrix().isConstUniform()) { |
| // The FP knows the matrix expression it's sampled with, but its parent defined |
| // the uniform (when the expression is not a constant). |
| GrShaderVar uniform = uniformHandler->liftUniformToVertexShader( |
| *base->parent(), SkString(base->sampleMatrix().fExpression)); |
| |
| // Accumulate the base matrix expression as a preConcat |
| SkString matrix; |
| if (uniform.getType() != kVoid_GrSLType) { |
| SkASSERT(uniform.getType() == kFloat3x3_GrSLType); |
| matrix = uniform.getName(); |
| } else { |
| // No uniform found, so presumably this is a constant |
| matrix = SkString(base->sampleMatrix().fExpression); |
| } |
| |
| if (!transformExpression.isEmpty()) { |
| transformExpression.append(" * "); |
| } |
| transformExpression.appendf("(%s)", matrix.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->sampleMatrix().isNoOp()); |
| } |
| |
| 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) { |
| 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"); |
| |
| if (tr.fMatrix.isEmpty()) { |
| // Subtle work around: only cache the intermediate varying when there's no extra |
| // coord transform. If the FP uses a coord transform for a legacy effect, but also |
| // delegates to a child FP, we want the coordinates pre-GrCoordTransform to be sent |
| // to the child FP, but have the FP use the post-coordtransform legacy values |
| // (e.g. sampling a texture and relying on the GrCoordTransform for normalization |
| // and mixing with a child FP that should not be normalized). |
| // FIXME: It's not really possible to apply this logic cleanly when transforms |
| // have been moved to the FS; in practice this doesn't seem to occur in our tests and |
| // the issue will go away once legacy coord transforms only have no-op matrices. |
| localCoordsMap.insert({ tr.fFP, tr.fOutputCoords }); |
| } |
| } |
| } |
| |
| void GrGLSLGeometryProcessor::setTransformDataHelper(const GrGLSLProgramDataManager& pdman, |
| const CoordTransformRange& transformRange) { |
| int i = 0; |
| for (auto [transform, fp] : transformRange) { |
| if (fInstalledTransforms[i].fHandle.isValid()) { |
| SkMatrix m = GetTransformMatrix(transform, SkMatrix::I()); |
| if (!SkMatrixPriv::CheapEqual(fInstalledTransforms[i].fCurrentValue, m)) { |
| if (fInstalledTransforms[i].fType == kFloat4_GrSLType) { |
| float values[4] = {m.getScaleX(), m.getTranslateX(), |
| m.getScaleY(), m.getTranslateY()}; |
| SkASSERT(m.isScaleTranslate()); |
| pdman.set4fv(fInstalledTransforms[i].fHandle.toIndex(), 1, values); |
| } else { |
| SkASSERT(!m.isScaleTranslate() || !fp.isSampledWithExplicitCoords()); |
| SkASSERT(fInstalledTransforms[i].fType == kFloat3x3_GrSLType); |
| pdman.setSkMatrix(fInstalledTransforms[i].fHandle.toIndex(), m); |
| } |
| fInstalledTransforms[i].fCurrentValue = m; |
| } |
| } |
| ++i; |
| } |
| SkASSERT(i == fInstalledTransforms.count()); |
| } |
| |
| void GrGLSLGeometryProcessor::setTransform(const GrGLSLProgramDataManager& pdman, |
| const UniformHandle& uniform, |
| const SkMatrix& matrix, |
| SkMatrix* state) const { |
| if (!uniform.isValid() || (state && SkMatrixPriv::CheapEqual(*state, matrix))) { |
| // No update needed |
| return; |
| } |
| if (state) { |
| *state = matrix; |
| } |
| if (matrix.isScaleTranslate()) { |
| // 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_vertex_position(GrGLSLVertexBuilder* vertBuilder, |
| GrGLSLUniformHandler* uniformHandler, |
| 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()) { |
| // Direct assignment, we won't use a uniform for the matrix. |
| outPos->set(inPos.getType(), outName.c_str()); |
| vertBuilder->codeAppendf("float%d %s = %s;", GrSLTypeVecLength(inPos.getType()), |
| outName.c_str(), inPos.getName().c_str()); |
| } else { |
| SkASSERT(matrixUniform); |
| |
| bool useCompactTransform = matrix.isScaleTranslate(); |
| 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()); |
| } else 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()); |
| } else { |
| if (useCompactTransform) { |
| vertBuilder->codeAppendf("float2 %s = %s.xz * %s + %s.yw;\n", |
| outName.c_str(), mangledMatrixName, |
| inPos.getName().c_str(), mangledMatrixName); |
| } 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_vertex_position(vertBuilder, nullptr, inPos, SkMatrix::I(), "viewMatrix", |
| &gpArgs->fPositionVar, nullptr); |
| } |
| |
| void GrGLSLGeometryProcessor::writeOutputPosition(GrGLSLVertexBuilder* vertBuilder, |
| GrGLSLUniformHandler* uniformHandler, |
| GrGPArgs* gpArgs, |
| const char* posName, |
| const SkMatrix& mat, |
| UniformHandle* viewMatrixUniform) { |
| GrShaderVar inPos(posName, kFloat2_GrSLType); |
| write_vertex_position(vertBuilder, uniformHandler, inPos, mat, "viewMatrix", |
| &gpArgs->fPositionVar, viewMatrixUniform); |
| } |
| |
| void GrGLSLGeometryProcessor::writeLocalCoord(GrGLSLVertexBuilder* vertBuilder, |
| GrGLSLUniformHandler* uniformHandler, |
| GrGPArgs* gpArgs, |
| GrShaderVar localVar, |
| const SkMatrix& localMatrix, |
| UniformHandle* localMatrixUniform) { |
| write_vertex_position(vertBuilder, uniformHandler, localVar, localMatrix, "localMatrix", |
| &gpArgs->fLocalCoordVar, localMatrixUniform); |
| } |