blob: d2ed7e8b4ff8565e04bb880b104736ce15405bd3 [file] [log] [blame]
* Copyright 2016 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/GrProgramDesc.h"
#include "include/private/SkChecksum.h"
#include "include/private/SkTo.h"
#include "src/gpu/GrGeometryProcessor.h"
#include "src/gpu/GrPipeline.h"
#include "src/gpu/GrProcessor.h"
#include "src/gpu/GrProgramInfo.h"
#include "src/gpu/GrRenderTarget.h"
#include "src/gpu/GrShaderCaps.h"
#include "src/gpu/GrTexture.h"
#include "src/gpu/glsl/GrGLSLFragmentProcessor.h"
#include "src/gpu/glsl/GrGLSLFragmentShaderBuilder.h"
enum {
kSamplerOrImageTypeKeyBits = 4
static inline uint16_t texture_type_key(GrTextureType type) {
int value = UINT16_MAX;
switch (type) {
case GrTextureType::k2D:
value = 0;
case GrTextureType::kExternal:
value = 1;
case GrTextureType::kRectangle:
value = 2;
SK_ABORT("Unexpected texture type");
value = 3;
SkASSERT((value & ((1 << kSamplerOrImageTypeKeyBits) - 1)) == value);
return SkToU16(value);
static uint32_t sampler_key(GrTextureType textureType, const GrSwizzle& swizzle,
const GrCaps& caps) {
int samplerTypeKey = texture_type_key(textureType);
static_assert(2 == sizeof(swizzle.asKey()));
uint16_t swizzleKey = swizzle.asKey();
return SkToU32(samplerTypeKey | swizzleKey << kSamplerOrImageTypeKeyBits);
static void add_geomproc_sampler_keys(GrProcessorKeyBuilder* b,
const GrGeometryProcessor& geomProc,
const GrCaps& caps) {
int numTextureSamplers = geomProc.numTextureSamplers();
b->add32(numTextureSamplers, "ppNumSamplers");
for (int i = 0; i < numTextureSamplers; ++i) {
const GrGeometryProcessor::TextureSampler& sampler = geomProc.textureSampler(i);
const GrBackendFormat& backendFormat = sampler.backendFormat();
uint32_t samplerKey = sampler_key(backendFormat.textureType(), sampler.swizzle(), caps);
caps.addExtraSamplerKey(b, sampler.samplerState(), backendFormat);
// Currently we allow 8 bits for the class id
static constexpr uint32_t kClassIDBits = 8;
* Functions which emit processor key info into the key builder.
* For every effect, we include the effect's class ID (different for every GrProcessor subclass),
* any information generated by the effect itself (getGLSLProcessorKey), and some meta-information.
* Shader code may be dependent on properties of the effect not placed in the key by the effect
* (e.g. pixel format of textures used).
static void gen_geomproc_key(const GrGeometryProcessor& geomProc,
const GrCaps& caps,
GrProcessorKeyBuilder* b) {
b->addBits(kClassIDBits, geomProc.classID(), "geomProcClassID");
geomProc.getGLSLProcessorKey(*caps.shaderCaps(), b);
add_geomproc_sampler_keys(b, geomProc, caps);
static void gen_xp_key(const GrXferProcessor& xp,
const GrCaps& caps,
const GrPipeline& pipeline,
GrProcessorKeyBuilder* b) {
b->addBits(kClassIDBits, xp.classID(), "xpClassID");
const GrSurfaceOrigin* originIfDstTexture = nullptr;
GrSurfaceOrigin origin;
if (pipeline.dstProxyView().proxy()) {
origin = pipeline.dstProxyView().origin();
originIfDstTexture = &origin;
xp.getGLSLProcessorKey(*caps.shaderCaps(), b, originIfDstTexture, pipeline.dstSampleType());
static void gen_fp_key(const GrFragmentProcessor& fp,
const GrCaps& caps,
GrProcessorKeyBuilder* b) {
b->addBits(kClassIDBits, fp.classID(), "fpClassID");
GrGeometryProcessor::ComputeCoordTransformsKey(fp), "fpTransforms");
if (auto* te = fp.asTextureEffect()) {
const GrBackendFormat& backendFormat = te->view().proxy()->backendFormat();
uint32_t samplerKey = sampler_key(backendFormat.textureType(), te->view().swizzle(), caps);
b->add32(samplerKey, "fpSamplerKey");
caps.addExtraSamplerKey(b, te->samplerState(), backendFormat);
fp.getGLSLProcessorKey(*caps.shaderCaps(), b);
b->add32(fp.numChildProcessors(), "fpNumChildren");
for (int i = 0; i < fp.numChildProcessors(); ++i) {
if (auto child = fp.childProcessor(i)) {
gen_fp_key(*child, caps, b);
} else {
// Fold in a sentinel value as the "class ID" for any null children
b->addBits(kClassIDBits, GrProcessor::ClassID::kNull_ClassID, "fpClassID");
static void gen_key(GrProcessorKeyBuilder* b,
const GrProgramInfo& programInfo,
const GrCaps& caps) {
gen_geomproc_key(programInfo.geomProc(), caps, b);
const GrPipeline& pipeline = programInfo.pipeline();
b->addBits(2, pipeline.numFragmentProcessors(), "numFPs");
b->addBits(1, pipeline.numColorFragmentProcessors(), "numColorFPs");
for (int i = 0; i < pipeline.numFragmentProcessors(); ++i) {
gen_fp_key(pipeline.getFragmentProcessor(i), caps, b);
gen_xp_key(pipeline.getXferProcessor(), caps, pipeline, b);
b->addBits(16, pipeline.writeSwizzle().asKey(), "writeSwizzle");
// If we knew the shader won't depend on origin, we could skip this (and use the same program
// for both origins). Instrumenting all fragment processors would be difficult and error prone.
b->addBits(2, GrGLSLFragmentShaderBuilder::KeyForSurfaceOrigin(programInfo.origin()), "origin");
b->addBits(1, static_cast<uint32_t>(programInfo.requestedFeatures()), "requestedFeatures");
b->addBool(pipeline.snapVerticesToPixelCenters(), "snapVertices");
// The base descriptor only stores whether or not the primitiveType is kPoints. Backend-
// specific versions (e.g., Vulkan) require more detail
b->addBool((programInfo.primitiveType() == GrPrimitiveType::kPoints), "isPoints");
// Put a clean break between the "common" data written by this function, and any backend data
// appended later. The initial key length will just be this portion (rounded to 4 bytes).
void GrProgramDesc::Build(GrProgramDesc* desc,
const GrProgramInfo& programInfo,
const GrCaps& caps) {
GrProcessorKeyBuilder b(desc->key());
gen_key(&b, programInfo, caps);
desc->fInitialKeyLength = desc->keyLength();
SkString GrProgramDesc::Describe(const GrProgramInfo& programInfo,
const GrCaps& caps) {
GrProgramDesc desc;
GrProcessorStringKeyBuilder b(desc.key());
gen_key(&b, programInfo, caps);
return b.description();