gfx/skia/trunk/src/gpu/gl/GrGLShaderBuilder.h

Wed, 31 Dec 2014 06:09:35 +0100

author
Michael Schloh von Bennewitz <michael@schloh.com>
date
Wed, 31 Dec 2014 06:09:35 +0100
changeset 0
6474c204b198
permissions
-rw-r--r--

Cloned upstream origin tor-browser at tor-browser-31.3.0esr-4.5-1-build1
revision ID fc1c9ff7c1b2defdbc039f12214767608f46423f for hacking purpose.

     1 /*
     2  * Copyright 2012 Google Inc.
     3  *
     4  * Use of this source code is governed by a BSD-style license that can be
     5  * found in the LICENSE file.
     6  */
     8 #ifndef GrGLShaderBuilder_DEFINED
     9 #define GrGLShaderBuilder_DEFINED
    11 #include "GrAllocator.h"
    12 #include "GrBackendEffectFactory.h"
    13 #include "GrColor.h"
    14 #include "GrEffect.h"
    15 #include "SkTypes.h"
    16 #include "gl/GrGLProgramEffects.h"
    17 #include "gl/GrGLSL.h"
    18 #include "gl/GrGLUniformManager.h"
    20 #include <stdarg.h>
    22 class GrGLContextInfo;
    23 class GrEffectStage;
    24 class GrGLProgramDesc;
    26 /**
    27   Contains all the incremental state of a shader as it is being built,as well as helpers to
    28   manipulate that state.
    29 */
    30 class GrGLShaderBuilder {
    31 public:
    32     typedef GrTAllocator<GrGLShaderVar> VarArray;
    33     typedef GrBackendEffectFactory::EffectKey EffectKey;
    34     typedef GrGLProgramEffects::TextureSampler TextureSampler;
    35     typedef GrGLProgramEffects::TransformedCoordsArray TransformedCoordsArray;
    36     typedef GrGLUniformManager::BuilderUniform BuilderUniform;
    38     enum ShaderVisibility {
    39         kVertex_Visibility   = 0x1,
    40         kGeometry_Visibility = 0x2,
    41         kFragment_Visibility = 0x4,
    42     };
    44     GrGLShaderBuilder(GrGpuGL*, GrGLUniformManager&, const GrGLProgramDesc&);
    45     virtual ~GrGLShaderBuilder() {}
    47     /**
    48      * Use of these features may require a GLSL extension to be enabled. Shaders may not compile
    49      * if code is added that uses one of these features without calling enableFeature()
    50      */
    51     enum GLSLFeature {
    52         kStandardDerivatives_GLSLFeature = 0,
    54         kLastGLSLFeature = kStandardDerivatives_GLSLFeature
    55     };
    57     /**
    58      * If the feature is supported then true is returned and any necessary #extension declarations
    59      * are added to the shaders. If the feature is not supported then false will be returned.
    60      */
    61     bool enableFeature(GLSLFeature);
    63     /**
    64      * Called by GrGLEffects to add code the fragment shader.
    65      */
    66     void fsCodeAppendf(const char format[], ...) SK_PRINTF_LIKE(2, 3) {
    67         va_list args;
    68         va_start(args, format);
    69         fFSCode.appendVAList(format, args);
    70         va_end(args);
    71     }
    73     void fsCodeAppend(const char* str) { fFSCode.append(str); }
    75     /** Appends a 2D texture sample with projection if necessary. coordType must either be Vec2f or
    76         Vec3f. The latter is interpreted as projective texture coords. The vec length and swizzle
    77         order of the result depends on the GrTextureAccess associated with the TextureSampler. */
    78     void appendTextureLookup(SkString* out,
    79                              const TextureSampler&,
    80                              const char* coordName,
    81                              GrSLType coordType = kVec2f_GrSLType) const;
    83     /** Version of above that appends the result to the fragment shader code instead.*/
    84     void fsAppendTextureLookup(const TextureSampler&,
    85                                const char* coordName,
    86                                GrSLType coordType = kVec2f_GrSLType);
    89     /** Does the work of appendTextureLookup and modulates the result by modulation. The result is
    90         always a vec4. modulation and the swizzle specified by TextureSampler must both be vec4 or
    91         float. If modulation is "" or NULL it this function acts as though appendTextureLookup were
    92         called. */
    93     void fsAppendTextureLookupAndModulate(const char* modulation,
    94                                           const TextureSampler&,
    95                                           const char* coordName,
    96                                           GrSLType coordType = kVec2f_GrSLType);
    98     /** Emits a helper function outside of main() in the fragment shader. */
    99     void fsEmitFunction(GrSLType returnType,
   100                         const char* name,
   101                         int argCnt,
   102                         const GrGLShaderVar* args,
   103                         const char* body,
   104                         SkString* outName);
   106     typedef uint8_t DstReadKey;
   107     typedef uint8_t FragPosKey;
   109     /**  Returns a key for adding code to read the copy-of-dst color in service of effects that
   110          require reading the dst. It must not return 0 because 0 indicates that there is no dst
   111          copy read at all (in which case this function should not be called). */
   112     static DstReadKey KeyForDstRead(const GrTexture* dstCopy, const GrGLCaps&);
   114     /** Returns a key for reading the fragment location. This should only be called if there is an
   115         effect that will requires the fragment position. If the fragment position is not required,
   116         the key is 0. */
   117     static FragPosKey KeyForFragmentPosition(const GrRenderTarget* dst, const GrGLCaps&);
   119     /** If texture swizzling is available using tex parameters then it is preferred over mangling
   120         the generated shader code. This potentially allows greater reuse of cached shaders. */
   121     static const GrGLenum* GetTexParamSwizzle(GrPixelConfig config, const GrGLCaps& caps);
   123     /** Add a uniform variable to the current program, that has visibility in one or more shaders.
   124         visibility is a bitfield of ShaderVisibility values indicating from which shaders the
   125         uniform should be accessible. At least one bit must be set. Geometry shader uniforms are not
   126         supported at this time. The actual uniform name will be mangled. If outName is not NULL then
   127         it will refer to the final uniform name after return. Use the addUniformArray variant to add
   128         an array of uniforms.
   129     */
   130     GrGLUniformManager::UniformHandle addUniform(uint32_t visibility,
   131                                                  GrSLType type,
   132                                                  const char* name,
   133                                                  const char** outName = NULL) {
   134         return this->addUniformArray(visibility, type, name, GrGLShaderVar::kNonArray, outName);
   135     }
   136     GrGLUniformManager::UniformHandle addUniformArray(uint32_t visibility,
   137                                                       GrSLType type,
   138                                                       const char* name,
   139                                                       int arrayCount,
   140                                                       const char** outName = NULL);
   142     const GrGLShaderVar& getUniformVariable(GrGLUniformManager::UniformHandle u) const {
   143         return fUniformManager.getBuilderUniform(fUniforms, u).fVariable;
   144     }
   146     /**
   147      * Shortcut for getUniformVariable(u).c_str()
   148      */
   149     const char* getUniformCStr(GrGLUniformManager::UniformHandle u) const {
   150         return this->getUniformVariable(u).c_str();
   151     }
   153     /**
   154      * This returns a variable name to access the 2D, perspective correct version of the coords in
   155      * the fragment shader. If the coordinates at index are 3-dimensional, it immediately emits a
   156      * perspective divide into the fragment shader (xy / z) to convert them to 2D.
   157      */
   158     SkString ensureFSCoords2D(const TransformedCoordsArray&, int index);
   160     /** Returns a variable name that represents the position of the fragment in the FS. The position
   161         is in device space (e.g. 0,0 is the top left and pixel centers are at half-integers). */
   162     const char* fragmentPosition();
   164     /** Returns the color of the destination pixel. This may be NULL if no effect advertised
   165         that it will read the destination. */
   166     const char* dstColor();
   168     /**
   169      * Interfaces used by GrGLProgram.
   170      */
   171     const GrGLSLExpr4& getInputColor() const {
   172         return fInputColor;
   173     }
   174     const GrGLSLExpr4& getInputCoverage() const {
   175         return fInputCoverage;
   176     }
   178     /**
   179      * Adds code for effects and returns a GrGLProgramEffects* object. The caller is responsible for
   180      * deleting it when finished. effectStages contains the effects to add. effectKeys[i] is the key
   181      * generated from effectStages[i]. inOutFSColor specifies the input color to the first stage and
   182      * is updated to be the output color of the last stage.
   183      * The handles to texture samplers for effectStage[i] are added to
   184      * effectSamplerHandles[i].
   185      */
   186     virtual GrGLProgramEffects* createAndEmitEffects(const GrEffectStage* effectStages[],
   187                                                      const EffectKey effectKeys[],
   188                                                      int effectCnt,
   189                                                      GrGLSLExpr4* inOutFSColor) = 0;
   191     const char* getColorOutputName() const;
   192     const char* enableSecondaryOutput();
   194     GrGLUniformManager::UniformHandle getRTHeightUniform() const { return fRTHeightUniform; }
   195     GrGLUniformManager::UniformHandle getDstCopyTopLeftUniform() const {
   196         return fDstCopyTopLeftUniform;
   197     }
   198     GrGLUniformManager::UniformHandle getDstCopyScaleUniform() const {
   199         return fDstCopyScaleUniform;
   200     }
   201     GrGLUniformManager::UniformHandle getColorUniform() const { return fColorUniform; }
   202     GrGLUniformManager::UniformHandle getCoverageUniform() const { return fCoverageUniform; }
   203     GrGLUniformManager::UniformHandle getDstCopySamplerUniform() const {
   204         return fDstCopySamplerUniform;
   205     }
   207     bool finish(GrGLuint* outProgramId);
   209     const GrGLContextInfo& ctxInfo() const;
   211     /**
   212      * Helper for begining and ending a block in the fragment code. TODO: Make GrGLShaderBuilder
   213      * aware of all blocks and turn single \t's into the correct number of tabs (or spaces) so that
   214      * our shaders print pretty without effect writers tracking indentation.
   215      */
   216     class FSBlock {
   217     public:
   218         FSBlock(GrGLShaderBuilder* builder) : fBuilder(builder) {
   219             SkASSERT(NULL != builder);
   220             fBuilder->fsCodeAppend("\t{\n");
   221         }
   223         ~FSBlock() {
   224             fBuilder->fsCodeAppend("\t}\n");
   225         }
   226     private:
   227         GrGLShaderBuilder* fBuilder;
   228     };
   230 protected:
   231     GrGpuGL* gpu() const { return fGpu; }
   233     void setInputColor(const GrGLSLExpr4& inputColor) { fInputColor = inputColor; }
   234     void setInputCoverage(const GrGLSLExpr4& inputCoverage) { fInputCoverage = inputCoverage; }
   236     /** Add input/output variable declarations (i.e. 'varying') to the fragment shader. */
   237     GrGLShaderVar& fsInputAppend() { return fFSInputs.push_back(); }
   239     // Generates a name for a variable. The generated string will be name prefixed by the prefix
   240     // char (unless the prefix is '\0'). It also mangles the name to be stage-specific if we're
   241     // generating stage code.
   242     void nameVariable(SkString* out, char prefix, const char* name);
   244     // Helper for emitEffects().
   245     void createAndEmitEffects(GrGLProgramEffectsBuilder*,
   246                               const GrEffectStage* effectStages[],
   247                               const EffectKey effectKeys[],
   248                               int effectCnt,
   249                               GrGLSLExpr4* inOutFSColor);
   251     virtual bool compileAndAttachShaders(GrGLuint programId, SkTDArray<GrGLuint>* shaderIds) const;
   252     virtual void bindProgramLocations(GrGLuint programId) const;
   254     void appendDecls(const VarArray&, SkString*) const;
   255     void appendUniformDecls(ShaderVisibility, SkString*) const;
   257 private:
   258     class CodeStage : public SkNoncopyable {
   259     public:
   260         CodeStage() : fNextIndex(0), fCurrentIndex(-1), fEffectStage(NULL) {}
   262         bool inStageCode() const {
   263             this->validate();
   264             return NULL != fEffectStage;
   265         }
   267         const GrEffectStage* effectStage() const {
   268             this->validate();
   269             return fEffectStage;
   270         }
   272         int stageIndex() const {
   273             this->validate();
   274             return fCurrentIndex;
   275         }
   277         class AutoStageRestore : public SkNoncopyable {
   278         public:
   279             AutoStageRestore(CodeStage* codeStage, const GrEffectStage* newStage) {
   280                 SkASSERT(NULL != codeStage);
   281                 fSavedIndex = codeStage->fCurrentIndex;
   282                 fSavedEffectStage = codeStage->fEffectStage;
   284                 if (NULL == newStage) {
   285                     codeStage->fCurrentIndex = -1;
   286                 } else {
   287                     codeStage->fCurrentIndex = codeStage->fNextIndex++;
   288                 }
   289                 codeStage->fEffectStage = newStage;
   291                 fCodeStage = codeStage;
   292             }
   293             ~AutoStageRestore() {
   294                 fCodeStage->fCurrentIndex = fSavedIndex;
   295                 fCodeStage->fEffectStage = fSavedEffectStage;
   296             }
   297         private:
   298             CodeStage*              fCodeStage;
   299             int                     fSavedIndex;
   300             const GrEffectStage*    fSavedEffectStage;
   301         };
   302     private:
   303         void validate() const { SkASSERT((NULL == fEffectStage) == (-1 == fCurrentIndex)); }
   304         int                     fNextIndex;
   305         int                     fCurrentIndex;
   306         const GrEffectStage*    fEffectStage;
   307     } fCodeStage;
   309     /**
   310      * Features that should only be enabled by GrGLShaderBuilder itself.
   311      */
   312     enum GLSLPrivateFeature {
   313         kFragCoordConventions_GLSLPrivateFeature = kLastGLSLFeature + 1,
   314         kEXTShaderFramebufferFetch_GLSLPrivateFeature,
   315         kNVShaderFramebufferFetch_GLSLPrivateFeature,
   316     };
   317     bool enablePrivateFeature(GLSLPrivateFeature);
   319     // If we ever have VS/GS features we can expand this to take a bitmask of ShaderVisibility and
   320     // track the enables separately for each shader.
   321     void addFSFeature(uint32_t featureBit, const char* extensionName);
   323     // Interpretation of DstReadKey when generating code
   324     enum {
   325         kNoDstRead_DstReadKey         = 0,
   326         kYesDstRead_DstReadKeyBit     = 0x1, // Set if we do a dst-copy-read.
   327         kUseAlphaConfig_DstReadKeyBit = 0x2, // Set if dst-copy config is alpha only.
   328         kTopLeftOrigin_DstReadKeyBit  = 0x4, // Set if dst-copy origin is top-left.
   329     };
   331     enum {
   332         kNoFragPosRead_FragPosKey           = 0,  // The fragment positition will not be needed.
   333         kTopLeftFragPosRead_FragPosKey      = 0x1,// Read frag pos relative to top-left.
   334         kBottomLeftFragPosRead_FragPosKey   = 0x2,// Read frag pos relative to bottom-left.
   335     };
   337     GrGpuGL*                                fGpu;
   338     GrGLUniformManager&                     fUniformManager;
   339     uint32_t                                fFSFeaturesAddedMask;
   340     SkString                                fFSFunctions;
   341     SkString                                fFSExtensions;
   342     VarArray                                fFSInputs;
   343     VarArray                                fFSOutputs;
   344     GrGLUniformManager::BuilderUniformArray fUniforms;
   346     SkString                                fFSCode;
   348     bool                                    fSetupFragPosition;
   349     GrGLUniformManager::UniformHandle       fDstCopySamplerUniform;
   351     GrGLSLExpr4                             fInputColor;
   352     GrGLSLExpr4                             fInputCoverage;
   354     bool                                    fHasCustomColorOutput;
   355     bool                                    fHasSecondaryOutput;
   357     GrGLUniformManager::UniformHandle       fRTHeightUniform;
   358     GrGLUniformManager::UniformHandle       fDstCopyTopLeftUniform;
   359     GrGLUniformManager::UniformHandle       fDstCopyScaleUniform;
   360     GrGLUniformManager::UniformHandle       fColorUniform;
   361     GrGLUniformManager::UniformHandle       fCoverageUniform;
   363     bool                                    fTopLeftFragPosRead;
   364 };
   366 ////////////////////////////////////////////////////////////////////////////////
   368 class GrGLFullShaderBuilder : public GrGLShaderBuilder {
   369 public:
   370     GrGLFullShaderBuilder(GrGpuGL*, GrGLUniformManager&, const GrGLProgramDesc&);
   372     /**
   373      * Called by GrGLEffects to add code to one of the shaders.
   374      */
   375     void vsCodeAppendf(const char format[], ...) SK_PRINTF_LIKE(2, 3) {
   376         va_list args;
   377         va_start(args, format);
   378         fVSCode.appendVAList(format, args);
   379         va_end(args);
   380     }
   382     void vsCodeAppend(const char* str) { fVSCode.append(str); }
   384    /** Add a vertex attribute to the current program that is passed in from the vertex data.
   385        Returns false if the attribute was already there, true otherwise. */
   386     bool addAttribute(GrSLType type, const char* name);
   388    /** Add a varying variable to the current program to pass values between vertex and fragment
   389         shaders. If the last two parameters are non-NULL, they are filled in with the name
   390         generated. */
   391     void addVarying(GrSLType type,
   392                     const char* name,
   393                     const char** vsOutName = NULL,
   394                     const char** fsInName = NULL);
   396     /** Returns a vertex attribute that represents the vertex position in the VS. This is the
   397         pre-matrix position and is commonly used by effects to compute texture coords via a matrix.
   398       */
   399     const GrGLShaderVar& positionAttribute() const { return *fPositionVar; }
   401     /** Returns a vertex attribute that represents the local coords in the VS. This may be the same
   402         as positionAttribute() or it may not be. It depends upon whether the rendering code
   403         specified explicit local coords or not in the GrDrawState. */
   404     const GrGLShaderVar& localCoordsAttribute() const { return *fLocalCoordsVar; }
   406     /**
   407      * Are explicit local coordinates provided as input to the vertex shader.
   408      */
   409     bool hasExplicitLocalCoords() const { return (fLocalCoordsVar != fPositionVar); }
   411     bool addEffectAttribute(int attributeIndex, GrSLType type, const SkString& name);
   412     const SkString* getEffectAttributeName(int attributeIndex) const;
   414     virtual GrGLProgramEffects* createAndEmitEffects(
   415                 const GrEffectStage* effectStages[],
   416                 const EffectKey effectKeys[],
   417                 int effectCnt,
   418                 GrGLSLExpr4* inOutFSColor) SK_OVERRIDE;
   420     GrGLUniformManager::UniformHandle getViewMatrixUniform() const {
   421         return fViewMatrixUniform;
   422     }
   424 protected:
   425     virtual bool compileAndAttachShaders(GrGLuint programId, SkTDArray<GrGLuint>* shaderIds) const SK_OVERRIDE;
   426     virtual void bindProgramLocations(GrGLuint programId) const SK_OVERRIDE;
   428 private:
   429     const GrGLProgramDesc&              fDesc;
   430     VarArray                            fVSAttrs;
   431     VarArray                            fVSOutputs;
   432     VarArray                            fGSInputs;
   433     VarArray                            fGSOutputs;
   435     SkString                            fVSCode;
   437     struct AttributePair {
   438         void set(int index, const SkString& name) {
   439             fIndex = index; fName = name;
   440         }
   441         int      fIndex;
   442         SkString fName;
   443     };
   444     SkSTArray<10, AttributePair, true>  fEffectAttributes;
   446     GrGLUniformManager::UniformHandle   fViewMatrixUniform;
   448     GrGLShaderVar*                      fPositionVar;
   449     GrGLShaderVar*                      fLocalCoordsVar;
   451     typedef GrGLShaderBuilder INHERITED;
   452 };
   454 ////////////////////////////////////////////////////////////////////////////////
   456 class GrGLFragmentOnlyShaderBuilder : public GrGLShaderBuilder {
   457 public:
   458     GrGLFragmentOnlyShaderBuilder(GrGpuGL*, GrGLUniformManager&, const GrGLProgramDesc&);
   460     int getNumTexCoordSets() const { return fNumTexCoordSets; }
   461     int addTexCoordSets(int count);
   463     virtual GrGLProgramEffects* createAndEmitEffects(
   464                 const GrEffectStage* effectStages[],
   465                 const EffectKey effectKeys[],
   466                 int effectCnt,
   467                 GrGLSLExpr4* inOutFSColor) SK_OVERRIDE;
   469 private:
   470     int fNumTexCoordSets;
   472     typedef GrGLShaderBuilder INHERITED;
   473 };
   475 #endif

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