1 /*
2 * Copyright 2015 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 */
7
8 #include "glsl/GrGLSLProgramBuilder.h"
9
10 #include "GrCaps.h"
11 #include "GrPipeline.h"
12 #include "GrRenderTarget.h"
13 #include "GrShaderCaps.h"
14 #include "GrTexturePriv.h"
15 #include "glsl/GrGLSLFragmentProcessor.h"
16 #include "glsl/GrGLSLGeometryProcessor.h"
17 #include "glsl/GrGLSLVarying.h"
18 #include "glsl/GrGLSLXferProcessor.h"
19 #include "SkSLCompiler.h"
20
21 const int GrGLSLProgramBuilder::kVarsPerBlock = 8;
22
GrGLSLProgramBuilder(GrRenderTarget * renderTarget,GrSurfaceOrigin origin,const GrPrimitiveProcessor & primProc,const GrTextureProxy * const primProcProxies[],const GrPipeline & pipeline,GrProgramDesc * desc)23 GrGLSLProgramBuilder::GrGLSLProgramBuilder(GrRenderTarget* renderTarget, GrSurfaceOrigin origin,
24 const GrPrimitiveProcessor& primProc,
25 const GrTextureProxy* const primProcProxies[],
26 const GrPipeline& pipeline,
27 GrProgramDesc* desc)
28 : fVS(this)
29 , fGS(this)
30 , fFS(this)
31 , fStageIndex(-1)
32 , fConfig(renderTarget->config())
33 , fNumColorSamples(renderTarget->numColorSamples())
34 , fOrigin(origin)
35 , fPipeline(pipeline)
36 , fPrimProc(primProc)
37 , fPrimProcProxies(primProcProxies)
38 , fDesc(desc)
39 , fGeometryProcessor(nullptr)
40 , fXferProcessor(nullptr)
41 , fNumFragmentSamplers(0) {}
42
addFeature(GrShaderFlags shaders,uint32_t featureBit,const char * extensionName)43 void GrGLSLProgramBuilder::addFeature(GrShaderFlags shaders,
44 uint32_t featureBit,
45 const char* extensionName) {
46 if (shaders & kVertex_GrShaderFlag) {
47 fVS.addFeature(featureBit, extensionName);
48 }
49 if (shaders & kGeometry_GrShaderFlag) {
50 SkASSERT(this->primitiveProcessor().willUseGeoShader());
51 fGS.addFeature(featureBit, extensionName);
52 }
53 if (shaders & kFragment_GrShaderFlag) {
54 fFS.addFeature(featureBit, extensionName);
55 }
56 }
57
emitAndInstallProcs()58 bool GrGLSLProgramBuilder::emitAndInstallProcs() {
59 // First we loop over all of the installed processors and collect coord transforms. These will
60 // be sent to the GrGLSLPrimitiveProcessor in its emitCode function
61 SkString inputColor;
62 SkString inputCoverage;
63 this->emitAndInstallPrimProc(&inputColor, &inputCoverage);
64 this->emitAndInstallFragProcs(&inputColor, &inputCoverage);
65 this->emitAndInstallXferProc(inputColor, inputCoverage);
66 this->emitFSOutputSwizzle(this->pipeline().getXferProcessor().hasSecondaryOutput());
67
68 return this->checkSamplerCounts();
69 }
70
emitAndInstallPrimProc(SkString * outputColor,SkString * outputCoverage)71 void GrGLSLProgramBuilder::emitAndInstallPrimProc(SkString* outputColor,
72 SkString* outputCoverage) {
73 const GrPrimitiveProcessor& proc = this->primitiveProcessor();
74 const GrTextureProxy* const* primProcProxies = this->primProcProxies();
75
76 // Program builders have a bit of state we need to clear with each effect
77 AutoStageAdvance adv(this);
78 this->nameExpression(outputColor, "outputColor");
79 this->nameExpression(outputCoverage, "outputCoverage");
80
81 SkASSERT(!fUniformHandles.fRTAdjustmentUni.isValid());
82 GrShaderFlags rtAdjustVisibility;
83 if (proc.willUseGeoShader()) {
84 rtAdjustVisibility = kGeometry_GrShaderFlag;
85 } else {
86 rtAdjustVisibility = kVertex_GrShaderFlag;
87 }
88 fUniformHandles.fRTAdjustmentUni = this->uniformHandler()->addUniform(
89 rtAdjustVisibility,
90 kFloat4_GrSLType,
91 SkSL::Compiler::RTADJUST_NAME);
92 const char* rtAdjustName =
93 this->uniformHandler()->getUniformCStr(fUniformHandles.fRTAdjustmentUni);
94
95 // Enclose custom code in a block to avoid namespace conflicts
96 SkString openBrace;
97 openBrace.printf("{ // Stage %d, %s\n", fStageIndex, proc.name());
98 fFS.codeAppend(openBrace.c_str());
99 fVS.codeAppendf("// Primitive Processor %s\n", proc.name());
100
101 SkASSERT(!fGeometryProcessor);
102 fGeometryProcessor.reset(proc.createGLSLInstance(*this->shaderCaps()));
103
104 SkAutoSTMalloc<4, SamplerHandle> texSamplers(proc.numTextureSamplers());
105 for (int i = 0; i < proc.numTextureSamplers(); ++i) {
106 SkString name;
107 name.printf("TextureSampler_%d", i);
108 const auto& sampler = proc.textureSampler(i);
109 const GrTexture* texture = primProcProxies[i]->peekTexture();
110 SkASSERT(sampler.textureType() == texture->texturePriv().textureType());
111 SkASSERT(sampler.config() == texture->config());
112 texSamplers[i] = this->emitSampler(texture,
113 sampler.samplerState(),
114 name.c_str());
115 }
116
117 GrGLSLPrimitiveProcessor::FPCoordTransformHandler transformHandler(fPipeline,
118 &fTransformedCoordVars);
119 GrGLSLGeometryProcessor::EmitArgs args(&fVS,
120 proc.willUseGeoShader() ? &fGS : nullptr,
121 &fFS,
122 this->varyingHandler(),
123 this->uniformHandler(),
124 this->shaderCaps(),
125 proc,
126 outputColor->c_str(),
127 outputCoverage->c_str(),
128 rtAdjustName,
129 texSamplers.get(),
130 &transformHandler);
131 fGeometryProcessor->emitCode(args);
132
133 // We have to check that effects and the code they emit are consistent, ie if an effect
134 // asks for dst color, then the emit code needs to follow suit
135 SkDEBUGCODE(verify(proc);)
136
137 fFS.codeAppend("}");
138 }
139
emitAndInstallFragProcs(SkString * color,SkString * coverage)140 void GrGLSLProgramBuilder::emitAndInstallFragProcs(SkString* color, SkString* coverage) {
141 int transformedCoordVarsIdx = 0;
142 SkString** inOut = &color;
143 SkSTArray<8, std::unique_ptr<GrGLSLFragmentProcessor>> glslFragmentProcessors;
144 for (int i = 0; i < this->pipeline().numFragmentProcessors(); ++i) {
145 if (i == this->pipeline().numColorFragmentProcessors()) {
146 inOut = &coverage;
147 }
148 SkString output;
149 const GrFragmentProcessor& fp = this->pipeline().getFragmentProcessor(i);
150 output = this->emitAndInstallFragProc(fp, i, transformedCoordVarsIdx, **inOut, output,
151 &glslFragmentProcessors);
152 GrFragmentProcessor::Iter iter(&fp);
153 while (const GrFragmentProcessor* fp = iter.next()) {
154 transformedCoordVarsIdx += fp->numCoordTransforms();
155 }
156 **inOut = output;
157 }
158 fFragmentProcessorCnt = glslFragmentProcessors.count();
159 fFragmentProcessors.reset(new std::unique_ptr<GrGLSLFragmentProcessor>[fFragmentProcessorCnt]);
160 for (int i = 0; i < fFragmentProcessorCnt; ++i) {
161 fFragmentProcessors[i] = std::move(glslFragmentProcessors[i]);
162 }
163 }
164
165 // TODO Processors cannot output zeros because an empty string is all 1s
166 // the fix is to allow effects to take the SkString directly
emitAndInstallFragProc(const GrFragmentProcessor & fp,int index,int transformedCoordVarsIdx,const SkString & input,SkString output,SkTArray<std::unique_ptr<GrGLSLFragmentProcessor>> * glslFragmentProcessors)167 SkString GrGLSLProgramBuilder::emitAndInstallFragProc(
168 const GrFragmentProcessor& fp,
169 int index,
170 int transformedCoordVarsIdx,
171 const SkString& input,
172 SkString output,
173 SkTArray<std::unique_ptr<GrGLSLFragmentProcessor>>* glslFragmentProcessors) {
174 SkASSERT(input.size());
175 // Program builders have a bit of state we need to clear with each effect
176 AutoStageAdvance adv(this);
177 this->nameExpression(&output, "output");
178
179 // Enclose custom code in a block to avoid namespace conflicts
180 SkString openBrace;
181 openBrace.printf("{ // Stage %d, %s\n", fStageIndex, fp.name());
182 fFS.codeAppend(openBrace.c_str());
183
184 GrGLSLFragmentProcessor* fragProc = fp.createGLSLInstance();
185
186 SkSTArray<4, SamplerHandle> texSamplers;
187 GrFragmentProcessor::Iter fpIter(&fp);
188 int samplerIdx = 0;
189 while (const auto* subFP = fpIter.next()) {
190 for (int i = 0; i < subFP->numTextureSamplers(); ++i) {
191 SkString name;
192 name.printf("TextureSampler_%d", samplerIdx++);
193 const auto& sampler = subFP->textureSampler(i);
194 texSamplers.emplace_back(this->emitSampler(sampler.peekTexture(),
195 sampler.samplerState(),
196 name.c_str()));
197 }
198 }
199
200 const GrShaderVar* coordVars = fTransformedCoordVars.begin() + transformedCoordVarsIdx;
201 GrGLSLFragmentProcessor::TransformedCoordVars coords(&fp, coordVars);
202 GrGLSLFragmentProcessor::TextureSamplers textureSamplers(&fp, texSamplers.begin());
203 GrGLSLFragmentProcessor::EmitArgs args(&fFS,
204 this->uniformHandler(),
205 this->shaderCaps(),
206 fp,
207 output.c_str(),
208 input.c_str(),
209 coords,
210 textureSamplers);
211
212 fragProc->emitCode(args);
213
214 // We have to check that effects and the code they emit are consistent, ie if an effect
215 // asks for dst color, then the emit code needs to follow suit
216 SkDEBUGCODE(verify(fp);)
217 glslFragmentProcessors->emplace_back(fragProc);
218
219 fFS.codeAppend("}");
220 return output;
221 }
222
emitAndInstallXferProc(const SkString & colorIn,const SkString & coverageIn)223 void GrGLSLProgramBuilder::emitAndInstallXferProc(const SkString& colorIn,
224 const SkString& coverageIn) {
225 // Program builders have a bit of state we need to clear with each effect
226 AutoStageAdvance adv(this);
227
228 SkASSERT(!fXferProcessor);
229 const GrXferProcessor& xp = fPipeline.getXferProcessor();
230 fXferProcessor.reset(xp.createGLSLInstance());
231
232 // Enable dual source secondary output if we have one
233 if (xp.hasSecondaryOutput()) {
234 fFS.enableSecondaryOutput();
235 }
236
237 if (this->shaderCaps()->mustDeclareFragmentShaderOutput()) {
238 fFS.enableCustomOutput();
239 }
240
241 SkString openBrace;
242 openBrace.printf("{ // Xfer Processor: %s\n", xp.name());
243 fFS.codeAppend(openBrace.c_str());
244
245 SamplerHandle dstTextureSamplerHandle;
246 GrSurfaceOrigin dstTextureOrigin = kTopLeft_GrSurfaceOrigin;
247
248 if (GrTexture* dstTexture = fPipeline.peekDstTexture()) {
249 // GrProcessor::TextureSampler sampler(dstTexture);
250 SkString name("DstTextureSampler");
251 dstTextureSamplerHandle =
252 this->emitSampler(dstTexture, GrSamplerState(), "DstTextureSampler");
253 dstTextureOrigin = fPipeline.dstTextureProxy()->origin();
254 SkASSERT(dstTexture->texturePriv().textureType() != GrTextureType::kExternal);
255 }
256
257 GrGLSLXferProcessor::EmitArgs args(&fFS,
258 this->uniformHandler(),
259 this->shaderCaps(),
260 xp,
261 colorIn.size() ? colorIn.c_str() : "float4(1)",
262 coverageIn.size() ? coverageIn.c_str() : "float4(1)",
263 fFS.getPrimaryColorOutputName(),
264 fFS.getSecondaryColorOutputName(),
265 dstTextureSamplerHandle,
266 dstTextureOrigin);
267 fXferProcessor->emitCode(args);
268
269 // We have to check that effects and the code they emit are consistent, ie if an effect
270 // asks for dst color, then the emit code needs to follow suit
271 SkDEBUGCODE(verify(xp);)
272 fFS.codeAppend("}");
273 }
274
emitSampler(const GrTexture * texture,const GrSamplerState & state,const char * name)275 GrGLSLProgramBuilder::SamplerHandle GrGLSLProgramBuilder::emitSampler(const GrTexture* texture,
276 const GrSamplerState& state,
277 const char* name) {
278 ++fNumFragmentSamplers;
279 return this->uniformHandler()->addSampler(texture, state, name, this->shaderCaps());
280 }
281
emitFSOutputSwizzle(bool hasSecondaryOutput)282 void GrGLSLProgramBuilder::emitFSOutputSwizzle(bool hasSecondaryOutput) {
283 // Swizzle the fragment shader outputs if necessary.
284 GrSwizzle swizzle;
285 swizzle.setFromKey(this->desc()->header().fOutputSwizzle);
286 if (swizzle != GrSwizzle::RGBA()) {
287 fFS.codeAppendf("%s = %s.%s;", fFS.getPrimaryColorOutputName(),
288 fFS.getPrimaryColorOutputName(),
289 swizzle.c_str());
290 if (hasSecondaryOutput) {
291 fFS.codeAppendf("%s = %s.%s;", fFS.getSecondaryColorOutputName(),
292 fFS.getSecondaryColorOutputName(),
293 swizzle.c_str());
294 }
295 }
296 }
297
checkSamplerCounts()298 bool GrGLSLProgramBuilder::checkSamplerCounts() {
299 const GrShaderCaps& shaderCaps = *this->shaderCaps();
300 if (fNumFragmentSamplers > shaderCaps.maxFragmentSamplers()) {
301 GrCapsDebugf(this->caps(), "Program would use too many fragment samplers\n");
302 return false;
303 }
304 return true;
305 }
306
307 #ifdef SK_DEBUG
verify(const GrPrimitiveProcessor & gp)308 void GrGLSLProgramBuilder::verify(const GrPrimitiveProcessor& gp) {
309 }
310
verify(const GrXferProcessor & xp)311 void GrGLSLProgramBuilder::verify(const GrXferProcessor& xp) {
312 SkASSERT(fFS.hasReadDstColor() == xp.willReadDstColor());
313 }
314
verify(const GrFragmentProcessor & fp)315 void GrGLSLProgramBuilder::verify(const GrFragmentProcessor& fp) {
316 }
317 #endif
318
nameVariable(SkString * out,char prefix,const char * name,bool mangle)319 void GrGLSLProgramBuilder::nameVariable(SkString* out, char prefix, const char* name, bool mangle) {
320 if ('\0' == prefix) {
321 *out = name;
322 } else {
323 out->printf("%c%s", prefix, name);
324 }
325 if (mangle) {
326 if (out->endsWith('_')) {
327 // Names containing "__" are reserved.
328 out->append("x");
329 }
330 out->appendf("_Stage%d%s", fStageIndex, fFS.getMangleString().c_str());
331 }
332 }
333
nameExpression(SkString * output,const char * baseName)334 void GrGLSLProgramBuilder::nameExpression(SkString* output, const char* baseName) {
335 // create var to hold stage result. If we already have a valid output name, just use that
336 // otherwise create a new mangled one. This name is only valid if we are reordering stages
337 // and have to tell stage exactly where to put its output.
338 SkString outName;
339 if (output->size()) {
340 outName = output->c_str();
341 } else {
342 this->nameVariable(&outName, '\0', baseName);
343 }
344 fFS.codeAppendf("half4 %s;", outName.c_str());
345 *output = outName;
346 }
347
appendUniformDecls(GrShaderFlags visibility,SkString * out) const348 void GrGLSLProgramBuilder::appendUniformDecls(GrShaderFlags visibility, SkString* out) const {
349 this->uniformHandler()->appendUniformDecls(visibility, out);
350 }
351
addRTWidthUniform(const char * name)352 void GrGLSLProgramBuilder::addRTWidthUniform(const char* name) {
353 SkASSERT(!fUniformHandles.fRTWidthUni.isValid());
354 GrGLSLUniformHandler* uniformHandler = this->uniformHandler();
355 fUniformHandles.fRTWidthUni =
356 uniformHandler->internalAddUniformArray(kFragment_GrShaderFlag,
357 kHalf_GrSLType, kDefault_GrSLPrecision,
358 name, false, 0, nullptr);
359 }
360
addRTHeightUniform(const char * name)361 void GrGLSLProgramBuilder::addRTHeightUniform(const char* name) {
362 SkASSERT(!fUniformHandles.fRTHeightUni.isValid());
363 GrGLSLUniformHandler* uniformHandler = this->uniformHandler();
364 fUniformHandles.fRTHeightUni =
365 uniformHandler->internalAddUniformArray(kFragment_GrShaderFlag,
366 kHalf_GrSLType, kDefault_GrSLPrecision,
367 name, false, 0, nullptr);
368 }
369
finalizeShaders()370 void GrGLSLProgramBuilder::finalizeShaders() {
371 this->varyingHandler()->finalize();
372 fVS.finalize(kVertex_GrShaderFlag);
373 if (this->primitiveProcessor().willUseGeoShader()) {
374 SkASSERT(this->shaderCaps()->geometryShaderSupport());
375 fGS.finalize(kGeometry_GrShaderFlag);
376 }
377 fFS.finalize(kFragment_GrShaderFlag);
378 }
379