1 /*
2 * Copyright 2014 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 "GrGLVertexShaderBuilder.h"
9 #include "GrGLFullProgramBuilder.h"
10 #include "GrGLShaderStringBuilder.h"
11 #include "../GrGpuGL.h"
12 #include "../../GrOptDrawState.h"
13
14 #define GL_CALL(X) GR_GL_CALL(gpu->glInterface(), X)
15 #define GL_CALL_RET(R, X) GR_GL_CALL_RET(gpu->glInterface(), R, X)
16
17 namespace {
color_attribute_name()18 inline const char* color_attribute_name() { return "inColor"; }
coverage_attribute_name()19 inline const char* coverage_attribute_name() { return "inCoverage"; }
20 }
21
GrGLVertexShaderBuilder(GrGLFullProgramBuilder * program)22 GrGLVertexShaderBuilder::GrGLVertexShaderBuilder(GrGLFullProgramBuilder* program)
23 : INHERITED(program)
24 , fPositionVar(NULL)
25 , fLocalCoordsVar(NULL) {
26 }
addAttribute(const GrShaderVar & var)27 bool GrGLVertexShaderBuilder::addAttribute(const GrShaderVar& var) {
28 SkASSERT(GrShaderVar::kAttribute_TypeModifier == var.getTypeModifier());
29 for (int i = 0; i < fInputs.count(); ++i) {
30 const GrGLShaderVar& attr = fInputs[i];
31 // if attribute already added, don't add it again
32 if (attr.getName().equals(var.getName())) {
33 return false;
34 }
35 }
36 fInputs.push_back(var);
37 return true;
38 }
39
emitAttributes(const GrGeometryProcessor & gp)40 void GrGLVertexShaderBuilder::emitAttributes(const GrGeometryProcessor& gp) {
41 const GrGeometryProcessor::VertexAttribArray& vars = gp.getVertexAttribs();
42 int numAttributes = vars.count();
43 for (int a = 0; a < numAttributes; ++a) {
44 this->addAttribute(vars[a]);
45 }
46 }
47
addVarying(GrSLType type,const char * name,const char ** vsOutName)48 void GrGLVertexShaderBuilder::addVarying(GrSLType type, const char* name, const char** vsOutName) {
49 fOutputs.push_back();
50 fOutputs.back().setType(type);
51 fOutputs.back().setTypeModifier(GrGLShaderVar::kVaryingOut_TypeModifier);
52 fProgramBuilder->nameVariable(fOutputs.back().accessName(), 'v', name);
53
54 if (vsOutName) {
55 *vsOutName = fOutputs.back().getName().c_str();
56 }
57 }
58
59
bindProgramLocations(GrGLuint programId)60 void GrGLVertexShaderBuilder::bindProgramLocations(GrGLuint programId) {
61 const GrGLProgramDesc::KeyHeader& header = fProgramBuilder->desc().getHeader();
62 GrGpuGL* gpu = fProgramBuilder->gpu();
63
64 // Bind the attrib locations to same values for all shaders
65 SkASSERT(-1 != header.fPositionAttributeIndex);
66 GL_CALL(BindAttribLocation(programId,
67 header.fPositionAttributeIndex,
68 fPositionVar->c_str()));
69 if (-1 != header.fLocalCoordAttributeIndex) {
70 GL_CALL(BindAttribLocation(programId,
71 header.fLocalCoordAttributeIndex,
72 fLocalCoordsVar->c_str()));
73 }
74 if (-1 != header.fColorAttributeIndex) {
75 GL_CALL(BindAttribLocation(programId,
76 header.fColorAttributeIndex,
77 color_attribute_name()));
78 }
79 if (-1 != header.fCoverageAttributeIndex) {
80 GL_CALL(BindAttribLocation(programId,
81 header.fCoverageAttributeIndex,
82 coverage_attribute_name()));
83 }
84
85 // We pull the current state of attributes off of drawstate's optimized state and bind them in
86 // order. This assumes that the drawState has not changed since we called flushGraphicsState()
87 // higher up in the stack.
88 const GrDrawTargetCaps* caps = fProgramBuilder->gpu()->caps();
89 const GrDrawState& drawState = *fProgramBuilder->gpu()->drawState();
90 SkAutoTUnref<GrOptDrawState> optState(drawState.createOptState(*caps));
91 const GrVertexAttrib* vaPtr = optState->getVertexAttribs();
92 const int vaCount = optState->getVertexAttribCount();
93
94 int i = fEffectAttribOffset;
95 for (int index = 0; index < vaCount; index++) {
96 if (kGeometryProcessor_GrVertexAttribBinding != vaPtr[index].fBinding) {
97 continue;
98 }
99 SkASSERT(index != header.fPositionAttributeIndex &&
100 index != header.fLocalCoordAttributeIndex &&
101 index != header.fColorAttributeIndex &&
102 index != header.fCoverageAttributeIndex);
103 // We should never find another effect attribute if we have bound everything
104 SkASSERT(i < fInputs.count());
105 GL_CALL(BindAttribLocation(programId, index, fInputs[i].c_str()));
106 i++;
107 }
108 // Make sure we bound everything
109 SkASSERT(fInputs.count() == i);
110 }
111
compileAndAttachShaders(GrGLuint programId,SkTDArray<GrGLuint> * shaderIds) const112 bool GrGLVertexShaderBuilder::compileAndAttachShaders(GrGLuint programId,
113 SkTDArray<GrGLuint>* shaderIds) const {
114 GrGpuGL* gpu = fProgramBuilder->gpu();
115 const GrGLContext& glCtx = gpu->glContext();
116 const GrGLContextInfo& ctxInfo = gpu->ctxInfo();
117 SkString vertShaderSrc(GrGetGLSLVersionDecl(ctxInfo));
118 fProgramBuilder->appendUniformDecls(GrGLProgramBuilder::kVertex_Visibility, &vertShaderSrc);
119 fProgramBuilder->appendDecls(fInputs, &vertShaderSrc);
120 fProgramBuilder->appendDecls(fOutputs, &vertShaderSrc);
121 vertShaderSrc.append("void main() {");
122 vertShaderSrc.append(fCode);
123 vertShaderSrc.append("}\n");
124 GrGLuint vertShaderId = GrGLCompileAndAttachShader(glCtx, programId,
125 GR_GL_VERTEX_SHADER, vertShaderSrc,
126 gpu->gpuStats());
127 if (!vertShaderId) {
128 return false;
129 }
130 *shaderIds->append() = vertShaderId;
131 return true;
132 }
133
emitCodeAfterEffects()134 void GrGLVertexShaderBuilder::emitCodeAfterEffects() {
135 const char* rtAdjustName;
136 fProgramBuilder->fUniformHandles.fRTAdjustmentUni =
137 fProgramBuilder->addUniform(GrGLProgramBuilder::kVertex_Visibility,
138 kVec4f_GrSLType,
139 "rtAdjustment",
140 &rtAdjustName);
141
142 // Transform from Skia's device coords to GL's normalized device coords.
143 this->codeAppendf(
144 "gl_Position = vec4(dot(pos3.xz, %s.xy), dot(pos3.yz, %s.zw), 0, pos3.z);",
145 rtAdjustName, rtAdjustName);
146 }
147
emitCodeBeforeEffects(GrGLSLExpr4 * color,GrGLSLExpr4 * coverage)148 void GrGLVertexShaderBuilder::emitCodeBeforeEffects(GrGLSLExpr4* color, GrGLSLExpr4* coverage) {
149 const GrGLProgramDesc::KeyHeader& header = fProgramBuilder->desc().getHeader();
150
151 fPositionVar = &fInputs.push_back();
152 fPositionVar->set(kVec2f_GrSLType, GrGLShaderVar::kAttribute_TypeModifier, "inPosition");
153 if (-1 != header.fLocalCoordAttributeIndex) {
154 fLocalCoordsVar = &fInputs.push_back();
155 fLocalCoordsVar->set(kVec2f_GrSLType,
156 GrGLShaderVar::kAttribute_TypeModifier,
157 "inLocalCoords");
158 } else {
159 fLocalCoordsVar = fPositionVar;
160 }
161
162 const char* viewMName;
163 fProgramBuilder->fUniformHandles.fViewMatrixUni =
164 fProgramBuilder->addUniform(GrGLProgramBuilder::kVertex_Visibility,
165 kMat33f_GrSLType,
166 "ViewM",
167 &viewMName);
168
169 // Transform the position into Skia's device coords.
170 this->codeAppendf("vec3 pos3 = %s * vec3(%s, 1);",
171 viewMName, fPositionVar->c_str());
172
173 // we output point size in the GS if present
174 if (header.fEmitsPointSize
175 #if GR_GL_EXPERIMENTAL_GS
176 && !header.fExperimentalGS
177 #endif
178 ) {
179 this->codeAppend("gl_PointSize = 1.0;");
180 }
181
182 if (GrGLProgramDesc::kAttribute_ColorInput == header.fColorInput) {
183 this->addAttribute(GrShaderVar(color_attribute_name(),
184 kVec4f_GrSLType,
185 GrShaderVar::kAttribute_TypeModifier));
186 const char *vsName, *fsName;
187 fFullProgramBuilder->addVarying(kVec4f_GrSLType, "Color", &vsName, &fsName);
188 this->codeAppendf("%s = %s;", vsName, color_attribute_name());
189 *color = fsName;
190 }
191
192 if (GrGLProgramDesc::kAttribute_ColorInput == header.fCoverageInput) {
193 this->addAttribute(GrShaderVar(coverage_attribute_name(),
194 kVec4f_GrSLType,
195 GrShaderVar::kAttribute_TypeModifier));
196 const char *vsName, *fsName;
197 fFullProgramBuilder->addVarying(kVec4f_GrSLType, "Coverage", &vsName, &fsName);
198 this->codeAppendf("%s = %s;", vsName, coverage_attribute_name());
199 *coverage = fsName;
200 }
201 fEffectAttribOffset = fInputs.count();
202 }
203