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 #ifndef GrGLFragmentShaderBuilder_DEFINED 9 #define GrGLFragmentShaderBuilder_DEFINED 10 11 #include "GrGLShaderBuilder.h" 12 13 class GrGLVarying; 14 15 /* 16 * This base class encapsulates the functionality which the GP uses to build fragment shaders 17 */ 18 class GrGLFragmentBuilder : public GrGLShaderBuilder { 19 public: GrGLFragmentBuilder(GrGLProgramBuilder * program)20 GrGLFragmentBuilder(GrGLProgramBuilder* program) : INHERITED(program) {} ~GrGLFragmentBuilder()21 virtual ~GrGLFragmentBuilder() {} 22 /** 23 * Use of these features may require a GLSL extension to be enabled. Shaders may not compile 24 * if code is added that uses one of these features without calling enableFeature() 25 */ 26 enum GLSLFeature { 27 kStandardDerivatives_GLSLFeature = 0, 28 kLastGLSLFeature = kStandardDerivatives_GLSLFeature 29 }; 30 31 /** 32 * If the feature is supported then true is returned and any necessary #extension declarations 33 * are added to the shaders. If the feature is not supported then false will be returned. 34 */ 35 virtual bool enableFeature(GLSLFeature) = 0; 36 37 /** 38 * This returns a variable name to access the 2D, perspective correct version of the coords in 39 * the fragment shader. If the coordinates at index are 3-dimensional, it immediately emits a 40 * perspective divide into the fragment shader (xy / z) to convert them to 2D. 41 */ 42 virtual SkString ensureFSCoords2D(const GrGLProcessor::TransformedCoordsArray& coords, 43 int index) = 0; 44 45 46 /** Returns a variable name that represents the position of the fragment in the FS. The position 47 is in device space (e.g. 0,0 is the top left and pixel centers are at half-integers). */ 48 virtual const char* fragmentPosition() = 0; 49 50 private: 51 friend class GrGLPathProcessor; 52 53 typedef GrGLShaderBuilder INHERITED; 54 }; 55 56 /* 57 * Fragment processor's, in addition to all of the above, may need to use dst color so they use 58 * this builder to create their shader. Because this is the only shader builder the FP sees, we 59 * just call it FPShaderBuilder 60 */ 61 class GrGLXPFragmentBuilder : public GrGLFragmentBuilder { 62 public: GrGLXPFragmentBuilder(GrGLProgramBuilder * program)63 GrGLXPFragmentBuilder(GrGLProgramBuilder* program) : INHERITED(program) {} 64 65 /** Returns the variable name that holds the color of the destination pixel. This may be NULL if 66 no effect advertised that it will read the destination. */ 67 virtual const char* dstColor() = 0; 68 69 /** Adds any necessary layout qualifiers in order to legalize the supplied blend equation with 70 this shader. It is only legal to call this method with an advanced blend equation, and only 71 if these equations are supported. */ 72 virtual void enableAdvancedBlendEquationIfNeeded(GrBlendEquation) = 0; 73 74 private: 75 typedef GrGLFragmentBuilder INHERITED; 76 }; 77 78 // TODO rename to Fragment Builder 79 class GrGLFragmentShaderBuilder : public GrGLXPFragmentBuilder { 80 public: 81 typedef uint8_t DstReadKey; 82 typedef uint8_t FragPosKey; 83 84 /** Returns a key for adding code to read the copy-of-dst color in service of effects that 85 require reading the dst. It must not return 0 because 0 indicates that there is no dst 86 copy read at all (in which case this function should not be called). */ 87 static DstReadKey KeyForDstRead(const GrTexture* dstCopy, const GrGLCaps&); 88 89 /** Returns a key for reading the fragment location. This should only be called if there is an 90 effect that will requires the fragment position. If the fragment position is not required, 91 the key is 0. */ 92 static FragPosKey KeyForFragmentPosition(const GrRenderTarget* dst, const GrGLCaps&); 93 94 GrGLFragmentShaderBuilder(GrGLProgramBuilder* program, uint8_t fragPosKey); 95 96 // true public interface, defined explicitly in the abstract interfaces above 97 bool enableFeature(GLSLFeature) override; 98 virtual SkString ensureFSCoords2D(const GrGLProcessor::TransformedCoordsArray& coords, 99 int index) override; 100 const char* fragmentPosition() override; 101 const char* dstColor() override; 102 103 void enableAdvancedBlendEquationIfNeeded(GrBlendEquation) override; 104 105 private: 106 // Private public interface, used by GrGLProgramBuilder to build a fragment shader 107 void enableCustomOutput(); 108 void enableSecondaryOutput(); 109 const char* getPrimaryColorOutputName() const; 110 const char* getSecondaryColorOutputName() const; 111 bool compileAndAttachShaders(GrGLuint programId, SkTDArray<GrGLuint>* shaderIds); 112 void bindFragmentShaderLocations(GrGLuint programID); 113 114 // As GLProcessors emit code, there are some conditions we need to verify. We use the below 115 // state to track this. The reset call is called per processor emitted. hasReadDstColor()116 bool hasReadDstColor() const { return fHasReadDstColor; } hasReadFragmentPosition()117 bool hasReadFragmentPosition() const { return fHasReadFragmentPosition; } reset()118 void reset() { 119 fHasReadDstColor = false; 120 fHasReadFragmentPosition = false; 121 } 122 123 /* 124 * An internal call for GrGLProgramBuilder to use to add varyings to the vertex shader 125 */ 126 void addVarying(GrGLVarying*, GrSLPrecision); 127 128 /** 129 * Features that should only be enabled by GrGLFragmentShaderBuilder itself. 130 */ 131 enum GLSLPrivateFeature { 132 kFragCoordConventions_GLSLPrivateFeature = kLastGLSLFeature + 1, 133 kBlendEquationAdvanced_GLSLPrivateFeature, 134 kLastGLSLPrivateFeature = kBlendEquationAdvanced_GLSLPrivateFeature 135 }; 136 137 // Interpretation of DstReadKey when generating code 138 enum { 139 kNoDstRead_DstReadKey = 0, 140 kYesDstRead_DstReadKeyBit = 0x1, // Set if we do a dst-copy-read. 141 kUseAlphaConfig_DstReadKeyBit = 0x2, // Set if dst-copy config is alpha only. 142 kTopLeftOrigin_DstReadKeyBit = 0x4, // Set if dst-copy origin is top-left. 143 }; 144 145 // Interpretation of FragPosKey when generating code 146 enum { 147 kNoFragPosRead_FragPosKey = 0, // The fragment positition will not be needed. 148 kTopLeftFragPosRead_FragPosKey = 0x1,// Read frag pos relative to top-left. 149 kBottomLeftFragPosRead_FragPosKey = 0x2,// Read frag pos relative to bottom-left. 150 }; 151 152 static const char* kDstCopyColorName; 153 154 bool fHasCustomColorOutput; 155 bool fHasSecondaryOutput; 156 bool fSetupFragPosition; 157 bool fTopLeftFragPosRead; 158 int fCustomColorOutputIndex; 159 160 // some state to verify shaders and effects are consistent, this is reset between effects by 161 // the program creator 162 bool fHasReadDstColor; 163 bool fHasReadFragmentPosition; 164 165 friend class GrGLProgramBuilder; 166 167 typedef GrGLXPFragmentBuilder INHERITED; 168 }; 169 170 #endif 171