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 GrGLSLFragmentShaderBuilder_DEFINED
9 #define GrGLSLFragmentShaderBuilder_DEFINED
10 
11 #include "GrBlend.h"
12 #include "GrGLSLShaderBuilder.h"
13 #include "GrProcessor.h"
14 
15 class GrRenderTarget;
16 class GrGLSLVarying;
17 
18 /*
19  * This base class encapsulates the common functionality which all processors use to build fragment
20  * shaders.
21  */
22 class GrGLSLFragmentBuilder : public GrGLSLShaderBuilder {
23 public:
GrGLSLFragmentBuilder(GrGLSLProgramBuilder * program)24     GrGLSLFragmentBuilder(GrGLSLProgramBuilder* program) : INHERITED(program) {}
~GrGLSLFragmentBuilder()25     virtual ~GrGLSLFragmentBuilder() {}
26 
27     /**
28      * Use of these features may require a GLSL extension to be enabled. Shaders may not compile
29      * if code is added that uses one of these features without calling enableFeature()
30      */
31     enum GLSLFeature {
32         kMultisampleInterpolation_GLSLFeature
33     };
34 
35     /**
36      * If the feature is supported then true is returned and any necessary #extension declarations
37      * are added to the shaders. If the feature is not supported then false will be returned.
38      */
39     virtual bool enableFeature(GLSLFeature) = 0;
40 
41     /**
42      * This returns a variable name to access the 2D, perspective correct version of the coords in
43      * the fragment shader. The passed in coordinates must either be of type kVec2f or kVec3f. If
44      * the coordinates are 3-dimensional, it a perspective divide into is emitted into the
45      * fragment shader (xy / z) to convert them to 2D.
46      */
47     virtual SkString ensureCoords2D(const GrShaderVar&) = 0;
48 
49     // TODO: remove this method.
50     void declAppendf(const char* fmt, ...);
51 
52 private:
53     typedef GrGLSLShaderBuilder INHERITED;
54 };
55 
56 /*
57  * This class is used by fragment processors to build their fragment code.
58  */
59 class GrGLSLFPFragmentBuilder : virtual public GrGLSLFragmentBuilder {
60 public:
61     /** Appease the compiler; the derived class initializes GrGLSLFragmentBuilder. */
GrGLSLFPFragmentBuilder()62     GrGLSLFPFragmentBuilder() : GrGLSLFragmentBuilder(nullptr) {}
63 
64     enum Coordinates {
65         kSkiaDevice_Coordinates,
66         kGLSLWindow_Coordinates,
67 
68         kLast_Coordinates = kGLSLWindow_Coordinates
69     };
70 
71     /**
72      * Appends the offset from the center of the pixel to a specified sample.
73      *
74      * @param sampleIdx      GLSL expression of the sample index.
75      * @param Coordinates    Coordinate space in which to emit the offset.
76      *
77      * A processor must call setWillUseSampleLocations in its constructor before using this method.
78      */
79     virtual void appendOffsetToSample(const char* sampleIdx, Coordinates) = 0;
80 
81     /**
82      * Subtracts sample coverage from the fragment. Any sample whose corresponding bit is not found
83      * in the mask will not be written out to the framebuffer.
84      *
85      * @param mask      int that contains the sample mask. Bit N corresponds to the Nth sample.
86      * @param invert    perform a bit-wise NOT on the provided mask before applying it?
87      *
88      * Requires GLSL support for sample variables.
89      */
90     virtual void maskSampleCoverage(const char* mask, bool invert = false) = 0;
91 
92     /** Returns a variable name that represents a vector to the nearest edge of the shape, in source
93         space coordinates. */
94     virtual const char* distanceVectorName() const = 0;
95 
96     /**
97      * Fragment procs with child procs should call these functions before/after calling emitCode
98      * on a child proc.
99      */
100     virtual void onBeforeChildProcEmitCode() = 0;
101     virtual void onAfterChildProcEmitCode() = 0;
102 
103     virtual const SkString& getMangleString() const = 0;
104 };
105 
106 /*
107  * This class is used by primitive processors to build their fragment code.
108  */
109 class GrGLSLPPFragmentBuilder : public GrGLSLFPFragmentBuilder {
110 public:
111     /** Appease the compiler; the derived class initializes GrGLSLFragmentBuilder. */
GrGLSLPPFragmentBuilder()112     GrGLSLPPFragmentBuilder() : GrGLSLFragmentBuilder(nullptr) {}
113 
114     /**
115      * Overrides the fragment's sample coverage. The provided mask determines which samples will now
116      * be written out to the framebuffer. Note that this mask can be reduced by a future call to
117      * maskSampleCoverage.
118      *
119      * If a primitive processor uses this method, it must guarantee that every codepath through the
120      * shader overrides the sample mask at some point.
121      *
122      * @param mask    int that contains the new coverage mask. Bit N corresponds to the Nth sample.
123      *
124      * Requires NV_sample_mask_override_coverage.
125      */
126     virtual void overrideSampleCoverage(const char* mask) = 0;
127 };
128 
129 /*
130  * This class is used by Xfer processors to build their fragment code.
131  */
132 class GrGLSLXPFragmentBuilder : virtual public GrGLSLFragmentBuilder {
133 public:
134     /** Appease the compiler; the derived class initializes GrGLSLFragmentBuilder. */
GrGLSLXPFragmentBuilder()135     GrGLSLXPFragmentBuilder() : GrGLSLFragmentBuilder(nullptr) {}
136 
137     virtual bool hasCustomColorOutput() const = 0;
138     virtual bool hasSecondaryOutput() const = 0;
139 
140     /** Returns the variable name that holds the color of the destination pixel. This may be nullptr
141      * if no effect advertised that it will read the destination. */
142     virtual const char* dstColor() = 0;
143 
144     /** Adds any necessary layout qualifiers in order to legalize the supplied blend equation with
145         this shader. It is only legal to call this method with an advanced blend equation, and only
146         if these equations are supported. */
147     virtual void enableAdvancedBlendEquationIfNeeded(GrBlendEquation) = 0;
148 };
149 
150 /*
151  * This class implements the various fragment builder interfaces.
152  */
153 class GrGLSLFragmentShaderBuilder : public GrGLSLPPFragmentBuilder, public GrGLSLXPFragmentBuilder {
154 public:
155    /** Returns a nonzero key for a surface's origin. This should only be called if a processor will
156        use the fragment position and/or sample locations. */
157     static uint8_t KeyForSurfaceOrigin(GrSurfaceOrigin);
158 
159     GrGLSLFragmentShaderBuilder(GrGLSLProgramBuilder* program);
160 
161     // Shared GrGLSLFragmentBuilder interface.
162     bool enableFeature(GLSLFeature) override;
163     virtual SkString ensureCoords2D(const GrShaderVar&) override;
164     const char* distanceVectorName() const override;
165 
166     // GrGLSLFPFragmentBuilder interface.
167     void appendOffsetToSample(const char* sampleIdx, Coordinates) override;
168     void maskSampleCoverage(const char* mask, bool invert = false) override;
169     void overrideSampleCoverage(const char* mask) override;
getMangleString()170     const SkString& getMangleString() const override { return fMangleString; }
171     void onBeforeChildProcEmitCode() override;
172     void onAfterChildProcEmitCode() override;
173 
174     // GrGLSLXPFragmentBuilder interface.
hasCustomColorOutput()175     bool hasCustomColorOutput() const override { return fHasCustomColorOutput; }
hasSecondaryOutput()176     bool hasSecondaryOutput() const override { return fHasSecondaryOutput; }
177     const char* dstColor() override;
178     void enableAdvancedBlendEquationIfNeeded(GrBlendEquation) override;
179 
180 private:
181     // Private public interface, used by GrGLProgramBuilder to build a fragment shader
182     void enableCustomOutput();
183     void enableSecondaryOutput();
184     const char* getPrimaryColorOutputName() const;
185     const char* getSecondaryColorOutputName() const;
186 
187 #ifdef SK_DEBUG
188     // As GLSLProcessors emit code, there are some conditions we need to verify.  We use the below
189     // state to track this.  The reset call is called per processor emitted.
usedProcessorFeatures()190     GrProcessor::RequiredFeatures usedProcessorFeatures() const { return fUsedProcessorFeatures; }
hasReadDstColor()191     bool hasReadDstColor() const { return fHasReadDstColor; }
resetVerification()192     void resetVerification() {
193         fUsedProcessorFeatures = GrProcessor::kNone_RequiredFeatures;
194         fHasReadDstColor = false;
195     }
196 #endif
197 
DeclaredColorOutputName()198     static const char* DeclaredColorOutputName() { return "sk_FragColor"; }
DeclaredSecondaryColorOutputName()199     static const char* DeclaredSecondaryColorOutputName() { return "fsSecondaryColorOut"; }
200 
201     GrSurfaceOrigin getSurfaceOrigin() const;
202 
203     void onFinalize() override;
204     void defineSampleOffsetArray(const char* name, const SkMatrix&);
205 
206     static const char* kDstColorName;
207 
208     /*
209      * State that tracks which child proc in the proc tree is currently emitting code.  This is
210      * used to update the fMangleString, which is used to mangle the names of uniforms and functions
211      * emitted by the proc.  fSubstageIndices is a stack: its count indicates how many levels deep
212      * we are in the tree, and its second-to-last value is the index of the child proc at that
213      * level which is currently emitting code. For example, if fSubstageIndices = [3, 1, 2, 0], that
214      * means we're currently emitting code for the base proc's 3rd child's 1st child's 2nd child.
215      */
216     SkTArray<int> fSubstageIndices;
217 
218     /*
219      * The mangle string is used to mangle the names of uniforms/functions emitted by the child
220      * procs so no duplicate uniforms/functions appear in the generated shader program. The mangle
221      * string is simply based on fSubstageIndices. For example, if fSubstageIndices = [3, 1, 2, 0],
222      * then the manglestring will be "_c3_c1_c2", and any uniform/function emitted by that proc will
223      * have "_c3_c1_c2" appended to its name, which can be interpreted as "base proc's 3rd child's
224      * 1st child's 2nd child".
225      */
226     SkString fMangleString;
227 
228     bool       fSetupFragPosition;
229     bool       fHasCustomColorOutput;
230     int        fCustomColorOutputIndex;
231     bool       fHasSecondaryOutput;
232     uint8_t    fUsedSampleOffsetArrays;
233     bool       fHasInitializedSampleMask;
234     SkString   fDistanceVectorOutput;
235 
236 #ifdef SK_DEBUG
237     // some state to verify shaders and effects are consistent, this is reset between effects by
238     // the program creator
239     GrProcessor::RequiredFeatures fUsedProcessorFeatures;
240     bool fHasReadDstColor;
241 #endif
242 
243     friend class GrGLSLProgramBuilder;
244     friend class GrGLProgramBuilder;
245 };
246 
247 #endif
248