GrGLShaderBuilder.h revision 0365261597f73c049f2d8c117c8c87ef2fb2c9ab
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 */
7
8#ifndef GrGLShaderBuilder_DEFINED
9#define GrGLShaderBuilder_DEFINED
10
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"
19
20#include <stdarg.h>
21
22class GrGLContextInfo;
23class GrEffectStage;
24class GrGLProgramDesc;
25
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*/
30class GrGLShaderBuilder {
31public:
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;
37
38    enum ShaderVisibility {
39        kVertex_Visibility   = 0x1,
40        kGeometry_Visibility = 0x2,
41        kFragment_Visibility = 0x4,
42    };
43
44    typedef GrGLUniformManager::UniformHandle UniformHandle;
45
46    // Handles for program uniforms (other than per-effect uniforms)
47    struct UniformHandles {
48        UniformHandle       fViewMatrixUni;
49        UniformHandle       fRTAdjustmentUni;
50        UniformHandle       fColorUni;
51        UniformHandle       fCoverageUni;
52
53        // We use the render target height to provide a y-down frag coord when specifying
54        // origin_upper_left is not supported.
55        UniformHandle       fRTHeightUni;
56
57        // Uniforms for computing texture coords to do the dst-copy lookup
58        UniformHandle       fDstCopyTopLeftUni;
59        UniformHandle       fDstCopyScaleUni;
60        UniformHandle       fDstCopySamplerUni;
61    };
62
63    struct GenProgramOutput {
64        GrGLProgramEffects* fColorEffects;
65        GrGLProgramEffects* fCoverageEffects;
66        UniformHandles fUniformHandles;
67        bool fHasVS;
68        int fNumTexCoordSets;
69        GrGLuint fProgramID;
70    };
71
72    static bool GenProgram(GrGpuGL* gpu,
73                           GrGLUniformManager& uman,
74                           const GrGLProgramDesc& desc,
75                           const GrEffectStage* inColorStages[],
76                           const GrEffectStage* inCoverageStages[],
77                           GenProgramOutput* output);
78
79    virtual ~GrGLShaderBuilder() {}
80
81    /**
82     * Use of these features may require a GLSL extension to be enabled. Shaders may not compile
83     * if code is added that uses one of these features without calling enableFeature()
84     */
85    enum GLSLFeature {
86        kStandardDerivatives_GLSLFeature = 0,
87
88        kLastGLSLFeature = kStandardDerivatives_GLSLFeature
89    };
90
91    /**
92     * If the feature is supported then true is returned and any necessary #extension declarations
93     * are added to the shaders. If the feature is not supported then false will be returned.
94     */
95    bool enableFeature(GLSLFeature);
96
97    /**
98     * Called by GrGLEffects to add code the fragment shader.
99     */
100    void fsCodeAppendf(const char format[], ...) SK_PRINTF_LIKE(2, 3) {
101        va_list args;
102        va_start(args, format);
103        fFSCode.appendVAList(format, args);
104        va_end(args);
105    }
106
107    void fsCodeAppend(const char* str) { fFSCode.append(str); }
108
109    /** Appends a 2D texture sample with projection if necessary. coordType must either be Vec2f or
110        Vec3f. The latter is interpreted as projective texture coords. The vec length and swizzle
111        order of the result depends on the GrTextureAccess associated with the TextureSampler. */
112    void appendTextureLookup(SkString* out,
113                             const TextureSampler&,
114                             const char* coordName,
115                             GrSLType coordType = kVec2f_GrSLType) const;
116
117    /** Version of above that appends the result to the fragment shader code instead.*/
118    void fsAppendTextureLookup(const TextureSampler&,
119                               const char* coordName,
120                               GrSLType coordType = kVec2f_GrSLType);
121
122
123    /** Does the work of appendTextureLookup and modulates the result by modulation. The result is
124        always a vec4. modulation and the swizzle specified by TextureSampler must both be vec4 or
125        float. If modulation is "" or NULL it this function acts as though appendTextureLookup were
126        called. */
127    void fsAppendTextureLookupAndModulate(const char* modulation,
128                                          const TextureSampler&,
129                                          const char* coordName,
130                                          GrSLType coordType = kVec2f_GrSLType);
131
132    /** Emits a helper function outside of main() in the fragment shader. */
133    void fsEmitFunction(GrSLType returnType,
134                        const char* name,
135                        int argCnt,
136                        const GrGLShaderVar* args,
137                        const char* body,
138                        SkString* outName);
139
140    typedef uint8_t DstReadKey;
141    typedef uint8_t FragPosKey;
142
143    /**  Returns a key for adding code to read the copy-of-dst color in service of effects that
144         require reading the dst. It must not return 0 because 0 indicates that there is no dst
145         copy read at all (in which case this function should not be called). */
146    static DstReadKey KeyForDstRead(const GrTexture* dstCopy, const GrGLCaps&);
147
148    /** Returns a key for reading the fragment location. This should only be called if there is an
149        effect that will requires the fragment position. If the fragment position is not required,
150        the key is 0. */
151    static FragPosKey KeyForFragmentPosition(const GrRenderTarget* dst, const GrGLCaps&);
152
153    /** If texture swizzling is available using tex parameters then it is preferred over mangling
154        the generated shader code. This potentially allows greater reuse of cached shaders. */
155    static const GrGLenum* GetTexParamSwizzle(GrPixelConfig config, const GrGLCaps& caps);
156
157    /** Add a uniform variable to the current program, that has visibility in one or more shaders.
158        visibility is a bitfield of ShaderVisibility values indicating from which shaders the
159        uniform should be accessible. At least one bit must be set. Geometry shader uniforms are not
160        supported at this time. The actual uniform name will be mangled. If outName is not NULL then
161        it will refer to the final uniform name after return. Use the addUniformArray variant to add
162        an array of uniforms.
163    */
164    GrGLUniformManager::UniformHandle addUniform(uint32_t visibility,
165                                                 GrSLType type,
166                                                 const char* name,
167                                                 const char** outName = NULL) {
168        return this->addUniformArray(visibility, type, name, GrGLShaderVar::kNonArray, outName);
169    }
170    GrGLUniformManager::UniformHandle addUniformArray(uint32_t visibility,
171                                                      GrSLType type,
172                                                      const char* name,
173                                                      int arrayCount,
174                                                      const char** outName = NULL);
175
176    const GrGLShaderVar& getUniformVariable(GrGLUniformManager::UniformHandle u) const {
177        return fUniformManager.getBuilderUniform(fUniforms, u).fVariable;
178    }
179
180    /**
181     * Shortcut for getUniformVariable(u).c_str()
182     */
183    const char* getUniformCStr(GrGLUniformManager::UniformHandle u) const {
184        return this->getUniformVariable(u).c_str();
185    }
186
187    /**
188     * This returns a variable name to access the 2D, perspective correct version of the coords in
189     * the fragment shader. If the coordinates at index are 3-dimensional, it immediately emits a
190     * perspective divide into the fragment shader (xy / z) to convert them to 2D.
191     */
192    SkString ensureFSCoords2D(const TransformedCoordsArray&, int index);
193
194    /** Returns a variable name that represents the position of the fragment in the FS. The position
195        is in device space (e.g. 0,0 is the top left and pixel centers are at half-integers). */
196    const char* fragmentPosition();
197
198    /** Returns the color of the destination pixel. This may be NULL if no effect advertised
199        that it will read the destination. */
200    const char* dstColor();
201
202    /**
203     * Interfaces used by GrGLProgram.
204     */
205    const GrGLSLExpr4& getInputColor() const {
206        return fInputColor;
207    }
208    const GrGLSLExpr4& getInputCoverage() const {
209        return fInputCoverage;
210    }
211
212    /**
213     * Adds code for effects and returns a GrGLProgramEffects* object. The caller is responsible for
214     * deleting it when finished. effectStages contains the effects to add. effectKeys[i] is the key
215     * generated from effectStages[i]. inOutFSColor specifies the input color to the first stage and
216     * is updated to be the output color of the last stage.
217     * The handles to texture samplers for effectStage[i] are added to
218     * effectSamplerHandles[i].
219     */
220    virtual GrGLProgramEffects* createAndEmitEffects(const GrEffectStage* effectStages[],
221                                                     const EffectKey effectKeys[],
222                                                     int effectCnt,
223                                                     GrGLSLExpr4* inOutFSColor) = 0;
224
225    const char* getColorOutputName() const;
226    const char* enableSecondaryOutput();
227
228    GrGLUniformManager::UniformHandle getRTHeightUniform() const { return fRTHeightUniform; }
229    GrGLUniformManager::UniformHandle getDstCopyTopLeftUniform() const {
230        return fDstCopyTopLeftUniform;
231    }
232    GrGLUniformManager::UniformHandle getDstCopyScaleUniform() const {
233        return fDstCopyScaleUniform;
234    }
235    GrGLUniformManager::UniformHandle getColorUniform() const { return fColorUniform; }
236    GrGLUniformManager::UniformHandle getCoverageUniform() const { return fCoverageUniform; }
237    GrGLUniformManager::UniformHandle getDstCopySamplerUniform() const {
238        return fDstCopySamplerUniform;
239    }
240
241    bool finish(GrGLuint* outProgramId);
242
243    const GrGLContextInfo& ctxInfo() const;
244
245    /**
246     * Helper for begining and ending a block in the fragment code. TODO: Make GrGLShaderBuilder
247     * aware of all blocks and turn single \t's into the correct number of tabs (or spaces) so that
248     * our shaders print pretty without effect writers tracking indentation.
249     */
250    class FSBlock {
251    public:
252        FSBlock(GrGLShaderBuilder* builder) : fBuilder(builder) {
253            SkASSERT(NULL != builder);
254            fBuilder->fsCodeAppend("\t{\n");
255        }
256
257        ~FSBlock() {
258            fBuilder->fsCodeAppend("\t}\n");
259        }
260    private:
261        GrGLShaderBuilder* fBuilder;
262    };
263
264protected:
265    GrGLShaderBuilder(GrGpuGL*, GrGLUniformManager&, const GrGLProgramDesc&);
266
267    GrGpuGL* gpu() const { return fGpu; }
268
269    const GrGLProgramDesc& desc() const { return fDesc; }
270
271    void setInputColor(const GrGLSLExpr4& inputColor) { fInputColor = inputColor; }
272    void setInputCoverage(const GrGLSLExpr4& inputCoverage) { fInputCoverage = inputCoverage; }
273
274    /** Add input/output variable declarations (i.e. 'varying') to the fragment shader. */
275    GrGLShaderVar& fsInputAppend() { return fFSInputs.push_back(); }
276
277    // Generates a name for a variable. The generated string will be name prefixed by the prefix
278    // char (unless the prefix is '\0'). It also mangles the name to be stage-specific if we're
279    // generating stage code.
280    void nameVariable(SkString* out, char prefix, const char* name);
281
282    // Helper for emitEffects().
283    void createAndEmitEffects(GrGLProgramEffectsBuilder*,
284                              const GrEffectStage* effectStages[],
285                              const EffectKey effectKeys[],
286                              int effectCnt,
287                              GrGLSLExpr4* inOutFSColor);
288
289    virtual bool compileAndAttachShaders(GrGLuint programId, SkTDArray<GrGLuint>* shaderIds) const;
290    virtual void bindProgramLocations(GrGLuint programId) const;
291
292    void appendDecls(const VarArray&, SkString*) const;
293    void appendUniformDecls(ShaderVisibility, SkString*) const;
294
295private:
296    class CodeStage : SkNoncopyable {
297    public:
298        CodeStage() : fNextIndex(0), fCurrentIndex(-1), fEffectStage(NULL) {}
299
300        bool inStageCode() const {
301            this->validate();
302            return NULL != fEffectStage;
303        }
304
305        const GrEffectStage* effectStage() const {
306            this->validate();
307            return fEffectStage;
308        }
309
310        int stageIndex() const {
311            this->validate();
312            return fCurrentIndex;
313        }
314
315        class AutoStageRestore : SkNoncopyable {
316        public:
317            AutoStageRestore(CodeStage* codeStage, const GrEffectStage* newStage) {
318                SkASSERT(NULL != codeStage);
319                fSavedIndex = codeStage->fCurrentIndex;
320                fSavedEffectStage = codeStage->fEffectStage;
321
322                if (NULL == newStage) {
323                    codeStage->fCurrentIndex = -1;
324                } else {
325                    codeStage->fCurrentIndex = codeStage->fNextIndex++;
326                }
327                codeStage->fEffectStage = newStage;
328
329                fCodeStage = codeStage;
330            }
331            ~AutoStageRestore() {
332                fCodeStage->fCurrentIndex = fSavedIndex;
333                fCodeStage->fEffectStage = fSavedEffectStage;
334            }
335        private:
336            CodeStage*              fCodeStage;
337            int                     fSavedIndex;
338            const GrEffectStage*    fSavedEffectStage;
339        };
340    private:
341        void validate() const { SkASSERT((NULL == fEffectStage) == (-1 == fCurrentIndex)); }
342        int                     fNextIndex;
343        int                     fCurrentIndex;
344        const GrEffectStage*    fEffectStage;
345    } fCodeStage;
346
347    bool genProgram(const GrEffectStage* colorStages[],
348                    const GrEffectStage* coverageStages[],
349                    GenProgramOutput* output);
350
351    /**
352     * Features that should only be enabled by GrGLShaderBuilder itself.
353     */
354    enum GLSLPrivateFeature {
355        kFragCoordConventions_GLSLPrivateFeature = kLastGLSLFeature + 1,
356        kEXTShaderFramebufferFetch_GLSLPrivateFeature,
357        kNVShaderFramebufferFetch_GLSLPrivateFeature,
358    };
359    bool enablePrivateFeature(GLSLPrivateFeature);
360
361    // If we ever have VS/GS features we can expand this to take a bitmask of ShaderVisibility and
362    // track the enables separately for each shader.
363    void addFSFeature(uint32_t featureBit, const char* extensionName);
364
365    // Interpretation of DstReadKey when generating code
366    enum {
367        kNoDstRead_DstReadKey         = 0,
368        kYesDstRead_DstReadKeyBit     = 0x1, // Set if we do a dst-copy-read.
369        kUseAlphaConfig_DstReadKeyBit = 0x2, // Set if dst-copy config is alpha only.
370        kTopLeftOrigin_DstReadKeyBit  = 0x4, // Set if dst-copy origin is top-left.
371    };
372
373    enum {
374        kNoFragPosRead_FragPosKey           = 0,  // The fragment positition will not be needed.
375        kTopLeftFragPosRead_FragPosKey      = 0x1,// Read frag pos relative to top-left.
376        kBottomLeftFragPosRead_FragPosKey   = 0x2,// Read frag pos relative to bottom-left.
377    };
378
379    const GrGLProgramDesc&                  fDesc;
380    GrGpuGL*                                fGpu;
381    GrGLUniformManager&                     fUniformManager;
382    uint32_t                                fFSFeaturesAddedMask;
383    SkString                                fFSFunctions;
384    SkString                                fFSExtensions;
385    VarArray                                fFSInputs;
386    VarArray                                fFSOutputs;
387    GrGLUniformManager::BuilderUniformArray fUniforms;
388
389    SkString                                fFSCode;
390
391    bool                                    fSetupFragPosition;
392    GrGLUniformManager::UniformHandle       fDstCopySamplerUniform;
393
394    GrGLSLExpr4                             fInputColor;
395    GrGLSLExpr4                             fInputCoverage;
396
397    bool                                    fHasCustomColorOutput;
398    bool                                    fHasSecondaryOutput;
399
400    GrGLUniformManager::UniformHandle       fRTHeightUniform;
401    GrGLUniformManager::UniformHandle       fDstCopyTopLeftUniform;
402    GrGLUniformManager::UniformHandle       fDstCopyScaleUniform;
403    GrGLUniformManager::UniformHandle       fColorUniform;
404    GrGLUniformManager::UniformHandle       fCoverageUniform;
405
406    bool                                    fTopLeftFragPosRead;
407};
408
409////////////////////////////////////////////////////////////////////////////////
410
411class GrGLFullShaderBuilder : public GrGLShaderBuilder {
412public:
413    GrGLFullShaderBuilder(GrGpuGL*, GrGLUniformManager&, const GrGLProgramDesc&);
414
415    /**
416     * Called by GrGLEffects to add code to one of the shaders.
417     */
418    void vsCodeAppendf(const char format[], ...) SK_PRINTF_LIKE(2, 3) {
419        va_list args;
420        va_start(args, format);
421        fVSCode.appendVAList(format, args);
422        va_end(args);
423    }
424
425    void vsCodeAppend(const char* str) { fVSCode.append(str); }
426
427   /** Add a vertex attribute to the current program that is passed in from the vertex data.
428       Returns false if the attribute was already there, true otherwise. */
429    bool addAttribute(GrSLType type, const char* name);
430
431   /** Add a varying variable to the current program to pass values between vertex and fragment
432        shaders. If the last two parameters are non-NULL, they are filled in with the name
433        generated. */
434    void addVarying(GrSLType type,
435                    const char* name,
436                    const char** vsOutName = NULL,
437                    const char** fsInName = NULL);
438
439    /** Returns a vertex attribute that represents the vertex position in the VS. This is the
440        pre-matrix position and is commonly used by effects to compute texture coords via a matrix.
441      */
442    const GrGLShaderVar& positionAttribute() const { return *fPositionVar; }
443
444    /** Returns a vertex attribute that represents the local coords in the VS. This may be the same
445        as positionAttribute() or it may not be. It depends upon whether the rendering code
446        specified explicit local coords or not in the GrDrawState. */
447    const GrGLShaderVar& localCoordsAttribute() const { return *fLocalCoordsVar; }
448
449    /**
450     * Are explicit local coordinates provided as input to the vertex shader.
451     */
452    bool hasExplicitLocalCoords() const { return (fLocalCoordsVar != fPositionVar); }
453
454    bool addEffectAttribute(int attributeIndex, GrSLType type, const SkString& name);
455    const SkString* getEffectAttributeName(int attributeIndex) const;
456
457    virtual GrGLProgramEffects* createAndEmitEffects(
458                const GrEffectStage* effectStages[],
459                const EffectKey effectKeys[],
460                int effectCnt,
461                GrGLSLExpr4* inOutFSColor) SK_OVERRIDE;
462
463    /**
464     * The view matrix uniform is only valid in the VS. It is always mat33.
465     */
466    GrGLUniformManager::UniformHandle getViewMatrixUniform() const {
467        return fViewMatrixUniform;
468    }
469
470    GrGLUniformManager::UniformHandle getRTAdjustmentVecUniform() const {
471        return fRTAdustmentVecUniform;
472    }
473
474protected:
475    virtual bool compileAndAttachShaders(GrGLuint programId, SkTDArray<GrGLuint>* shaderIds) const SK_OVERRIDE;
476    virtual void bindProgramLocations(GrGLuint programId) const SK_OVERRIDE;
477
478private:
479    VarArray                            fVSAttrs;
480    VarArray                            fVSOutputs;
481    VarArray                            fGSInputs;
482    VarArray                            fGSOutputs;
483
484    SkString                            fVSCode;
485
486    struct AttributePair {
487        void set(int index, const SkString& name) {
488            fIndex = index; fName = name;
489        }
490        int      fIndex;
491        SkString fName;
492    };
493    SkSTArray<10, AttributePair, true>  fEffectAttributes;
494
495    GrGLUniformManager::UniformHandle   fViewMatrixUniform;
496    GrGLUniformManager::UniformHandle   fRTAdustmentVecUniform;
497    GrGLShaderVar*                      fPositionVar;
498    GrGLShaderVar*                      fLocalCoordsVar;
499
500    typedef GrGLShaderBuilder INHERITED;
501};
502
503////////////////////////////////////////////////////////////////////////////////
504
505class GrGLFragmentOnlyShaderBuilder : public GrGLShaderBuilder {
506public:
507    GrGLFragmentOnlyShaderBuilder(GrGpuGL*, GrGLUniformManager&, const GrGLProgramDesc&);
508
509    int getNumTexCoordSets() const { return fNumTexCoordSets; }
510    int addTexCoordSets(int count);
511
512    virtual GrGLProgramEffects* createAndEmitEffects(
513                const GrEffectStage* effectStages[],
514                const EffectKey effectKeys[],
515                int effectCnt,
516                GrGLSLExpr4* inOutFSColor) SK_OVERRIDE;
517
518private:
519    int fNumTexCoordSets;
520
521    typedef GrGLShaderBuilder INHERITED;
522};
523
524#endif
525