GrGLShaderBuilder.h revision e3beb6bd7de7fa211681abbb0be58e80b19885e0
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    GrGLShaderBuilder(GrGpuGL*, GrGLUniformManager&, const GrGLProgramDesc&);
45    virtual ~GrGLShaderBuilder() {}
46
47    /**
48     * Use of these features may require a GLSL extension to be enabled. Shaders may not compile
49     * if code is added that uses one of these features without calling enableFeature()
50     */
51    enum GLSLFeature {
52        kStandardDerivatives_GLSLFeature = 0,
53
54        kLastGLSLFeature = kStandardDerivatives_GLSLFeature
55    };
56
57    /**
58     * If the feature is supported then true is returned and any necessary #extension declarations
59     * are added to the shaders. If the feature is not supported then false will be returned.
60     */
61    bool enableFeature(GLSLFeature);
62
63    /**
64     * Called by GrGLEffects to add code the fragment shader.
65     */
66    void fsCodeAppendf(const char format[], ...) SK_PRINTF_LIKE(2, 3) {
67        va_list args;
68        va_start(args, format);
69        fFSCode.appendVAList(format, args);
70        va_end(args);
71    }
72
73    void fsCodeAppend(const char* str) { fFSCode.append(str); }
74
75    /** Appends a 2D texture sample with projection if necessary. coordType must either be Vec2f or
76        Vec3f. The latter is interpreted as projective texture coords. The vec length and swizzle
77        order of the result depends on the GrTextureAccess associated with the TextureSampler. */
78    void appendTextureLookup(SkString* out,
79                             const TextureSampler&,
80                             const char* coordName,
81                             GrSLType coordType = kVec2f_GrSLType) const;
82
83    /** Version of above that appends the result to the fragment shader code instead.*/
84    void fsAppendTextureLookup(const TextureSampler&,
85                               const char* coordName,
86                               GrSLType coordType = kVec2f_GrSLType);
87
88
89    /** Does the work of appendTextureLookup and modulates the result by modulation. The result is
90        always a vec4. modulation and the swizzle specified by TextureSampler must both be vec4 or
91        float. If modulation is "" or NULL it this function acts as though appendTextureLookup were
92        called. */
93    void fsAppendTextureLookupAndModulate(const char* modulation,
94                                          const TextureSampler&,
95                                          const char* coordName,
96                                          GrSLType coordType = kVec2f_GrSLType);
97
98    /** Emits a helper function outside of main() in the fragment shader. */
99    void fsEmitFunction(GrSLType returnType,
100                        const char* name,
101                        int argCnt,
102                        const GrGLShaderVar* args,
103                        const char* body,
104                        SkString* outName);
105
106    typedef uint8_t DstReadKey;
107    typedef uint8_t FragPosKey;
108
109    /**  Returns a key for adding code to read the copy-of-dst color in service of effects that
110         require reading the dst. It must not return 0 because 0 indicates that there is no dst
111         copy read at all (in which case this function should not be called). */
112    static DstReadKey KeyForDstRead(const GrTexture* dstCopy, const GrGLCaps&);
113
114    /** Returns a key for reading the fragment location. This should only be called if there is an
115        effect that will requires the fragment position. If the fragment position is not required,
116        the key is 0. */
117    static FragPosKey KeyForFragmentPosition(const GrRenderTarget* dst, const GrGLCaps&);
118
119    /** If texture swizzling is available using tex parameters then it is preferred over mangling
120        the generated shader code. This potentially allows greater reuse of cached shaders. */
121    static const GrGLenum* GetTexParamSwizzle(GrPixelConfig config, const GrGLCaps& caps);
122
123    /** Add a uniform variable to the current program, that has visibility in one or more shaders.
124        visibility is a bitfield of ShaderVisibility values indicating from which shaders the
125        uniform should be accessible. At least one bit must be set. Geometry shader uniforms are not
126        supported at this time. The actual uniform name will be mangled. If outName is not NULL then
127        it will refer to the final uniform name after return. Use the addUniformArray variant to add
128        an array of uniforms.
129    */
130    GrGLUniformManager::UniformHandle addUniform(uint32_t visibility,
131                                                 GrSLType type,
132                                                 const char* name,
133                                                 const char** outName = NULL) {
134        return this->addUniformArray(visibility, type, name, GrGLShaderVar::kNonArray, outName);
135    }
136    GrGLUniformManager::UniformHandle addUniformArray(uint32_t visibility,
137                                                      GrSLType type,
138                                                      const char* name,
139                                                      int arrayCount,
140                                                      const char** outName = NULL);
141
142    const GrGLShaderVar& getUniformVariable(GrGLUniformManager::UniformHandle u) const {
143        return fUniformManager.getBuilderUniform(fUniforms, u).fVariable;
144    }
145
146    /**
147     * Shortcut for getUniformVariable(u).c_str()
148     */
149    const char* getUniformCStr(GrGLUniformManager::UniformHandle u) const {
150        return this->getUniformVariable(u).c_str();
151    }
152
153    /**
154     * This returns a variable name to access the 2D, perspective correct version of the coords in
155     * the fragment shader. If the coordinates at index are 3-dimensional, it immediately emits a
156     * perspective divide into the fragment shader (xy / z) to convert them to 2D.
157     */
158    SkString ensureFSCoords2D(const TransformedCoordsArray&, int index);
159
160    /** Returns a variable name that represents the position of the fragment in the FS. The position
161        is in device space (e.g. 0,0 is the top left and pixel centers are at half-integers). */
162    const char* fragmentPosition();
163
164    /** Returns the color of the destination pixel. This may be NULL if no effect advertised
165        that it will read the destination. */
166    const char* dstColor();
167
168    /**
169     * Interfaces used by GrGLProgram.
170     */
171    const GrGLSLExpr4& getInputColor() const {
172        return fInputColor;
173    }
174    const GrGLSLExpr4& getInputCoverage() const {
175        return fInputCoverage;
176    }
177
178    /**
179     * Adds code for effects and returns a GrGLProgramEffects* object. The caller is responsible for
180     * deleting it when finished. effectStages contains the effects to add. effectKeys[i] is the key
181     * generated from effectStages[i]. inOutFSColor specifies the input color to the first stage and
182     * is updated to be the output color of the last stage.
183     * The handles to texture samplers for effectStage[i] are added to
184     * effectSamplerHandles[i].
185     */
186    virtual GrGLProgramEffects* createAndEmitEffects(const GrEffectStage* effectStages[],
187                                                     const EffectKey effectKeys[],
188                                                     int effectCnt,
189                                                     GrGLSLExpr4* inOutFSColor) = 0;
190
191    const char* getColorOutputName() const;
192    const char* enableSecondaryOutput();
193
194    GrGLUniformManager::UniformHandle getRTHeightUniform() const { return fRTHeightUniform; }
195    GrGLUniformManager::UniformHandle getDstCopyTopLeftUniform() const {
196        return fDstCopyTopLeftUniform;
197    }
198    GrGLUniformManager::UniformHandle getDstCopyScaleUniform() const {
199        return fDstCopyScaleUniform;
200    }
201    GrGLUniformManager::UniformHandle getColorUniform() const { return fColorUniform; }
202    GrGLUniformManager::UniformHandle getCoverageUniform() const { return fCoverageUniform; }
203    GrGLUniformManager::UniformHandle getDstCopySamplerUniform() const {
204        return fDstCopySamplerUniform;
205    }
206
207    bool finish(GrGLuint* outProgramId);
208
209    const GrGLContextInfo& ctxInfo() const;
210
211    /**
212     * Helper for begining and ending a block in the fragment code. TODO: Make GrGLShaderBuilder
213     * aware of all blocks and turn single \t's into the correct number of tabs (or spaces) so that
214     * our shaders print pretty without effect writers tracking indentation.
215     */
216    class FSBlock {
217    public:
218        FSBlock(GrGLShaderBuilder* builder) : fBuilder(builder) {
219            SkASSERT(NULL != builder);
220            fBuilder->fsCodeAppend("\t{\n");
221        }
222
223        ~FSBlock() {
224            fBuilder->fsCodeAppend("\t}\n");
225        }
226    private:
227        GrGLShaderBuilder* fBuilder;
228    };
229
230protected:
231    GrGpuGL* gpu() const { return fGpu; }
232
233    void setInputColor(const GrGLSLExpr4& inputColor) { fInputColor = inputColor; }
234    void setInputCoverage(const GrGLSLExpr4& inputCoverage) { fInputCoverage = inputCoverage; }
235
236    /** Add input/output variable declarations (i.e. 'varying') to the fragment shader. */
237    GrGLShaderVar& fsInputAppend() { return fFSInputs.push_back(); }
238
239    // Generates a name for a variable. The generated string will be name prefixed by the prefix
240    // char (unless the prefix is '\0'). It also mangles the name to be stage-specific if we're
241    // generating stage code.
242    void nameVariable(SkString* out, char prefix, const char* name);
243
244    // Helper for emitEffects().
245    void createAndEmitEffects(GrGLProgramEffectsBuilder*,
246                              const GrEffectStage* effectStages[],
247                              const EffectKey effectKeys[],
248                              int effectCnt,
249                              GrGLSLExpr4* inOutFSColor);
250
251    virtual bool compileAndAttachShaders(GrGLuint programId, SkTDArray<GrGLuint>* shaderIds) const;
252    virtual void bindProgramLocations(GrGLuint programId) const;
253
254    void appendDecls(const VarArray&, SkString*) const;
255    void appendUniformDecls(ShaderVisibility, SkString*) const;
256
257private:
258    class CodeStage : SkNoncopyable {
259    public:
260        CodeStage() : fNextIndex(0), fCurrentIndex(-1), fEffectStage(NULL) {}
261
262        bool inStageCode() const {
263            this->validate();
264            return NULL != fEffectStage;
265        }
266
267        const GrEffectStage* effectStage() const {
268            this->validate();
269            return fEffectStage;
270        }
271
272        int stageIndex() const {
273            this->validate();
274            return fCurrentIndex;
275        }
276
277        class AutoStageRestore : SkNoncopyable {
278        public:
279            AutoStageRestore(CodeStage* codeStage, const GrEffectStage* newStage) {
280                SkASSERT(NULL != codeStage);
281                fSavedIndex = codeStage->fCurrentIndex;
282                fSavedEffectStage = codeStage->fEffectStage;
283
284                if (NULL == newStage) {
285                    codeStage->fCurrentIndex = -1;
286                } else {
287                    codeStage->fCurrentIndex = codeStage->fNextIndex++;
288                }
289                codeStage->fEffectStage = newStage;
290
291                fCodeStage = codeStage;
292            }
293            ~AutoStageRestore() {
294                fCodeStage->fCurrentIndex = fSavedIndex;
295                fCodeStage->fEffectStage = fSavedEffectStage;
296            }
297        private:
298            CodeStage*              fCodeStage;
299            int                     fSavedIndex;
300            const GrEffectStage*    fSavedEffectStage;
301        };
302    private:
303        void validate() const { SkASSERT((NULL == fEffectStage) == (-1 == fCurrentIndex)); }
304        int                     fNextIndex;
305        int                     fCurrentIndex;
306        const GrEffectStage*    fEffectStage;
307    } fCodeStage;
308
309    /**
310     * Features that should only be enabled by GrGLShaderBuilder itself.
311     */
312    enum GLSLPrivateFeature {
313        kFragCoordConventions_GLSLPrivateFeature = kLastGLSLFeature + 1,
314        kEXTShaderFramebufferFetch_GLSLPrivateFeature,
315        kNVShaderFramebufferFetch_GLSLPrivateFeature,
316    };
317    bool enablePrivateFeature(GLSLPrivateFeature);
318
319    // If we ever have VS/GS features we can expand this to take a bitmask of ShaderVisibility and
320    // track the enables separately for each shader.
321    void addFSFeature(uint32_t featureBit, const char* extensionName);
322
323    // Interpretation of DstReadKey when generating code
324    enum {
325        kNoDstRead_DstReadKey         = 0,
326        kYesDstRead_DstReadKeyBit     = 0x1, // Set if we do a dst-copy-read.
327        kUseAlphaConfig_DstReadKeyBit = 0x2, // Set if dst-copy config is alpha only.
328        kTopLeftOrigin_DstReadKeyBit  = 0x4, // Set if dst-copy origin is top-left.
329    };
330
331    enum {
332        kNoFragPosRead_FragPosKey           = 0,  // The fragment positition will not be needed.
333        kTopLeftFragPosRead_FragPosKey      = 0x1,// Read frag pos relative to top-left.
334        kBottomLeftFragPosRead_FragPosKey   = 0x2,// Read frag pos relative to bottom-left.
335    };
336
337    GrGpuGL*                                fGpu;
338    GrGLUniformManager&                     fUniformManager;
339    uint32_t                                fFSFeaturesAddedMask;
340    SkString                                fFSFunctions;
341    SkString                                fFSExtensions;
342    VarArray                                fFSInputs;
343    VarArray                                fFSOutputs;
344    GrGLUniformManager::BuilderUniformArray fUniforms;
345
346    SkString                                fFSCode;
347
348    bool                                    fSetupFragPosition;
349    GrGLUniformManager::UniformHandle       fDstCopySamplerUniform;
350
351    GrGLSLExpr4                             fInputColor;
352    GrGLSLExpr4                             fInputCoverage;
353
354    bool                                    fHasCustomColorOutput;
355    bool                                    fHasSecondaryOutput;
356
357    GrGLUniformManager::UniformHandle       fRTHeightUniform;
358    GrGLUniformManager::UniformHandle       fDstCopyTopLeftUniform;
359    GrGLUniformManager::UniformHandle       fDstCopyScaleUniform;
360    GrGLUniformManager::UniformHandle       fColorUniform;
361    GrGLUniformManager::UniformHandle       fCoverageUniform;
362
363    bool                                    fTopLeftFragPosRead;
364};
365
366////////////////////////////////////////////////////////////////////////////////
367
368class GrGLFullShaderBuilder : public GrGLShaderBuilder {
369public:
370    GrGLFullShaderBuilder(GrGpuGL*, GrGLUniformManager&, const GrGLProgramDesc&);
371
372    /**
373     * Called by GrGLEffects to add code to one of the shaders.
374     */
375    void vsCodeAppendf(const char format[], ...) SK_PRINTF_LIKE(2, 3) {
376        va_list args;
377        va_start(args, format);
378        fVSCode.appendVAList(format, args);
379        va_end(args);
380    }
381
382    void vsCodeAppend(const char* str) { fVSCode.append(str); }
383
384   /** Add a vertex attribute to the current program that is passed in from the vertex data.
385       Returns false if the attribute was already there, true otherwise. */
386    bool addAttribute(GrSLType type, const char* name);
387
388   /** Add a varying variable to the current program to pass values between vertex and fragment
389        shaders. If the last two parameters are non-NULL, they are filled in with the name
390        generated. */
391    void addVarying(GrSLType type,
392                    const char* name,
393                    const char** vsOutName = NULL,
394                    const char** fsInName = NULL);
395
396    /** Returns a vertex attribute that represents the vertex position in the VS. This is the
397        pre-matrix position and is commonly used by effects to compute texture coords via a matrix.
398      */
399    const GrGLShaderVar& positionAttribute() const { return *fPositionVar; }
400
401    /** Returns a vertex attribute that represents the local coords in the VS. This may be the same
402        as positionAttribute() or it may not be. It depends upon whether the rendering code
403        specified explicit local coords or not in the GrDrawState. */
404    const GrGLShaderVar& localCoordsAttribute() const { return *fLocalCoordsVar; }
405
406    /**
407     * Are explicit local coordinates provided as input to the vertex shader.
408     */
409    bool hasExplicitLocalCoords() const { return (fLocalCoordsVar != fPositionVar); }
410
411    bool addEffectAttribute(int attributeIndex, GrSLType type, const SkString& name);
412    const SkString* getEffectAttributeName(int attributeIndex) const;
413
414    virtual GrGLProgramEffects* createAndEmitEffects(
415                const GrEffectStage* effectStages[],
416                const EffectKey effectKeys[],
417                int effectCnt,
418                GrGLSLExpr4* inOutFSColor) SK_OVERRIDE;
419
420    GrGLUniformManager::UniformHandle getViewMatrixUniform() const {
421        return fViewMatrixUniform;
422    }
423
424protected:
425    virtual bool compileAndAttachShaders(GrGLuint programId, SkTDArray<GrGLuint>* shaderIds) const SK_OVERRIDE;
426    virtual void bindProgramLocations(GrGLuint programId) const SK_OVERRIDE;
427
428private:
429    const GrGLProgramDesc&              fDesc;
430    VarArray                            fVSAttrs;
431    VarArray                            fVSOutputs;
432    VarArray                            fGSInputs;
433    VarArray                            fGSOutputs;
434
435    SkString                            fVSCode;
436
437    struct AttributePair {
438        void set(int index, const SkString& name) {
439            fIndex = index; fName = name;
440        }
441        int      fIndex;
442        SkString fName;
443    };
444    SkSTArray<10, AttributePair, true>  fEffectAttributes;
445
446    GrGLUniformManager::UniformHandle   fViewMatrixUniform;
447
448    GrGLShaderVar*                      fPositionVar;
449    GrGLShaderVar*                      fLocalCoordsVar;
450
451    typedef GrGLShaderBuilder INHERITED;
452};
453
454////////////////////////////////////////////////////////////////////////////////
455
456class GrGLFragmentOnlyShaderBuilder : public GrGLShaderBuilder {
457public:
458    GrGLFragmentOnlyShaderBuilder(GrGpuGL*, GrGLUniformManager&, const GrGLProgramDesc&);
459
460    int getNumTexCoordSets() const { return fNumTexCoordSets; }
461    int addTexCoordSets(int count);
462
463    virtual GrGLProgramEffects* createAndEmitEffects(
464                const GrEffectStage* effectStages[],
465                const EffectKey effectKeys[],
466                int effectCnt,
467                GrGLSLExpr4* inOutFSColor) SK_OVERRIDE;
468
469private:
470    int fNumTexCoordSets;
471
472    typedef GrGLShaderBuilder INHERITED;
473};
474
475#endif
476