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-rw-r--r--gfx/skia/skia/src/gpu/glsl/GrGLSLShaderBuilder.cpp249
1 files changed, 249 insertions, 0 deletions
diff --git a/gfx/skia/skia/src/gpu/glsl/GrGLSLShaderBuilder.cpp b/gfx/skia/skia/src/gpu/glsl/GrGLSLShaderBuilder.cpp
new file mode 100644
index 000000000..6d77bdbf9
--- /dev/null
+++ b/gfx/skia/skia/src/gpu/glsl/GrGLSLShaderBuilder.cpp
@@ -0,0 +1,249 @@
+/*
+ * Copyright 2014 Google Inc.
+ *
+ * Use of this source code is governed by a BSD-style license that can be
+ * found in the LICENSE file.
+ */
+
+#include "GrSwizzle.h"
+#include "glsl/GrGLSLShaderBuilder.h"
+#include "glsl/GrGLSLCaps.h"
+#include "glsl/GrGLSLColorSpaceXformHelper.h"
+#include "glsl/GrGLSLShaderVar.h"
+#include "glsl/GrGLSLSampler.h"
+#include "glsl/GrGLSLProgramBuilder.h"
+
+GrGLSLShaderBuilder::GrGLSLShaderBuilder(GrGLSLProgramBuilder* program)
+ : fProgramBuilder(program)
+ , fInputs(GrGLSLProgramBuilder::kVarsPerBlock)
+ , fOutputs(GrGLSLProgramBuilder::kVarsPerBlock)
+ , fFeaturesAddedMask(0)
+ , fCodeIndex(kCode)
+ , fFinalized(false) {
+ // We push back some dummy pointers which will later become our header
+ for (int i = 0; i <= kCode; i++) {
+ fShaderStrings.push_back();
+ fCompilerStrings.push_back(nullptr);
+ fCompilerStringLengths.push_back(0);
+ }
+
+ this->main() = "void main() {";
+}
+
+void GrGLSLShaderBuilder::declAppend(const GrGLSLShaderVar& var) {
+ SkString tempDecl;
+ var.appendDecl(fProgramBuilder->glslCaps(), &tempDecl);
+ this->codeAppendf("%s;", tempDecl.c_str());
+}
+
+void GrGLSLShaderBuilder::appendPrecisionModifier(GrSLPrecision precision) {
+ if (fProgramBuilder->glslCaps()->usesPrecisionModifiers()) {
+ this->codeAppendf("%s ", GrGLSLPrecisionString(precision));
+ }
+}
+
+void GrGLSLShaderBuilder::emitFunction(GrSLType returnType,
+ const char* name,
+ int argCnt,
+ const GrGLSLShaderVar* args,
+ const char* body,
+ SkString* outName) {
+ this->functions().append(GrGLSLTypeString(returnType));
+ fProgramBuilder->nameVariable(outName, '\0', name);
+ this->functions().appendf(" %s", outName->c_str());
+ this->functions().append("(");
+ for (int i = 0; i < argCnt; ++i) {
+ args[i].appendDecl(fProgramBuilder->glslCaps(), &this->functions());
+ if (i < argCnt - 1) {
+ this->functions().append(", ");
+ }
+ }
+ this->functions().append(") {\n");
+ this->functions().append(body);
+ this->functions().append("}\n\n");
+}
+
+void GrGLSLShaderBuilder::appendTextureLookup(SkString* out,
+ SamplerHandle samplerHandle,
+ const char* coordName,
+ GrSLType varyingType) const {
+ const GrGLSLCaps* glslCaps = fProgramBuilder->glslCaps();
+ const GrGLSLSampler& sampler = fProgramBuilder->getSampler(samplerHandle);
+ GrSLType samplerType = sampler.type();
+ if (samplerType == kTexture2DRectSampler_GrSLType) {
+ if (varyingType == kVec2f_GrSLType) {
+ out->appendf("%s(%s, textureSize(%s) * %s)",
+ GrGLSLTexture2DFunctionName(varyingType, samplerType,
+ glslCaps->generation()),
+ sampler.getSamplerNameForTexture2D(),
+ sampler.getSamplerNameForTexture2D(),
+ coordName);
+ } else {
+ out->appendf("%s(%s, vec3(textureSize(%s) * %s.xy, %s.z))",
+ GrGLSLTexture2DFunctionName(varyingType, samplerType,
+ glslCaps->generation()),
+ sampler.getSamplerNameForTexture2D(),
+ sampler.getSamplerNameForTexture2D(),
+ coordName,
+ coordName);
+ }
+ } else {
+ out->appendf("%s(%s, %s)",
+ GrGLSLTexture2DFunctionName(varyingType, samplerType, glslCaps->generation()),
+ sampler.getSamplerNameForTexture2D(),
+ coordName);
+ }
+
+ this->appendTextureSwizzle(out, sampler.config());
+}
+
+void GrGLSLShaderBuilder::appendTextureLookup(SamplerHandle samplerHandle,
+ const char* coordName,
+ GrSLType varyingType,
+ GrGLSLColorSpaceXformHelper* colorXformHelper) {
+ if (colorXformHelper && colorXformHelper->getXformMatrix()) {
+ // With a color gamut transform, we need to wrap the lookup in another function call
+ SkString lookup;
+ this->appendTextureLookup(&lookup, samplerHandle, coordName, varyingType);
+ this->appendColorGamutXform(lookup.c_str(), colorXformHelper);
+ } else {
+ this->appendTextureLookup(&this->code(), samplerHandle, coordName, varyingType);
+ }
+}
+
+void GrGLSLShaderBuilder::appendTextureLookupAndModulate(
+ const char* modulation,
+ SamplerHandle samplerHandle,
+ const char* coordName,
+ GrSLType varyingType,
+ GrGLSLColorSpaceXformHelper* colorXformHelper) {
+ SkString lookup;
+ this->appendTextureLookup(&lookup, samplerHandle, coordName, varyingType);
+ if (colorXformHelper && colorXformHelper->getXformMatrix()) {
+ SkString xform;
+ this->appendColorGamutXform(&xform, lookup.c_str(), colorXformHelper);
+ this->codeAppend((GrGLSLExpr4(modulation) * GrGLSLExpr4(xform)).c_str());
+ } else {
+ this->codeAppend((GrGLSLExpr4(modulation) * GrGLSLExpr4(lookup)).c_str());
+ }
+}
+
+void GrGLSLShaderBuilder::appendColorGamutXform(SkString* out,
+ const char* srcColor,
+ GrGLSLColorSpaceXformHelper* colorXformHelper) {
+ // Our color is (r, g, b, a), but we want to multiply (r, g, b, 1) by our matrix, then
+ // re-insert the original alpha. The supplied srcColor is likely to be of the form
+ // "texture(...)", and we don't want to evaluate that twice, so wrap everything in a function.
+ static const GrGLSLShaderVar gColorGamutXformArgs[] = {
+ GrGLSLShaderVar("color", kVec4f_GrSLType),
+ GrGLSLShaderVar("xform", kMat44f_GrSLType),
+ };
+ SkString functionBody;
+ // Gamut xform, clamp to destination gamut
+ functionBody.append("\tcolor.rgb = clamp((xform * vec4(color.rgb, 1.0)).rgb, 0.0, 1.0);\n");
+ functionBody.append("\treturn color;");
+ SkString colorGamutXformFuncName;
+ this->emitFunction(kVec4f_GrSLType,
+ "colorGamutXform",
+ SK_ARRAY_COUNT(gColorGamutXformArgs),
+ gColorGamutXformArgs,
+ functionBody.c_str(),
+ &colorGamutXformFuncName);
+
+ out->appendf("%s(%s, %s)", colorGamutXformFuncName.c_str(), srcColor,
+ colorXformHelper->getXformMatrix());
+}
+
+void GrGLSLShaderBuilder::appendColorGamutXform(const char* srcColor,
+ GrGLSLColorSpaceXformHelper* colorXformHelper) {
+ SkString xform;
+ this->appendColorGamutXform(&xform, srcColor, colorXformHelper);
+ this->codeAppend(xform.c_str());
+}
+
+void GrGLSLShaderBuilder::appendTexelFetch(SkString* out,
+ SamplerHandle samplerHandle,
+ const char* coordExpr) const {
+ const GrGLSLSampler& sampler = fProgramBuilder->getSampler(samplerHandle);
+ SkASSERT(fProgramBuilder->glslCaps()->texelFetchSupport());
+ SkASSERT(GrSLTypeIsCombinedSamplerType(sampler.type()));
+
+ out->appendf("texelFetch(%s, %s)", sampler.getSamplerNameForTexelFetch(), coordExpr);
+
+ this->appendTextureSwizzle(out, sampler.config());
+}
+
+void GrGLSLShaderBuilder::appendTexelFetch(SamplerHandle samplerHandle, const char* coordExpr) {
+ this->appendTexelFetch(&this->code(), samplerHandle, coordExpr);
+}
+
+void GrGLSLShaderBuilder::appendTextureSwizzle(SkString* out, GrPixelConfig config) const {
+ const GrSwizzle& configSwizzle = fProgramBuilder->glslCaps()->configTextureSwizzle(config);
+
+ if (configSwizzle != GrSwizzle::RGBA()) {
+ out->appendf(".%s", configSwizzle.c_str());
+ }
+}
+
+bool GrGLSLShaderBuilder::addFeature(uint32_t featureBit, const char* extensionName) {
+ if (featureBit & fFeaturesAddedMask) {
+ return false;
+ }
+ this->extensions().appendf("#extension %s: require\n", extensionName);
+ fFeaturesAddedMask |= featureBit;
+ return true;
+}
+
+void GrGLSLShaderBuilder::appendDecls(const VarArray& vars, SkString* out) const {
+ for (int i = 0; i < vars.count(); ++i) {
+ vars[i].appendDecl(fProgramBuilder->glslCaps(), out);
+ out->append(";\n");
+ }
+}
+
+void GrGLSLShaderBuilder::addLayoutQualifier(const char* param, InterfaceQualifier interface) {
+ SkASSERT(fProgramBuilder->glslCaps()->generation() >= k330_GrGLSLGeneration ||
+ fProgramBuilder->glslCaps()->mustEnableAdvBlendEqs());
+ fLayoutParams[interface].push_back() = param;
+}
+
+void GrGLSLShaderBuilder::compileAndAppendLayoutQualifiers() {
+ static const char* interfaceQualifierNames[] = {
+ "out"
+ };
+
+ for (int interface = 0; interface <= kLastInterfaceQualifier; ++interface) {
+ const SkTArray<SkString>& params = fLayoutParams[interface];
+ if (params.empty()) {
+ continue;
+ }
+ this->layoutQualifiers().appendf("layout(%s", params[0].c_str());
+ for (int i = 1; i < params.count(); ++i) {
+ this->layoutQualifiers().appendf(", %s", params[i].c_str());
+ }
+ this->layoutQualifiers().appendf(") %s;\n", interfaceQualifierNames[interface]);
+ }
+
+ GR_STATIC_ASSERT(0 == GrGLSLShaderBuilder::kOut_InterfaceQualifier);
+ GR_STATIC_ASSERT(SK_ARRAY_COUNT(interfaceQualifierNames) == kLastInterfaceQualifier + 1);
+}
+
+void GrGLSLShaderBuilder::finalize(uint32_t visibility) {
+ SkASSERT(!fFinalized);
+ this->versionDecl() = fProgramBuilder->glslCaps()->versionDeclString();
+ this->compileAndAppendLayoutQualifiers();
+ SkASSERT(visibility);
+ fProgramBuilder->appendUniformDecls((GrShaderFlags) visibility, &this->uniforms());
+ this->appendDecls(fInputs, &this->inputs());
+ this->appendDecls(fOutputs, &this->outputs());
+ this->onFinalize();
+ // append the 'footer' to code
+ this->code().append("}");
+
+ for (int i = 0; i <= fCodeIndex; i++) {
+ fCompilerStrings[i] = fShaderStrings[i].c_str();
+ fCompilerStringLengths[i] = (int)fShaderStrings[i].size();
+ }
+
+ fFinalized = true;
+}