| 1 | /* | 
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| 2 | * Copyright 2013 Google Inc. | 
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| 3 | * | 
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| 4 | * Use of this source code is governed by a BSD-style license that can be | 
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| 5 | * found in the LICENSE file. | 
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| 6 | */ | 
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| 7 |  | 
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| 8 | #ifndef GrGLSLGeometryProcessor_DEFINED | 
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| 9 | #define GrGLSLGeometryProcessor_DEFINED | 
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| 10 |  | 
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| 11 | #include "src/gpu/glsl/GrGLSLPrimitiveProcessor.h" | 
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| 12 |  | 
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| 13 | class GrGLSLGPBuilder; | 
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| 14 |  | 
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| 15 | /** | 
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| 16 | * If a GL effect needs a GrGLFullShaderBuilder* object to emit vertex code, then it must inherit | 
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| 17 | * from this class. Since paths don't have vertices, this class is only meant to be used internally | 
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| 18 | * by skia, for special cases. | 
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| 19 | */ | 
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| 20 | class GrGLSLGeometryProcessor : public GrGLSLPrimitiveProcessor { | 
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| 21 | public: | 
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| 22 | /* Any general emit code goes in the base class emitCode.  Subclasses override onEmitCode */ | 
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| 23 | void emitCode(EmitArgs&) final; | 
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| 24 |  | 
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| 25 | // Generate the final code for assigning transformed coordinates to the varyings recorded in | 
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| 26 | // the call to collectTransforms(). This must happen after FP code emission so that it has | 
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| 27 | // access to any uniforms the FPs registered for uniform sample matrix invocations. | 
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| 28 | void emitTransformCode(GrGLSLVertexBuilder* vb, | 
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| 29 | GrGLSLUniformHandler* uniformHandler) override; | 
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| 30 |  | 
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| 31 | protected: | 
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| 32 | // A helper for setting the matrix on a uniform handle initialized through | 
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| 33 | // writeOutputPosition or writeLocalCoord. Automatically handles elided uniforms, | 
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| 34 | // scale+translate matrices, and state tracking (if provided state pointer is non-null). | 
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| 35 | void setTransform(const GrGLSLProgramDataManager& pdman, const UniformHandle& uniform, | 
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| 36 | const SkMatrix& matrix, SkMatrix* state=nullptr) const; | 
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| 37 |  | 
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| 38 | struct GrGPArgs { | 
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| 39 | // Used to specify the output variable used by the GP to store its device position. It can | 
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| 40 | // either be a float2 or a float3 (in order to handle perspective). The subclass sets this | 
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| 41 | // in its onEmitCode(). | 
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| 42 | GrShaderVar fPositionVar; | 
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| 43 | // Used to specify the variable storing the draw's local coordinates. It can be either a | 
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| 44 | // float2, float3, or void. It can only be void when no FP needs local coordinates. This | 
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| 45 | // variable can be an attribute or local variable, but should not itself be a varying. | 
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| 46 | // GrGLSLGeometryProcessor automatically determines if this must be passed to a FS. | 
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| 47 | GrShaderVar fLocalCoordVar; | 
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| 48 | }; | 
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| 49 |  | 
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| 50 | // Helpers for adding code to write the transformed vertex position. The first simple version | 
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| 51 | // just writes a variable named by 'posName' into the position output variable with the | 
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| 52 | // assumption that the position is 2D. The second version transforms the input position by a | 
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| 53 | // view matrix and the output variable is 2D or 3D depending on whether the view matrix is | 
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| 54 | // perspective. Both versions declare the output position variable and will set | 
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| 55 | // GrGPArgs::fPositionVar. | 
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| 56 | void writeOutputPosition(GrGLSLVertexBuilder*, GrGPArgs*, const char* posName); | 
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| 57 | void writeOutputPosition(GrGLSLVertexBuilder*, | 
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| 58 | GrGLSLUniformHandler* uniformHandler, | 
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| 59 | GrGPArgs*, | 
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| 60 | const char* posName, | 
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| 61 | const SkMatrix& mat, | 
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| 62 | UniformHandle* viewMatrixUniform); | 
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| 63 |  | 
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| 64 | // Helper to transform an existing variable by a given local matrix (e.g. the inverse view | 
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| 65 | // matrix). It will declare the transformed local coord variable and will set | 
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| 66 | // GrGPArgs::fLocalCoordVar. | 
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| 67 | void writeLocalCoord(GrGLSLVertexBuilder*, GrGLSLUniformHandler*, GrGPArgs*, | 
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| 68 | GrShaderVar localVar, const SkMatrix& localMatrix, | 
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| 69 | UniformHandle* localMatrixUniform); | 
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| 70 |  | 
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| 71 | // GPs that use writeOutputPosition and/or writeLocalCoord must incorporate the matrix type | 
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| 72 | // into their key, and should use this function or one of the other related helpers. | 
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| 73 | static uint32_t ComputeMatrixKey(const SkMatrix& mat) { | 
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| 74 | if (mat.isIdentity()) { | 
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| 75 | return 0b00; | 
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| 76 | } else if (mat.isScaleTranslate()) { | 
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| 77 | return 0b01; | 
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| 78 | } else if (!mat.hasPerspective()) { | 
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| 79 | return 0b10; | 
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| 80 | } else { | 
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| 81 | return 0b11; | 
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| 82 | } | 
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| 83 | } | 
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| 84 | static uint32_t ComputeMatrixKeys(const SkMatrix& viewMatrix, const SkMatrix& localMatrix) { | 
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| 85 | return (ComputeMatrixKey(viewMatrix) << kMatrixKeyBits) | ComputeMatrixKey(localMatrix); | 
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| 86 | } | 
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| 87 | static uint32_t AddMatrixKeys(uint32_t flags, const SkMatrix& viewMatrix, | 
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| 88 | const SkMatrix& localMatrix) { | 
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| 89 | // Shifting to make room for the matrix keys shouldn't lose bits | 
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| 90 | SkASSERT(((flags << (2 * kMatrixKeyBits)) >> (2 * kMatrixKeyBits)) == flags); | 
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| 91 | return (flags << (2 * kMatrixKeyBits)) | ComputeMatrixKeys(viewMatrix, localMatrix); | 
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| 92 | } | 
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| 93 | static constexpr int kMatrixKeyBits = 2; | 
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| 94 |  | 
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| 95 | private: | 
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| 96 | virtual void onEmitCode(EmitArgs&, GrGPArgs*) = 0; | 
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| 97 |  | 
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| 98 | // Iterates over the FPs in 'handler' to register additional varyings and uniforms to support | 
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| 99 | // VS-promoted local coord evaluation for the FPs. Subclasses must call this with | 
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| 100 | // 'localCoordsVar' set to an SkSL variable expression of type 'float2' or 'float3' representing | 
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| 101 | // the original local coordinates of the draw. | 
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| 102 | // | 
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| 103 | // This must happen before FP code emission so that the FPs can find the appropriate varying | 
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| 104 | // handles they use in place of explicit coord sampling; it is automatically called after | 
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| 105 | // onEmitCode() returns using the value stored in GpArgs::fLocalCoordVar. | 
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| 106 | void collectTransforms(GrGLSLVertexBuilder* vb, | 
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| 107 | GrGLSLVaryingHandler* varyingHandler, | 
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| 108 | GrGLSLUniformHandler* uniformHandler, | 
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| 109 | const GrShaderVar& localCoordsVar, | 
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| 110 | FPCoordTransformHandler* handler); | 
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| 111 |  | 
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| 112 | struct TransformInfo { | 
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| 113 | // The vertex-shader output variable to assign the transformed coordinates to | 
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| 114 | GrShaderVar                fOutputCoords; | 
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| 115 | // The coordinate to be transformed | 
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| 116 | GrShaderVar                fLocalCoords; | 
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| 117 | // The leaf FP of a transform hierarchy to be evaluated in the vertex shader; | 
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| 118 | // this FP will be const-uniform sampled, and all of its parents will have a sample matrix | 
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| 119 | // type of none or const-uniform. | 
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| 120 | const GrFragmentProcessor* fFP; | 
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| 121 | }; | 
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| 122 | SkTArray<TransformInfo> fTransformInfos; | 
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| 123 |  | 
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| 124 | typedef GrGLSLPrimitiveProcessor INHERITED; | 
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| 125 | }; | 
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| 126 |  | 
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| 127 | #endif | 
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| 128 |  | 
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