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