| 1 | /* | 
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| 2 | * Copyright 2015 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 GrGLSLVarying_DEFINED | 
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| 9 | #define GrGLSLVarying_DEFINED | 
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| 10 |  | 
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| 11 | #include "include/private/GrTypesPriv.h" | 
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| 12 | #include "src/gpu/GrGeometryProcessor.h" | 
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| 13 | #include "src/gpu/GrShaderVar.h" | 
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| 14 | #include "src/gpu/GrTAllocator.h" | 
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| 15 | #include "src/gpu/glsl/GrGLSLProgramDataManager.h" | 
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| 16 |  | 
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| 17 | class GrGLSLProgramBuilder; | 
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| 18 |  | 
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| 19 | #ifdef SK_DEBUG | 
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| 20 | static bool is_matrix(GrSLType type) { | 
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| 21 | switch (type) { | 
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| 22 | case kFloat2x2_GrSLType: | 
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| 23 | case kFloat3x3_GrSLType: | 
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| 24 | case kFloat4x4_GrSLType: | 
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| 25 | case kHalf2x2_GrSLType: | 
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| 26 | case kHalf3x3_GrSLType: | 
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| 27 | case kHalf4x4_GrSLType: | 
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| 28 | return true; | 
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| 29 | default: | 
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| 30 | return false; | 
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| 31 | } | 
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| 32 | } | 
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| 33 | #endif | 
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| 34 |  | 
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| 35 | class GrGLSLVarying { | 
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| 36 | public: | 
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| 37 | enum class Scope { | 
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| 38 | kVertToFrag, | 
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| 39 | kVertToGeo, | 
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| 40 | kGeoToFrag | 
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| 41 | }; | 
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| 42 |  | 
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| 43 | GrGLSLVarying() = default; | 
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| 44 | GrGLSLVarying(GrSLType type, Scope scope = Scope::kVertToFrag) | 
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| 45 | : fType(type) | 
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| 46 | , fScope(scope) { | 
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| 47 | // Metal doesn't support varying matrices, so we disallow them everywhere for consistency | 
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| 48 | SkASSERT(!is_matrix(type)); | 
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| 49 | } | 
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| 50 |  | 
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| 51 | void reset(GrSLType type, Scope scope = Scope::kVertToFrag) { | 
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| 52 | // Metal doesn't support varying matrices, so we disallow them everywhere for consistency | 
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| 53 | SkASSERT(!is_matrix(type)); | 
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| 54 | *this = GrGLSLVarying(); | 
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| 55 | fType = type; | 
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| 56 | fScope = scope; | 
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| 57 | } | 
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| 58 |  | 
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| 59 | GrSLType type() const { return fType; } | 
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| 60 | Scope scope() const { return fScope; } | 
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| 61 | bool isInVertexShader() const { return Scope::kGeoToFrag != fScope; } | 
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| 62 | bool isInFragmentShader() const { return Scope::kVertToGeo != fScope; } | 
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| 63 |  | 
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| 64 | const char* vsOut() const { SkASSERT(this->isInVertexShader()); return fVsOut; } | 
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| 65 | const char* gsIn() const { return fGsIn; } | 
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| 66 | const char* gsOut() const { return fGsOut; } | 
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| 67 | const char* fsIn() const { SkASSERT(this->isInFragmentShader()); return fFsIn; } | 
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| 68 |  | 
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| 69 | private: | 
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| 70 | GrSLType fType = kVoid_GrSLType; | 
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| 71 | Scope fScope = Scope::kVertToFrag; | 
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| 72 | const char* fVsOut = nullptr; | 
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| 73 | const char* fGsIn = nullptr; | 
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| 74 | const char* fGsOut = nullptr; | 
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| 75 | const char* fFsIn = nullptr; | 
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| 76 |  | 
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| 77 | friend class GrGLSLVaryingHandler; | 
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| 78 | }; | 
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| 79 |  | 
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| 80 | static const int kVaryingsPerBlock = 8; | 
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| 81 |  | 
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| 82 | class GrGLSLVaryingHandler { | 
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| 83 | public: | 
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| 84 | explicit GrGLSLVaryingHandler(GrGLSLProgramBuilder* program) | 
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| 85 | : fVaryings(kVaryingsPerBlock) | 
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| 86 | , fVertexInputs(kVaryingsPerBlock) | 
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| 87 | , fVertexOutputs(kVaryingsPerBlock) | 
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| 88 | , fGeomInputs(kVaryingsPerBlock) | 
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| 89 | , fGeomOutputs(kVaryingsPerBlock) | 
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| 90 | , fFragInputs(kVaryingsPerBlock) | 
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| 91 | , fFragOutputs(kVaryingsPerBlock) | 
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| 92 | , fProgramBuilder(program) | 
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| 93 | , fDefaultInterpolationModifier(nullptr) {} | 
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| 94 |  | 
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| 95 | virtual ~GrGLSLVaryingHandler() {} | 
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| 96 |  | 
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| 97 | /* | 
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| 98 | * Notifies the varying handler that this shader will never emit geometry in perspective and | 
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| 99 | * therefore does not require perspective-correct interpolation. When supported, this allows | 
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| 100 | * varyings to use the "noperspective" keyword, which means the GPU can use cheaper math for | 
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| 101 | * interpolation. | 
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| 102 | */ | 
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| 103 | void setNoPerspective(); | 
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| 104 |  | 
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| 105 | enum class Interpolation { | 
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| 106 | kInterpolated, | 
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| 107 | kCanBeFlat, // Use "flat" if it will be faster. | 
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| 108 | kMustBeFlat // Use "flat" even if it is known to be slow. | 
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| 109 | }; | 
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| 110 |  | 
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| 111 | /* | 
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| 112 | * addVarying allows fine grained control for setting up varyings between stages. Calling this | 
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| 113 | * function will make sure all necessary decls are setup for the client. The client however is | 
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| 114 | * responsible for setting up all shader code (e.g "vOut = vIn;") If you just need to take an | 
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| 115 | * attribute and pass it through to an output value in a fragment shader, use | 
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| 116 | * addPassThroughAttribute. | 
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| 117 | * TODO convert most uses of addVarying to addPassThroughAttribute | 
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| 118 | */ | 
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| 119 | void addVarying(const char* name, GrGLSLVarying* varying, | 
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| 120 | Interpolation = Interpolation::kInterpolated); | 
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| 121 |  | 
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| 122 | /* | 
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| 123 | * The GP can use these calls to pass an attribute through all shaders directly to 'output' in | 
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| 124 | * the fragment shader.  Though these calls affect both the vertex shader and fragment shader, | 
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| 125 | * they expect 'output' to be defined in the fragment shader before the call is made. If there | 
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| 126 | * is a geometry shader, we will simply take the value of the varying from the first vertex and | 
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| 127 | * that will be set as the output varying for all emitted vertices. | 
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| 128 | * TODO it might be nicer behavior to have a flag to declare output inside these calls | 
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| 129 | */ | 
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| 130 | void addPassThroughAttribute(const GrGeometryProcessor::Attribute&, const char* output, | 
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| 131 | Interpolation = Interpolation::kInterpolated); | 
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| 132 |  | 
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| 133 | void emitAttributes(const GrGeometryProcessor& gp); | 
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| 134 |  | 
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| 135 | // This should be called once all attributes and varyings have been added to the | 
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| 136 | // GrGLSLVaryingHanlder and before getting/adding any of the declarations to the shaders. | 
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| 137 | void finalize(); | 
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| 138 |  | 
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| 139 | void getVertexDecls(SkString* inputDecls, SkString* outputDecls) const; | 
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| 140 | void getGeomDecls(SkString* inputDecls, SkString* outputDecls) const; | 
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| 141 | void getFragDecls(SkString* inputDecls, SkString* outputDecls) const; | 
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| 142 |  | 
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| 143 | protected: | 
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| 144 | struct VaryingInfo { | 
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| 145 | GrSLType         fType; | 
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| 146 | bool             fIsFlat; | 
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| 147 | SkString         fVsOut; | 
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| 148 | SkString         fGsOut; | 
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| 149 | GrShaderFlags    fVisibility; | 
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| 150 | }; | 
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| 151 |  | 
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| 152 | typedef GrTAllocator<VaryingInfo> VaryingList; | 
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| 153 | typedef GrTAllocator<GrShaderVar> VarArray; | 
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| 154 | typedef GrGLSLProgramDataManager::VaryingHandle VaryingHandle; | 
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| 155 |  | 
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| 156 | VaryingList    fVaryings; | 
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| 157 | VarArray       fVertexInputs; | 
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| 158 | VarArray       fVertexOutputs; | 
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| 159 | VarArray       fGeomInputs; | 
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| 160 | VarArray       fGeomOutputs; | 
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| 161 | VarArray       fFragInputs; | 
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| 162 | VarArray       fFragOutputs; | 
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| 163 |  | 
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| 164 | // This is not owned by the class | 
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| 165 | GrGLSLProgramBuilder* fProgramBuilder; | 
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| 166 |  | 
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| 167 | private: | 
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| 168 | void addAttribute(const GrShaderVar& var); | 
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| 169 |  | 
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| 170 | virtual void onFinalize() = 0; | 
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| 171 |  | 
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| 172 | // helper function for get*Decls | 
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| 173 | void appendDecls(const VarArray& vars, SkString* out) const; | 
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| 174 |  | 
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| 175 | const char* fDefaultInterpolationModifier; | 
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| 176 |  | 
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| 177 | friend class GrGLSLProgramBuilder; | 
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| 178 | }; | 
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| 179 |  | 
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| 180 | #endif | 
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| 181 |  | 
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