xref: /aosp_15_r20/external/skia/src/gpu/ganesh/effects/GrAtlasedShaderHelpers.h (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker  * Copyright 2017 Google Inc.
3*c8dee2aaSAndroid Build Coastguard Worker  *
4*c8dee2aaSAndroid Build Coastguard Worker  * Use of this source code is governed by a BSD-style license that can be
5*c8dee2aaSAndroid Build Coastguard Worker  * found in the LICENSE file.
6*c8dee2aaSAndroid Build Coastguard Worker  */
7*c8dee2aaSAndroid Build Coastguard Worker 
8*c8dee2aaSAndroid Build Coastguard Worker #ifndef GrAtlasedShaderHelpers_DEFINED
9*c8dee2aaSAndroid Build Coastguard Worker #define GrAtlasedShaderHelpers_DEFINED
10*c8dee2aaSAndroid Build Coastguard Worker 
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkAssert.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "src/core/SkSLTypeShared.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrGeometryProcessor.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrShaderCaps.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/glsl/GrGLSLFragmentShaderBuilder.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/glsl/GrGLSLVarying.h"
17*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/glsl/GrGLSLVertexGeoBuilder.h"
18*c8dee2aaSAndroid Build Coastguard Worker 
append_index_uv_varyings(GrGeometryProcessor::ProgramImpl::EmitArgs & args,int numTextureSamplers,const char * inTexCoordsName,const char * atlasDimensionsInvName,GrGLSLVarying * uv,GrGLSLVarying * texIdx,GrGLSLVarying * st)19*c8dee2aaSAndroid Build Coastguard Worker static inline void append_index_uv_varyings(GrGeometryProcessor::ProgramImpl::EmitArgs& args,
20*c8dee2aaSAndroid Build Coastguard Worker                                             int numTextureSamplers,
21*c8dee2aaSAndroid Build Coastguard Worker                                             const char* inTexCoordsName,
22*c8dee2aaSAndroid Build Coastguard Worker                                             const char* atlasDimensionsInvName,
23*c8dee2aaSAndroid Build Coastguard Worker                                             GrGLSLVarying* uv,
24*c8dee2aaSAndroid Build Coastguard Worker                                             GrGLSLVarying* texIdx,
25*c8dee2aaSAndroid Build Coastguard Worker                                             GrGLSLVarying* st) {
26*c8dee2aaSAndroid Build Coastguard Worker     using Interpolation = GrGLSLVaryingHandler::Interpolation;
27*c8dee2aaSAndroid Build Coastguard Worker     // This extracts the texture index and texel coordinates from the same variable
28*c8dee2aaSAndroid Build Coastguard Worker     // Packing structure: texel coordinates have the 2-bit texture page encoded in bits 13 & 14 of
29*c8dee2aaSAndroid Build Coastguard Worker     // the x coordinate. It would be nice to use bits 14 and 15, but iphone6 has problem with those
30*c8dee2aaSAndroid Build Coastguard Worker     // bits when in gles. Iphone6 works fine with bits 14 and 15 in metal.
31*c8dee2aaSAndroid Build Coastguard Worker     if (args.fShaderCaps->fIntegerSupport) {
32*c8dee2aaSAndroid Build Coastguard Worker         if (numTextureSamplers <= 1) {
33*c8dee2aaSAndroid Build Coastguard Worker             args.fVertBuilder->codeAppendf(
34*c8dee2aaSAndroid Build Coastguard Worker                 "int texIdx = 0;"
35*c8dee2aaSAndroid Build Coastguard Worker                 "float2 unormTexCoords = float2(%s.x, %s.y);"
36*c8dee2aaSAndroid Build Coastguard Worker            , inTexCoordsName, inTexCoordsName);
37*c8dee2aaSAndroid Build Coastguard Worker         } else {
38*c8dee2aaSAndroid Build Coastguard Worker             args.fVertBuilder->codeAppendf(
39*c8dee2aaSAndroid Build Coastguard Worker                 "int2 coords = int2(%s.x, %s.y);"
40*c8dee2aaSAndroid Build Coastguard Worker                 "int texIdx = coords.x >> 13;"
41*c8dee2aaSAndroid Build Coastguard Worker                 "float2 unormTexCoords = float2(coords.x & 0x1FFF, coords.y);"
42*c8dee2aaSAndroid Build Coastguard Worker             , inTexCoordsName, inTexCoordsName);
43*c8dee2aaSAndroid Build Coastguard Worker         }
44*c8dee2aaSAndroid Build Coastguard Worker     } else {
45*c8dee2aaSAndroid Build Coastguard Worker         if (numTextureSamplers <= 1) {
46*c8dee2aaSAndroid Build Coastguard Worker             args.fVertBuilder->codeAppendf(
47*c8dee2aaSAndroid Build Coastguard Worker                 "float texIdx = 0;"
48*c8dee2aaSAndroid Build Coastguard Worker                 "float2 unormTexCoords = float2(%s.x, %s.y);"
49*c8dee2aaSAndroid Build Coastguard Worker             , inTexCoordsName, inTexCoordsName);
50*c8dee2aaSAndroid Build Coastguard Worker         } else {
51*c8dee2aaSAndroid Build Coastguard Worker             args.fVertBuilder->codeAppendf(
52*c8dee2aaSAndroid Build Coastguard Worker                 "float2 coord = float2(%s.x, %s.y);"
53*c8dee2aaSAndroid Build Coastguard Worker                 "float texIdx = floor(coord.x * exp2(-13));"
54*c8dee2aaSAndroid Build Coastguard Worker                 "float2 unormTexCoords = float2(coord.x - texIdx * exp2(13), coord.y);"
55*c8dee2aaSAndroid Build Coastguard Worker             , inTexCoordsName, inTexCoordsName);
56*c8dee2aaSAndroid Build Coastguard Worker         }
57*c8dee2aaSAndroid Build Coastguard Worker     }
58*c8dee2aaSAndroid Build Coastguard Worker 
59*c8dee2aaSAndroid Build Coastguard Worker     // Multiply by 1/atlasDimensions to get normalized texture coordinates
60*c8dee2aaSAndroid Build Coastguard Worker     uv->reset(SkSLType::kFloat2);
61*c8dee2aaSAndroid Build Coastguard Worker     args.fVaryingHandler->addVarying("TextureCoords", uv);
62*c8dee2aaSAndroid Build Coastguard Worker     args.fVertBuilder->codeAppendf(
63*c8dee2aaSAndroid Build Coastguard Worker             "%s = unormTexCoords * %s;", uv->vsOut(), atlasDimensionsInvName);
64*c8dee2aaSAndroid Build Coastguard Worker 
65*c8dee2aaSAndroid Build Coastguard Worker     // On ANGLE there is a significant cost to using an int varying. We don't know of any case where
66*c8dee2aaSAndroid Build Coastguard Worker     // it is worse to use a float so for now we always do.
67*c8dee2aaSAndroid Build Coastguard Worker     texIdx->reset(SkSLType::kFloat);
68*c8dee2aaSAndroid Build Coastguard Worker     // If we computed the local var "texIdx" as an int we will need to cast it to float
69*c8dee2aaSAndroid Build Coastguard Worker     const char* cast = args.fShaderCaps->fIntegerSupport ? "float" : "";
70*c8dee2aaSAndroid Build Coastguard Worker     args.fVaryingHandler->addVarying("TexIndex", texIdx, Interpolation::kCanBeFlat);
71*c8dee2aaSAndroid Build Coastguard Worker     args.fVertBuilder->codeAppendf("%s = %s(texIdx);", texIdx->vsOut(), cast);
72*c8dee2aaSAndroid Build Coastguard Worker 
73*c8dee2aaSAndroid Build Coastguard Worker     if (st) {
74*c8dee2aaSAndroid Build Coastguard Worker         st->reset(SkSLType::kFloat2);
75*c8dee2aaSAndroid Build Coastguard Worker         args.fVaryingHandler->addVarying("IntTextureCoords", st);
76*c8dee2aaSAndroid Build Coastguard Worker         args.fVertBuilder->codeAppendf("%s = unormTexCoords;", st->vsOut());
77*c8dee2aaSAndroid Build Coastguard Worker     }
78*c8dee2aaSAndroid Build Coastguard Worker }
79*c8dee2aaSAndroid Build Coastguard Worker 
append_multitexture_lookup(GrGeometryProcessor::ProgramImpl::EmitArgs & args,int numTextureSamplers,const GrGLSLVarying & texIdx,const char * coordName,const char * colorName)80*c8dee2aaSAndroid Build Coastguard Worker static inline void append_multitexture_lookup(GrGeometryProcessor::ProgramImpl::EmitArgs& args,
81*c8dee2aaSAndroid Build Coastguard Worker                                               int numTextureSamplers,
82*c8dee2aaSAndroid Build Coastguard Worker                                               const GrGLSLVarying& texIdx,
83*c8dee2aaSAndroid Build Coastguard Worker                                               const char* coordName,
84*c8dee2aaSAndroid Build Coastguard Worker                                               const char* colorName) {
85*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(numTextureSamplers > 0);
86*c8dee2aaSAndroid Build Coastguard Worker     // This shouldn't happen, but will avoid a crash if it does
87*c8dee2aaSAndroid Build Coastguard Worker     if (numTextureSamplers <= 0) {
88*c8dee2aaSAndroid Build Coastguard Worker         args.fFragBuilder->codeAppendf("%s = float4(1);", colorName);
89*c8dee2aaSAndroid Build Coastguard Worker         return;
90*c8dee2aaSAndroid Build Coastguard Worker     }
91*c8dee2aaSAndroid Build Coastguard Worker 
92*c8dee2aaSAndroid Build Coastguard Worker     // conditionally load from the indexed texture sampler
93*c8dee2aaSAndroid Build Coastguard Worker     for (int i = 0; i < numTextureSamplers-1; ++i) {
94*c8dee2aaSAndroid Build Coastguard Worker         args.fFragBuilder->codeAppendf("if (%s == %d) { %s = ", texIdx.fsIn(), i, colorName);
95*c8dee2aaSAndroid Build Coastguard Worker         args.fFragBuilder->appendTextureLookup(args.fTexSamplers[i],
96*c8dee2aaSAndroid Build Coastguard Worker                                                coordName);
97*c8dee2aaSAndroid Build Coastguard Worker         args.fFragBuilder->codeAppend("; } else ");
98*c8dee2aaSAndroid Build Coastguard Worker     }
99*c8dee2aaSAndroid Build Coastguard Worker     args.fFragBuilder->codeAppendf("{ %s = ", colorName);
100*c8dee2aaSAndroid Build Coastguard Worker     args.fFragBuilder->appendTextureLookup(args.fTexSamplers[numTextureSamplers - 1],
101*c8dee2aaSAndroid Build Coastguard Worker                                            coordName);
102*c8dee2aaSAndroid Build Coastguard Worker     args.fFragBuilder->codeAppend("; }");
103*c8dee2aaSAndroid Build Coastguard Worker }
104*c8dee2aaSAndroid Build Coastguard Worker 
105*c8dee2aaSAndroid Build Coastguard Worker // Special lookup function for sdf lcd -- avoids duplicating conditional logic three times
append_multitexture_lookup_lcd(GrGeometryProcessor::ProgramImpl::EmitArgs & args,int numTextureSamplers,const GrGLSLVarying & texIdx,const char * coordName,const char * offsetName,const char * distanceName)106*c8dee2aaSAndroid Build Coastguard Worker static inline void append_multitexture_lookup_lcd(GrGeometryProcessor::ProgramImpl::EmitArgs& args,
107*c8dee2aaSAndroid Build Coastguard Worker                                                   int numTextureSamplers,
108*c8dee2aaSAndroid Build Coastguard Worker                                                   const GrGLSLVarying& texIdx,
109*c8dee2aaSAndroid Build Coastguard Worker                                                   const char* coordName,
110*c8dee2aaSAndroid Build Coastguard Worker                                                   const char* offsetName,
111*c8dee2aaSAndroid Build Coastguard Worker                                                   const char* distanceName) {
112*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(numTextureSamplers > 0);
113*c8dee2aaSAndroid Build Coastguard Worker     // This shouldn't happen, but will avoid a crash if it does
114*c8dee2aaSAndroid Build Coastguard Worker     if (numTextureSamplers <= 0) {
115*c8dee2aaSAndroid Build Coastguard Worker         args.fFragBuilder->codeAppendf("%s = half3(1);", distanceName);
116*c8dee2aaSAndroid Build Coastguard Worker         return;
117*c8dee2aaSAndroid Build Coastguard Worker     }
118*c8dee2aaSAndroid Build Coastguard Worker 
119*c8dee2aaSAndroid Build Coastguard Worker     // conditionally load from the indexed texture sampler
120*c8dee2aaSAndroid Build Coastguard Worker     for (int i = 0; i < numTextureSamplers; ++i) {
121*c8dee2aaSAndroid Build Coastguard Worker         args.fFragBuilder->codeAppendf("if (%s == %d) {", texIdx.fsIn(), i);
122*c8dee2aaSAndroid Build Coastguard Worker 
123*c8dee2aaSAndroid Build Coastguard Worker         // green is distance to uv center
124*c8dee2aaSAndroid Build Coastguard Worker         args.fFragBuilder->codeAppendf("%s.y = ", distanceName);
125*c8dee2aaSAndroid Build Coastguard Worker         args.fFragBuilder->appendTextureLookup(args.fTexSamplers[i], coordName);
126*c8dee2aaSAndroid Build Coastguard Worker         args.fFragBuilder->codeAppend(".r;");
127*c8dee2aaSAndroid Build Coastguard Worker 
128*c8dee2aaSAndroid Build Coastguard Worker         // red is distance to left offset
129*c8dee2aaSAndroid Build Coastguard Worker         args.fFragBuilder->codeAppendf("half2 uv_adjusted = half2(%s) - %s;",
130*c8dee2aaSAndroid Build Coastguard Worker                                        coordName, offsetName);
131*c8dee2aaSAndroid Build Coastguard Worker         args.fFragBuilder->codeAppendf("%s.x = ", distanceName);
132*c8dee2aaSAndroid Build Coastguard Worker         args.fFragBuilder->appendTextureLookup(args.fTexSamplers[i], "uv_adjusted");
133*c8dee2aaSAndroid Build Coastguard Worker         args.fFragBuilder->codeAppend(".r;");
134*c8dee2aaSAndroid Build Coastguard Worker 
135*c8dee2aaSAndroid Build Coastguard Worker         // blue is distance to right offset
136*c8dee2aaSAndroid Build Coastguard Worker         args.fFragBuilder->codeAppendf("uv_adjusted = half2(%s) + %s;", coordName, offsetName);
137*c8dee2aaSAndroid Build Coastguard Worker         args.fFragBuilder->codeAppendf("%s.z = ", distanceName);
138*c8dee2aaSAndroid Build Coastguard Worker         args.fFragBuilder->appendTextureLookup(args.fTexSamplers[i], "uv_adjusted");
139*c8dee2aaSAndroid Build Coastguard Worker         args.fFragBuilder->codeAppend(".r;");
140*c8dee2aaSAndroid Build Coastguard Worker 
141*c8dee2aaSAndroid Build Coastguard Worker         if (i < numTextureSamplers-1) {
142*c8dee2aaSAndroid Build Coastguard Worker             args.fFragBuilder->codeAppend("} else ");
143*c8dee2aaSAndroid Build Coastguard Worker         } else {
144*c8dee2aaSAndroid Build Coastguard Worker             args.fFragBuilder->codeAppend("}");
145*c8dee2aaSAndroid Build Coastguard Worker         }
146*c8dee2aaSAndroid Build Coastguard Worker     }
147*c8dee2aaSAndroid Build Coastguard Worker }
148*c8dee2aaSAndroid Build Coastguard Worker 
149*c8dee2aaSAndroid Build Coastguard Worker #endif
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