1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker * Copyright 2014 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 #include "src/gpu/ganesh/glsl/GrGLSLFragmentShaderBuilder.h"
8*c8dee2aaSAndroid Build Coastguard Worker
9*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkAssert.h"
10*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkDebug.h"
11*c8dee2aaSAndroid Build Coastguard Worker #include "src/core/SkSLTypeShared.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/Blend.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrShaderCaps.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrShaderVar.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/glsl/GrGLSLProgramBuilder.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/glsl/GrGLSLVarying.h"
17*c8dee2aaSAndroid Build Coastguard Worker
GrGLSLFragmentShaderBuilder(GrGLSLProgramBuilder * program)18*c8dee2aaSAndroid Build Coastguard Worker GrGLSLFragmentShaderBuilder::GrGLSLFragmentShaderBuilder(GrGLSLProgramBuilder* program)
19*c8dee2aaSAndroid Build Coastguard Worker : GrGLSLShaderBuilder(program) {}
20*c8dee2aaSAndroid Build Coastguard Worker
dstColor()21*c8dee2aaSAndroid Build Coastguard Worker const char* GrGLSLFragmentShaderBuilder::dstColor() {
22*c8dee2aaSAndroid Build Coastguard Worker SkDEBUGCODE(fHasReadDstColorThisStage_DebugOnly = true;)
23*c8dee2aaSAndroid Build Coastguard Worker
24*c8dee2aaSAndroid Build Coastguard Worker const GrShaderCaps* shaderCaps = fProgramBuilder->shaderCaps();
25*c8dee2aaSAndroid Build Coastguard Worker if (shaderCaps->fFBFetchSupport) {
26*c8dee2aaSAndroid Build Coastguard Worker this->addFeature(1 << kFramebufferFetch_GLSLPrivateFeature,
27*c8dee2aaSAndroid Build Coastguard Worker shaderCaps->fFBFetchExtensionString);
28*c8dee2aaSAndroid Build Coastguard Worker
29*c8dee2aaSAndroid Build Coastguard Worker // Some versions of this extension string require declaring custom color output on ES 3.0+
30*c8dee2aaSAndroid Build Coastguard Worker const char* fbFetchColorName = "sk_LastFragColor";
31*c8dee2aaSAndroid Build Coastguard Worker if (shaderCaps->fFBFetchNeedsCustomOutput) {
32*c8dee2aaSAndroid Build Coastguard Worker fPrimaryColorIsInOut = true;
33*c8dee2aaSAndroid Build Coastguard Worker fbFetchColorName = DeclaredColorOutputName();
34*c8dee2aaSAndroid Build Coastguard Worker // Set the dstColor to an intermediate variable so we don't override it with the output
35*c8dee2aaSAndroid Build Coastguard Worker this->codeAppendf("half4 %s = %s;", kDstColorName, fbFetchColorName);
36*c8dee2aaSAndroid Build Coastguard Worker } else {
37*c8dee2aaSAndroid Build Coastguard Worker return fbFetchColorName;
38*c8dee2aaSAndroid Build Coastguard Worker }
39*c8dee2aaSAndroid Build Coastguard Worker }
40*c8dee2aaSAndroid Build Coastguard Worker return kDstColorName;
41*c8dee2aaSAndroid Build Coastguard Worker }
42*c8dee2aaSAndroid Build Coastguard Worker
enableAdvancedBlendEquationIfNeeded(skgpu::BlendEquation equation)43*c8dee2aaSAndroid Build Coastguard Worker void GrGLSLFragmentShaderBuilder::enableAdvancedBlendEquationIfNeeded(
44*c8dee2aaSAndroid Build Coastguard Worker skgpu::BlendEquation equation) {
45*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(skgpu::BlendEquationIsAdvanced(equation));
46*c8dee2aaSAndroid Build Coastguard Worker
47*c8dee2aaSAndroid Build Coastguard Worker if (fProgramBuilder->shaderCaps()->mustEnableAdvBlendEqs()) {
48*c8dee2aaSAndroid Build Coastguard Worker this->addFeature(1 << kBlendEquationAdvanced_GLSLPrivateFeature,
49*c8dee2aaSAndroid Build Coastguard Worker "GL_KHR_blend_equation_advanced");
50*c8dee2aaSAndroid Build Coastguard Worker this->addLayoutQualifier("blend_support_all_equations", kOut_InterfaceQualifier);
51*c8dee2aaSAndroid Build Coastguard Worker }
52*c8dee2aaSAndroid Build Coastguard Worker }
53*c8dee2aaSAndroid Build Coastguard Worker
enableSecondaryOutput()54*c8dee2aaSAndroid Build Coastguard Worker void GrGLSLFragmentShaderBuilder::enableSecondaryOutput() {
55*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(!fHasSecondaryOutput);
56*c8dee2aaSAndroid Build Coastguard Worker fHasSecondaryOutput = true;
57*c8dee2aaSAndroid Build Coastguard Worker const GrShaderCaps& caps = *fProgramBuilder->shaderCaps();
58*c8dee2aaSAndroid Build Coastguard Worker if (const char* extension = caps.fSecondaryOutputExtensionString) {
59*c8dee2aaSAndroid Build Coastguard Worker this->addFeature(1 << kBlendFuncExtended_GLSLPrivateFeature, extension);
60*c8dee2aaSAndroid Build Coastguard Worker }
61*c8dee2aaSAndroid Build Coastguard Worker
62*c8dee2aaSAndroid Build Coastguard Worker // If the primary output is declared, we must declare also the secondary output
63*c8dee2aaSAndroid Build Coastguard Worker // and vice versa, since it is not allowed to use a built-in gl_FragColor and a custom
64*c8dee2aaSAndroid Build Coastguard Worker // output. The condition also co-incides with the condition in which GLSL ES 2.0
65*c8dee2aaSAndroid Build Coastguard Worker // requires the built-in gl_SecondaryFragColorEXT, whereas 3.0 requires a custom output.
66*c8dee2aaSAndroid Build Coastguard Worker if (caps.mustDeclareFragmentShaderOutput()) {
67*c8dee2aaSAndroid Build Coastguard Worker fOutputs.emplace_back(DeclaredSecondaryColorOutputName(), SkSLType::kHalf4,
68*c8dee2aaSAndroid Build Coastguard Worker GrShaderVar::TypeModifier::Out);
69*c8dee2aaSAndroid Build Coastguard Worker fProgramBuilder->finalizeFragmentSecondaryColor(fOutputs.back());
70*c8dee2aaSAndroid Build Coastguard Worker }
71*c8dee2aaSAndroid Build Coastguard Worker }
72*c8dee2aaSAndroid Build Coastguard Worker
getPrimaryColorOutputName() const73*c8dee2aaSAndroid Build Coastguard Worker const char* GrGLSLFragmentShaderBuilder::getPrimaryColorOutputName() const {
74*c8dee2aaSAndroid Build Coastguard Worker return DeclaredColorOutputName();
75*c8dee2aaSAndroid Build Coastguard Worker }
76*c8dee2aaSAndroid Build Coastguard Worker
primaryColorOutputIsInOut() const77*c8dee2aaSAndroid Build Coastguard Worker bool GrGLSLFragmentShaderBuilder::primaryColorOutputIsInOut() const {
78*c8dee2aaSAndroid Build Coastguard Worker return fPrimaryColorIsInOut;
79*c8dee2aaSAndroid Build Coastguard Worker }
80*c8dee2aaSAndroid Build Coastguard Worker
getSecondaryColorOutputName() const81*c8dee2aaSAndroid Build Coastguard Worker const char* GrGLSLFragmentShaderBuilder::getSecondaryColorOutputName() const {
82*c8dee2aaSAndroid Build Coastguard Worker if (this->hasSecondaryOutput()) {
83*c8dee2aaSAndroid Build Coastguard Worker return (fProgramBuilder->shaderCaps()->mustDeclareFragmentShaderOutput())
84*c8dee2aaSAndroid Build Coastguard Worker ? DeclaredSecondaryColorOutputName()
85*c8dee2aaSAndroid Build Coastguard Worker : "sk_SecondaryFragColor";
86*c8dee2aaSAndroid Build Coastguard Worker }
87*c8dee2aaSAndroid Build Coastguard Worker return nullptr;
88*c8dee2aaSAndroid Build Coastguard Worker }
89*c8dee2aaSAndroid Build Coastguard Worker
getSurfaceOrigin() const90*c8dee2aaSAndroid Build Coastguard Worker GrSurfaceOrigin GrGLSLFragmentShaderBuilder::getSurfaceOrigin() const {
91*c8dee2aaSAndroid Build Coastguard Worker return fProgramBuilder->origin();
92*c8dee2aaSAndroid Build Coastguard Worker }
93*c8dee2aaSAndroid Build Coastguard Worker
onFinalize()94*c8dee2aaSAndroid Build Coastguard Worker void GrGLSLFragmentShaderBuilder::onFinalize() {
95*c8dee2aaSAndroid Build Coastguard Worker fProgramBuilder->varyingHandler()->getFragDecls(&this->inputs(), &this->outputs());
96*c8dee2aaSAndroid Build Coastguard Worker }
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