1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker * Copyright 2015 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 GrGLSLVarying_DEFINED
9*c8dee2aaSAndroid Build Coastguard Worker #define GrGLSLVarying_DEFINED
10*c8dee2aaSAndroid Build Coastguard Worker
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkString.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkAssert.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkDebug.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/gpu/ganesh/GrTypesPriv.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "src/base/SkTBlockList.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "src/core/SkSLTypeShared.h"
17*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrShaderVar.h"
18*c8dee2aaSAndroid Build Coastguard Worker
19*c8dee2aaSAndroid Build Coastguard Worker class GrGLSLProgramBuilder;
20*c8dee2aaSAndroid Build Coastguard Worker class GrGeometryProcessor;
21*c8dee2aaSAndroid Build Coastguard Worker
22*c8dee2aaSAndroid Build Coastguard Worker #ifdef SK_DEBUG
is_matrix(SkSLType type)23*c8dee2aaSAndroid Build Coastguard Worker static bool is_matrix(SkSLType type) {
24*c8dee2aaSAndroid Build Coastguard Worker switch (type) {
25*c8dee2aaSAndroid Build Coastguard Worker case SkSLType::kFloat2x2:
26*c8dee2aaSAndroid Build Coastguard Worker case SkSLType::kFloat3x3:
27*c8dee2aaSAndroid Build Coastguard Worker case SkSLType::kFloat4x4:
28*c8dee2aaSAndroid Build Coastguard Worker case SkSLType::kHalf2x2:
29*c8dee2aaSAndroid Build Coastguard Worker case SkSLType::kHalf3x3:
30*c8dee2aaSAndroid Build Coastguard Worker case SkSLType::kHalf4x4:
31*c8dee2aaSAndroid Build Coastguard Worker return true;
32*c8dee2aaSAndroid Build Coastguard Worker default:
33*c8dee2aaSAndroid Build Coastguard Worker return false;
34*c8dee2aaSAndroid Build Coastguard Worker }
35*c8dee2aaSAndroid Build Coastguard Worker }
36*c8dee2aaSAndroid Build Coastguard Worker #endif
37*c8dee2aaSAndroid Build Coastguard Worker
38*c8dee2aaSAndroid Build Coastguard Worker class GrGLSLVarying {
39*c8dee2aaSAndroid Build Coastguard Worker public:
40*c8dee2aaSAndroid Build Coastguard Worker enum class Scope {
41*c8dee2aaSAndroid Build Coastguard Worker kVertToFrag,
42*c8dee2aaSAndroid Build Coastguard Worker kVertToGeo,
43*c8dee2aaSAndroid Build Coastguard Worker kGeoToFrag
44*c8dee2aaSAndroid Build Coastguard Worker };
45*c8dee2aaSAndroid Build Coastguard Worker
46*c8dee2aaSAndroid Build Coastguard Worker GrGLSLVarying() = default;
47*c8dee2aaSAndroid Build Coastguard Worker GrGLSLVarying(SkSLType type, Scope scope = Scope::kVertToFrag)
fType(type)48*c8dee2aaSAndroid Build Coastguard Worker : fType(type)
49*c8dee2aaSAndroid Build Coastguard Worker , fScope(scope) {
50*c8dee2aaSAndroid Build Coastguard Worker // Metal doesn't support varying matrices, so we disallow them everywhere for consistency
51*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(!is_matrix(type));
52*c8dee2aaSAndroid Build Coastguard Worker }
53*c8dee2aaSAndroid Build Coastguard Worker
54*c8dee2aaSAndroid Build Coastguard Worker void reset(SkSLType type, Scope scope = Scope::kVertToFrag) {
55*c8dee2aaSAndroid Build Coastguard Worker // Metal doesn't support varying matrices, so we disallow them everywhere for consistency
56*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(!is_matrix(type));
57*c8dee2aaSAndroid Build Coastguard Worker *this = GrGLSLVarying();
58*c8dee2aaSAndroid Build Coastguard Worker fType = type;
59*c8dee2aaSAndroid Build Coastguard Worker fScope = scope;
60*c8dee2aaSAndroid Build Coastguard Worker }
61*c8dee2aaSAndroid Build Coastguard Worker
type()62*c8dee2aaSAndroid Build Coastguard Worker SkSLType type() const { return fType; }
scope()63*c8dee2aaSAndroid Build Coastguard Worker Scope scope() const { return fScope; }
isInVertexShader()64*c8dee2aaSAndroid Build Coastguard Worker bool isInVertexShader() const { return Scope::kGeoToFrag != fScope; }
isInFragmentShader()65*c8dee2aaSAndroid Build Coastguard Worker bool isInFragmentShader() const { return Scope::kVertToGeo != fScope; }
66*c8dee2aaSAndroid Build Coastguard Worker
vsOut()67*c8dee2aaSAndroid Build Coastguard Worker const char* vsOut() const { SkASSERT(this->isInVertexShader()); return fVsOut; }
fsIn()68*c8dee2aaSAndroid Build Coastguard Worker const char* fsIn() const { SkASSERT(this->isInFragmentShader()); return fFsIn; }
69*c8dee2aaSAndroid Build Coastguard Worker
vsOutVar()70*c8dee2aaSAndroid Build Coastguard Worker GrShaderVar vsOutVar() const {
71*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(this->isInVertexShader());
72*c8dee2aaSAndroid Build Coastguard Worker return GrShaderVar(this->vsOut(), fType, GrShaderVar::TypeModifier::Out);
73*c8dee2aaSAndroid Build Coastguard Worker }
74*c8dee2aaSAndroid Build Coastguard Worker
fsInVar()75*c8dee2aaSAndroid Build Coastguard Worker GrShaderVar fsInVar() const {
76*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(this->isInFragmentShader());
77*c8dee2aaSAndroid Build Coastguard Worker return GrShaderVar(this->fsIn(), fType, GrShaderVar::TypeModifier::In);
78*c8dee2aaSAndroid Build Coastguard Worker }
79*c8dee2aaSAndroid Build Coastguard Worker
80*c8dee2aaSAndroid Build Coastguard Worker private:
81*c8dee2aaSAndroid Build Coastguard Worker SkSLType fType = SkSLType::kVoid;
82*c8dee2aaSAndroid Build Coastguard Worker Scope fScope = Scope::kVertToFrag;
83*c8dee2aaSAndroid Build Coastguard Worker const char* fVsOut = nullptr;
84*c8dee2aaSAndroid Build Coastguard Worker const char* fFsIn = nullptr;
85*c8dee2aaSAndroid Build Coastguard Worker
86*c8dee2aaSAndroid Build Coastguard Worker friend class GrGLSLVaryingHandler;
87*c8dee2aaSAndroid Build Coastguard Worker };
88*c8dee2aaSAndroid Build Coastguard Worker
89*c8dee2aaSAndroid Build Coastguard Worker static const int kVaryingsPerBlock = 8;
90*c8dee2aaSAndroid Build Coastguard Worker
91*c8dee2aaSAndroid Build Coastguard Worker class GrGLSLVaryingHandler {
92*c8dee2aaSAndroid Build Coastguard Worker public:
GrGLSLVaryingHandler(GrGLSLProgramBuilder * program)93*c8dee2aaSAndroid Build Coastguard Worker explicit GrGLSLVaryingHandler(GrGLSLProgramBuilder* program)
94*c8dee2aaSAndroid Build Coastguard Worker : fVaryings(kVaryingsPerBlock)
95*c8dee2aaSAndroid Build Coastguard Worker , fVertexInputs(kVaryingsPerBlock)
96*c8dee2aaSAndroid Build Coastguard Worker , fVertexOutputs(kVaryingsPerBlock)
97*c8dee2aaSAndroid Build Coastguard Worker , fFragInputs(kVaryingsPerBlock)
98*c8dee2aaSAndroid Build Coastguard Worker , fFragOutputs(kVaryingsPerBlock)
99*c8dee2aaSAndroid Build Coastguard Worker , fProgramBuilder(program)
100*c8dee2aaSAndroid Build Coastguard Worker , fDefaultInterpolationModifier(nullptr) {}
101*c8dee2aaSAndroid Build Coastguard Worker
~GrGLSLVaryingHandler()102*c8dee2aaSAndroid Build Coastguard Worker virtual ~GrGLSLVaryingHandler() {}
103*c8dee2aaSAndroid Build Coastguard Worker
104*c8dee2aaSAndroid Build Coastguard Worker /**
105*c8dee2aaSAndroid Build Coastguard Worker * Notifies the varying handler that this shader will never emit geometry in perspective and
106*c8dee2aaSAndroid Build Coastguard Worker * therefore does not require perspective-correct interpolation. When supported, this allows
107*c8dee2aaSAndroid Build Coastguard Worker * varyings to use the "noperspective" keyword, which means the GPU can use cheaper math for
108*c8dee2aaSAndroid Build Coastguard Worker * interpolation.
109*c8dee2aaSAndroid Build Coastguard Worker */
110*c8dee2aaSAndroid Build Coastguard Worker void setNoPerspective();
111*c8dee2aaSAndroid Build Coastguard Worker
112*c8dee2aaSAndroid Build Coastguard Worker enum class Interpolation {
113*c8dee2aaSAndroid Build Coastguard Worker kInterpolated,
114*c8dee2aaSAndroid Build Coastguard Worker kCanBeFlat, // Use "flat" if it will be faster.
115*c8dee2aaSAndroid Build Coastguard Worker kMustBeFlat // Use "flat" even if it is known to be slow.
116*c8dee2aaSAndroid Build Coastguard Worker };
117*c8dee2aaSAndroid Build Coastguard Worker
118*c8dee2aaSAndroid Build Coastguard Worker /**
119*c8dee2aaSAndroid Build Coastguard Worker * addVarying allows fine grained control for setting up varyings between stages. Calling this
120*c8dee2aaSAndroid Build Coastguard Worker * function will make sure all necessary decls are setup for the client. The client however is
121*c8dee2aaSAndroid Build Coastguard Worker * responsible for setting up all shader code (e.g "vOut = vIn;") If you just need to take an
122*c8dee2aaSAndroid Build Coastguard Worker * attribute and pass it through to an output value in a fragment shader, use
123*c8dee2aaSAndroid Build Coastguard Worker * addPassThroughAttribute.
124*c8dee2aaSAndroid Build Coastguard Worker * TODO convert most uses of addVarying to addPassThroughAttribute
125*c8dee2aaSAndroid Build Coastguard Worker */
126*c8dee2aaSAndroid Build Coastguard Worker void addVarying(const char* name, GrGLSLVarying* varying,
127*c8dee2aaSAndroid Build Coastguard Worker Interpolation = Interpolation::kInterpolated);
128*c8dee2aaSAndroid Build Coastguard Worker
129*c8dee2aaSAndroid Build Coastguard Worker /**
130*c8dee2aaSAndroid Build Coastguard Worker * The GP can use these calls to pass a vertex shader variable directly to 'output' in the
131*c8dee2aaSAndroid Build Coastguard Worker * fragment shader. Though this adds code to vertex and fragment stages, 'output' is expected to
132*c8dee2aaSAndroid Build Coastguard Worker * be defined in the fragment shader before the call is made.
133*c8dee2aaSAndroid Build Coastguard Worker * TODO it might be nicer behavior to have a flag to declare output inside these calls
134*c8dee2aaSAndroid Build Coastguard Worker */
135*c8dee2aaSAndroid Build Coastguard Worker void addPassThroughAttribute(const GrShaderVar& vsVar,
136*c8dee2aaSAndroid Build Coastguard Worker const char* output,
137*c8dee2aaSAndroid Build Coastguard Worker Interpolation = Interpolation::kInterpolated);
138*c8dee2aaSAndroid Build Coastguard Worker
139*c8dee2aaSAndroid Build Coastguard Worker void emitAttributes(const GrGeometryProcessor&);
140*c8dee2aaSAndroid Build Coastguard Worker
141*c8dee2aaSAndroid Build Coastguard Worker // This should be called once all attributes and varyings have been added to the
142*c8dee2aaSAndroid Build Coastguard Worker // GrGLSLVaryingHanlder and before getting/adding any of the declarations to the shaders.
143*c8dee2aaSAndroid Build Coastguard Worker void finalize();
144*c8dee2aaSAndroid Build Coastguard Worker
145*c8dee2aaSAndroid Build Coastguard Worker void getVertexDecls(SkString* inputDecls, SkString* outputDecls) const;
146*c8dee2aaSAndroid Build Coastguard Worker void getFragDecls(SkString* inputDecls, SkString* outputDecls) const;
147*c8dee2aaSAndroid Build Coastguard Worker
148*c8dee2aaSAndroid Build Coastguard Worker protected:
149*c8dee2aaSAndroid Build Coastguard Worker struct VaryingInfo {
150*c8dee2aaSAndroid Build Coastguard Worker SkSLType fType;
151*c8dee2aaSAndroid Build Coastguard Worker bool fIsFlat;
152*c8dee2aaSAndroid Build Coastguard Worker SkString fVsOut;
153*c8dee2aaSAndroid Build Coastguard Worker GrShaderFlags fVisibility;
154*c8dee2aaSAndroid Build Coastguard Worker };
155*c8dee2aaSAndroid Build Coastguard Worker
156*c8dee2aaSAndroid Build Coastguard Worker typedef SkTBlockList<VaryingInfo> VaryingList;
157*c8dee2aaSAndroid Build Coastguard Worker typedef SkTBlockList<GrShaderVar> VarArray;
158*c8dee2aaSAndroid Build Coastguard Worker
159*c8dee2aaSAndroid Build Coastguard Worker VaryingList fVaryings;
160*c8dee2aaSAndroid Build Coastguard Worker VarArray fVertexInputs;
161*c8dee2aaSAndroid Build Coastguard Worker VarArray fVertexOutputs;
162*c8dee2aaSAndroid Build Coastguard Worker VarArray fFragInputs;
163*c8dee2aaSAndroid Build Coastguard Worker VarArray fFragOutputs;
164*c8dee2aaSAndroid Build Coastguard Worker
165*c8dee2aaSAndroid Build Coastguard Worker // This is not owned by the class
166*c8dee2aaSAndroid Build Coastguard Worker GrGLSLProgramBuilder* fProgramBuilder;
167*c8dee2aaSAndroid Build Coastguard Worker
168*c8dee2aaSAndroid Build Coastguard Worker private:
169*c8dee2aaSAndroid Build Coastguard Worker void addAttribute(const GrShaderVar& var);
170*c8dee2aaSAndroid Build Coastguard Worker
171*c8dee2aaSAndroid Build Coastguard Worker virtual void onFinalize() = 0;
172*c8dee2aaSAndroid Build Coastguard Worker
173*c8dee2aaSAndroid Build Coastguard Worker // helper function for get*Decls
174*c8dee2aaSAndroid Build Coastguard Worker void appendDecls(const VarArray& vars, SkString* out) const;
175*c8dee2aaSAndroid Build Coastguard Worker
176*c8dee2aaSAndroid Build Coastguard Worker const char* fDefaultInterpolationModifier;
177*c8dee2aaSAndroid Build Coastguard Worker
178*c8dee2aaSAndroid Build Coastguard Worker friend class GrGLSLProgramBuilder;
179*c8dee2aaSAndroid Build Coastguard Worker };
180*c8dee2aaSAndroid Build Coastguard Worker
181*c8dee2aaSAndroid Build Coastguard Worker #endif
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