xref: /aosp_15_r20/external/skia/src/gpu/ganesh/glsl/GrGLSLVarying.h (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
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
182