1/* 2 * Copyright 2015 Google Inc. 3 * 4 * Use of this source code is governed by a BSD-style license that can be 5 * found in the LICENSE file. 6 */ 7 8#include "src/gpu/glsl/GrGLSLProgramBuilder.h" 9 10#include <memory> 11 12#include "src/core/SkTraceEvent.h" 13#include "src/gpu/GrCaps.h" 14#include "src/gpu/GrFragmentProcessor.h" 15#include "src/gpu/GrGeometryProcessor.h" 16#include "src/gpu/GrPipeline.h" 17#include "src/gpu/GrRenderTarget.h" 18#include "src/gpu/GrShaderCaps.h" 19#include "src/gpu/GrTexture.h" 20#include "src/gpu/GrXferProcessor.h" 21#include "src/gpu/effects/GrTextureEffect.h" 22#include "src/gpu/glsl/GrGLSLVarying.h" 23#include "src/sksl/SkSLCompiler.h" 24#include "src/sksl/dsl/priv/DSLFPs.h" 25 26const int GrGLSLProgramBuilder::kVarsPerBlock = 8; 27 28GrGLSLProgramBuilder::GrGLSLProgramBuilder(const GrProgramDesc& desc, 29 const GrProgramInfo& programInfo) 30 : fVS(this) 31 , fFS(this) 32 , fDesc(desc) 33 , fProgramInfo(programInfo) 34 , fNumFragmentSamplers(0) {} 35 36GrGLSLProgramBuilder::~GrGLSLProgramBuilder() = default; 37 38void GrGLSLProgramBuilder::addFeature(GrShaderFlags shaders, 39 uint32_t featureBit, 40 const char* extensionName) { 41 if (shaders & kVertex_GrShaderFlag) { 42 fVS.addFeature(featureBit, extensionName); 43 } 44 if (shaders & kFragment_GrShaderFlag) { 45 fFS.addFeature(featureBit, extensionName); 46 } 47} 48 49bool GrGLSLProgramBuilder::emitAndInstallProcs() { 50 // First we loop over all of the installed processors and collect coord transforms. These will 51 // be sent to the ProgramImpl in its emitCode function 52 SkSL::dsl::Start(this->shaderCompiler()); 53 SkString inputColor; 54 SkString inputCoverage; 55 if (!this->emitAndInstallPrimProc(&inputColor, &inputCoverage)) { 56 return false; 57 } 58 if (!this->emitAndInstallDstTexture()) { 59 return false; 60 } 61 if (!this->emitAndInstallFragProcs(&inputColor, &inputCoverage)) { 62 return false; 63 } 64 if (!this->emitAndInstallXferProc(inputColor, inputCoverage)) { 65 return false; 66 } 67 fGPImpl->emitTransformCode(&fVS, this->uniformHandler()); 68 SkSL::dsl::End(); 69 70 return this->checkSamplerCounts(); 71} 72 73bool GrGLSLProgramBuilder::emitAndInstallPrimProc(SkString* outputColor, SkString* outputCoverage) { 74 const GrGeometryProcessor& geomProc = this->geometryProcessor(); 75 76 // Program builders have a bit of state we need to clear with each effect 77 this->advanceStage(); 78 this->nameExpression(outputColor, "outputColor"); 79 this->nameExpression(outputCoverage, "outputCoverage"); 80 81 SkASSERT(!fUniformHandles.fRTAdjustmentUni.isValid()); 82 GrShaderFlags rtAdjustVisibility; 83 if (geomProc.willUseTessellationShaders()) { 84 rtAdjustVisibility = kTessEvaluation_GrShaderFlag; 85 } else { 86 rtAdjustVisibility = kVertex_GrShaderFlag; 87 } 88 fUniformHandles.fRTAdjustmentUni = this->uniformHandler()->addUniform( 89 nullptr, rtAdjustVisibility, kFloat4_GrSLType, SkSL::Compiler::RTADJUST_NAME); 90 91 fFS.codeAppendf("// Stage %d, %s\n", fStageIndex, geomProc.name()); 92 fVS.codeAppendf("// Primitive Processor %s\n", geomProc.name()); 93 94 HITRACE_OHOS_NAME_ALWAYS(geomProc.getShaderDfxInfo().c_str()); 95 SkASSERT(!fGPImpl); 96 fGPImpl = geomProc.makeProgramImpl(*this->shaderCaps()); 97 98 SkAutoSTArray<4, SamplerHandle> texSamplers(geomProc.numTextureSamplers()); 99 for (int i = 0; i < geomProc.numTextureSamplers(); ++i) { 100 SkString name; 101 name.printf("TextureSampler_%d", i); 102 const auto& sampler = geomProc.textureSampler(i); 103 texSamplers[i] = this->emitSampler(geomProc.textureSampler(i).backendFormat(), 104 sampler.samplerState(), 105 sampler.swizzle(), 106 name.c_str()); 107 if (!texSamplers[i].isValid()) { 108 return false; 109 } 110 } 111 112 GrGeometryProcessor::ProgramImpl::EmitArgs args(&fVS, 113 &fFS, 114 this->varyingHandler(), 115 this->uniformHandler(), 116 this->shaderCaps(), 117 geomProc, 118 outputColor->c_str(), 119 outputCoverage->c_str(), 120 texSamplers.get()); 121 fFPCoordsMap = fGPImpl->emitCode(args, this->pipeline()); 122 123 // We have to check that effects and the code they emit are consistent, ie if an effect 124 // asks for dst color, then the emit code needs to follow suit 125 SkDEBUGCODE(verify(geomProc);) 126 127 return true; 128} 129 130bool GrGLSLProgramBuilder::emitAndInstallFragProcs(SkString* color, SkString* coverage) { 131 int fpCount = this->pipeline().numFragmentProcessors(); 132 SkASSERT(fFPImpls.empty()); 133 fFPImpls.reserve(fpCount); 134 for (int i = 0; i < fpCount; ++i) { 135 SkString* inOut = this->pipeline().isColorFragmentProcessor(i) ? color : coverage; 136 SkString output; 137 const GrFragmentProcessor& fp = this->pipeline().getFragmentProcessor(i); 138 fFPImpls.push_back(fp.makeProgramImpl()); 139 output = this->emitFragProc(fp, *fFPImpls.back(), *inOut, output); 140 if (output.isEmpty()) { 141 return false; 142 } 143 *inOut = std::move(output); 144 } 145 return true; 146} 147 148SkString GrGLSLProgramBuilder::emitFragProc(const GrFragmentProcessor& fp, 149 GrFragmentProcessor::ProgramImpl& impl, 150 const SkString& input, 151 SkString output) { 152 SkASSERT(input.size()); 153 154 // Program builders have a bit of state we need to clear with each effect 155 this->advanceStage(); 156 this->nameExpression(&output, "output"); 157 fFS.codeAppendf("half4 %s;", output.c_str()); 158 bool ok = true; 159 fp.visitWithImpls([&, samplerIdx = 0](const GrFragmentProcessor& fp, 160 GrFragmentProcessor::ProgramImpl& impl) mutable { 161 if (auto* te = fp.asTextureEffect()) { 162 SkString name; 163 name.printf("TextureSampler_%d", samplerIdx++); 164 165 GrSamplerState samplerState = te->samplerState(); 166 const GrBackendFormat& format = te->view().proxy()->backendFormat(); 167 GrSwizzle swizzle = te->view().swizzle(); 168 SamplerHandle handle = this->emitSampler(format, samplerState, swizzle, name.c_str()); 169 if (!handle.isValid()) { 170 ok = false; 171 return; 172 } 173 static_cast<GrTextureEffect::Impl&>(impl).setSamplerHandle(handle); 174 } 175 }, impl); 176 if (!ok) { 177 return {}; 178 } 179 180 this->writeFPFunction(fp, impl); 181 182 if (fp.isBlendFunction()) { 183 fFS.codeAppendf( 184 "%s = %s(%s, half4(1));", output.c_str(), impl.functionName(), input.c_str()); 185 } else { 186 fFS.codeAppendf("%s = %s(%s);", output.c_str(), impl.functionName(), input.c_str()); 187 } 188 189 // We have to check that effects and the code they emit are consistent, ie if an effect asks 190 // for dst color, then the emit code needs to follow suit 191 SkDEBUGCODE(verify(fp);) 192 193 return output; 194} 195 196void GrGLSLProgramBuilder::writeChildFPFunctions(const GrFragmentProcessor& fp, 197 GrFragmentProcessor::ProgramImpl& impl) { 198 fSubstageIndices.push_back(0); 199 for (int i = 0; i < impl.numChildProcessors(); ++i) { 200 GrFragmentProcessor::ProgramImpl* childImpl = impl.childProcessor(i); 201 if (!childImpl) { 202 continue; 203 } 204 205 const GrFragmentProcessor* childFP = fp.childProcessor(i); 206 SkASSERT(childFP); 207 208 this->writeFPFunction(*childFP, *childImpl); 209 ++fSubstageIndices.back(); 210 } 211 fSubstageIndices.pop_back(); 212} 213 214void GrGLSLProgramBuilder::writeFPFunction(const GrFragmentProcessor& fp, 215 GrFragmentProcessor::ProgramImpl& impl) { 216 constexpr const char* kDstColor = "_dst"; 217 const char* const inputColor = fp.isBlendFunction() ? "_src" : "_input"; 218 const char* sampleCoords = "_coords"; 219 220 HITRACE_OHOS_NAME_ALWAYS(fp.getShaderDfxInfo().c_str()); 221 fFS.nextStage(); 222 // Conceptually, an FP is always sampled at a particular coordinate. However, if it is only 223 // sampled by a chain of uniform matrix expressions (or legacy coord transforms), the value that 224 // would have been passed to _coords is lifted to the vertex shader and 225 // varying. In that case it uses that variable and we do not pass a second argument for _coords. 226 GrShaderVar params[3]; 227 int numParams = 0; 228 229 params[numParams++] = GrShaderVar(inputColor, kHalf4_GrSLType); 230 231 if (fp.isBlendFunction()) { 232 // Blend functions take a dest color as input. 233 params[numParams++] = GrShaderVar(kDstColor, kHalf4_GrSLType); 234 } 235 236 if (this->fragmentProcessorHasCoordsParam(&fp)) { 237 params[numParams++] = GrShaderVar(sampleCoords, kFloat2_GrSLType); 238 } else { 239 // Either doesn't use coords at all or sampled through a chain of passthrough/matrix 240 // samples usages. In the latter case the coords are emitted in the vertex shader as a 241 // varying, so this only has to access it. Add a float2 _coords variable that maps to the 242 // associated varying and replaces the absent 2nd argument to the fp's function. 243 GrShaderVar varying = fFPCoordsMap[&fp].coordsVarying; 244 245 switch (varying.getType()) { 246 case kVoid_GrSLType: 247 SkASSERT(!fp.usesSampleCoordsDirectly()); 248 break; 249 case kFloat2_GrSLType: 250 // Just point the local coords to the varying 251 sampleCoords = varying.getName().c_str(); 252 break; 253 case kFloat3_GrSLType: 254 // Must perform the perspective divide in the frag shader based on the 255 // varying, and since we won't actually have a function parameter for local 256 // coords, add it as a local variable. 257 fFS.codeAppendf("float2 %s = %s.xy / %s.z;\n", 258 sampleCoords, 259 varying.getName().c_str(), 260 varying.getName().c_str()); 261 break; 262 default: 263 SkDEBUGFAILF("Unexpected varying type for coord: %s %d\n", 264 varying.getName().c_str(), 265 (int)varying.getType()); 266 break; 267 } 268 } 269 270 SkASSERT(numParams <= (int)SK_ARRAY_COUNT(params)); 271 272 // First, emit every child's function. This needs to happen (even for children that aren't 273 // sampled), so that all of the expected uniforms are registered. 274 this->writeChildFPFunctions(fp, impl); 275 GrFragmentProcessor::ProgramImpl::EmitArgs args(&fFS, 276 this->uniformHandler(), 277 this->shaderCaps(), 278 fp, 279 inputColor, 280 kDstColor, 281 sampleCoords); 282 283 impl.emitCode(args); 284 impl.setFunctionName(fFS.getMangledFunctionName(args.fFp.name())); 285 286 fFS.emitFunction(kHalf4_GrSLType, 287 impl.functionName(), 288 SkMakeSpan(params, numParams), 289 fFS.code().c_str()); 290 fFS.deleteStage(); 291} 292 293bool GrGLSLProgramBuilder::emitAndInstallDstTexture() { 294 fDstTextureOrigin = kTopLeft_GrSurfaceOrigin; 295 296 const GrSurfaceProxyView& dstView = this->pipeline().dstProxyView(); 297 if (this->pipeline().usesDstTexture()) { 298 // Set up a sampler handle for the destination texture. 299 GrTextureProxy* dstTextureProxy = dstView.asTextureProxy(); 300 SkASSERT(dstTextureProxy); 301 const GrSwizzle& swizzle = dstView.swizzle(); 302 fDstTextureSamplerHandle = this->emitSampler(dstTextureProxy->backendFormat(), 303 GrSamplerState(), swizzle, "DstTextureSampler"); 304 if (!fDstTextureSamplerHandle.isValid()) { 305 return false; 306 } 307 308 HITRACE_OHOS_NAME_ALWAYS("ShaderDfx emitAndInstallDstTexture usesDstTexture"); 309 fDstTextureOrigin = dstView.origin(); 310 SkASSERT(dstTextureProxy->textureType() != GrTextureType::kExternal); 311 312 // Declare a _dstColor global variable which samples from the dest-texture sampler at the 313 // top of the fragment shader. 314 const char* dstTextureCoordsName; 315 fUniformHandles.fDstTextureCoordsUni = this->uniformHandler()->addUniform( 316 /*owner=*/nullptr, 317 kFragment_GrShaderFlag, 318 kHalf4_GrSLType, 319 "DstTextureCoords", 320 &dstTextureCoordsName); 321 fFS.codeAppend("// Read color from copy of the destination\n"); 322 fFS.codeAppendf("half2 _dstTexCoord = (half2(sk_FragCoord.xy) - %s.xy) * %s.zw;\n", 323 dstTextureCoordsName, dstTextureCoordsName); 324 if (fDstTextureOrigin == kBottomLeft_GrSurfaceOrigin) { 325 fFS.codeAppend("_dstTexCoord.y = 1.0 - _dstTexCoord.y;\n"); 326 } 327 const char* dstColor = fFS.dstColor(); 328 SkString dstColorDecl = SkStringPrintf("half4 %s;", dstColor); 329 fFS.definitionAppend(dstColorDecl.c_str()); 330 fFS.codeAppendf("%s = ", dstColor); 331 fFS.appendTextureLookup(fDstTextureSamplerHandle, "_dstTexCoord"); 332 fFS.codeAppend(";\n"); 333 } else if (this->pipeline().usesDstInputAttachment()) { 334 // Set up an input attachment for the destination texture. 335 const GrSwizzle& swizzle = dstView.swizzle(); 336 fDstTextureSamplerHandle = this->emitInputSampler(swizzle, "DstTextureInput"); 337 if (!fDstTextureSamplerHandle.isValid()) { 338 return false; 339 } 340 341 HITRACE_OHOS_NAME_ALWAYS("ShaderDfx emitAndInstallDstTexture usesDstInputAttachment"); 342 // Populate the _dstColor variable by loading from the input attachment at the top of the 343 // fragment shader. 344 fFS.codeAppend("// Read color from input attachment\n"); 345 const char* dstColor = fFS.dstColor(); 346 SkString dstColorDecl = SkStringPrintf("half4 %s;", dstColor); 347 fFS.definitionAppend(dstColorDecl.c_str()); 348 fFS.codeAppendf("%s = ", dstColor); 349 fFS.appendInputLoad(fDstTextureSamplerHandle); 350 fFS.codeAppend(";\n"); 351 } 352 353 return true; 354} 355 356bool GrGLSLProgramBuilder::emitAndInstallXferProc(const SkString& colorIn, 357 const SkString& coverageIn) { 358 // Program builders have a bit of state we need to clear with each effect 359 this->advanceStage(); 360 361 SkASSERT(!fXPImpl); 362 const GrXferProcessor& xp = this->pipeline().getXferProcessor(); 363 fXPImpl = xp.makeProgramImpl(); 364 365 HITRACE_OHOS_NAME_ALWAYS(xp.getShaderDfxInfo().c_str()); 366 // Enable dual source secondary output if we have one 367 if (xp.hasSecondaryOutput()) { 368 fFS.enableSecondaryOutput(); 369 } 370 371 if (this->shaderCaps()->mustDeclareFragmentShaderOutput()) { 372 fFS.enableCustomOutput(); 373 } 374 375 SkString openBrace; 376 openBrace.printf("{ // Xfer Processor: %s\n", xp.name()); 377 fFS.codeAppend(openBrace.c_str()); 378 379 SkString finalInColor = colorIn.size() ? colorIn : SkString("float4(1)"); 380 381 GrXferProcessor::ProgramImpl::EmitArgs args( 382 &fFS, 383 this->uniformHandler(), 384 this->shaderCaps(), 385 xp, 386 finalInColor.c_str(), 387 coverageIn.size() ? coverageIn.c_str() : "float4(1)", 388 fFS.getPrimaryColorOutputName(), 389 fFS.getSecondaryColorOutputName(), 390 fDstTextureSamplerHandle, 391 fDstTextureOrigin, 392 this->pipeline().writeSwizzle()); 393 fXPImpl->emitCode(args); 394 395 // We have to check that effects and the code they emit are consistent, ie if an effect 396 // asks for dst color, then the emit code needs to follow suit 397 SkDEBUGCODE(verify(xp);) 398 fFS.codeAppend("}"); 399 return true; 400} 401 402GrGLSLProgramBuilder::SamplerHandle GrGLSLProgramBuilder::emitSampler( 403 const GrBackendFormat& backendFormat, GrSamplerState state, const GrSwizzle& swizzle, 404 const char* name) { 405 ++fNumFragmentSamplers; 406 return this->uniformHandler()->addSampler(backendFormat, state, swizzle, name, 407 this->shaderCaps()); 408} 409 410GrGLSLProgramBuilder::SamplerHandle GrGLSLProgramBuilder::emitInputSampler(const GrSwizzle& swizzle, 411 const char* name) { 412 return this->uniformHandler()->addInputSampler(swizzle, name); 413} 414 415bool GrGLSLProgramBuilder::checkSamplerCounts() { 416 const GrShaderCaps& shaderCaps = *this->shaderCaps(); 417 if (fNumFragmentSamplers > shaderCaps.maxFragmentSamplers()) { 418 GrCapsDebugf(this->caps(), "Program would use too many fragment samplers\n"); 419 return false; 420 } 421 return true; 422} 423 424#ifdef SK_DEBUG 425void GrGLSLProgramBuilder::verify(const GrGeometryProcessor& geomProc) { 426 SkASSERT(!fFS.fHasReadDstColorThisStage_DebugOnly); 427} 428 429void GrGLSLProgramBuilder::verify(const GrFragmentProcessor& fp) { 430 SkASSERT(fp.willReadDstColor() == fFS.fHasReadDstColorThisStage_DebugOnly); 431} 432 433void GrGLSLProgramBuilder::verify(const GrXferProcessor& xp) { 434 SkASSERT(xp.willReadDstColor() == fFS.fHasReadDstColorThisStage_DebugOnly); 435} 436#endif 437 438SkString GrGLSLProgramBuilder::getMangleSuffix() const { 439 SkASSERT(fStageIndex >= 0); 440 SkString suffix; 441 suffix.printf("_S%d", fStageIndex); 442 for (auto c : fSubstageIndices) { 443 suffix.appendf("_c%d", c); 444 } 445 return suffix; 446} 447 448SkString GrGLSLProgramBuilder::nameVariable(char prefix, const char* name, bool mangle) { 449 SkString out; 450 if ('\0' == prefix) { 451 out = name; 452 } else { 453 out.printf("%c%s", prefix, name); 454 } 455 if (mangle) { 456 SkString suffix = this->getMangleSuffix(); 457 // Names containing "__" are reserved; add "x" if needed to avoid consecutive underscores. 458 const char *underscoreSplitter = out.endsWith('_') ? "x" : ""; 459 out.appendf("%s%s", underscoreSplitter, suffix.c_str()); 460 } 461 return out; 462} 463 464void GrGLSLProgramBuilder::nameExpression(SkString* output, const char* baseName) { 465 // Name a variable to hold stage result. If we already have a valid output name, use that as-is; 466 // otherwise, create a new mangled one. 467 if (output->isEmpty()) { 468 *output = this->nameVariable(/*prefix=*/'\0', baseName); 469 } 470} 471 472void GrGLSLProgramBuilder::appendUniformDecls(GrShaderFlags visibility, SkString* out) const { 473 this->uniformHandler()->appendUniformDecls(visibility, out); 474} 475 476void GrGLSLProgramBuilder::addRTFlipUniform(const char* name) { 477 SkASSERT(!fUniformHandles.fRTFlipUni.isValid()); 478 GrGLSLUniformHandler* uniformHandler = this->uniformHandler(); 479 fUniformHandles.fRTFlipUni = 480 uniformHandler->internalAddUniformArray(nullptr, 481 kFragment_GrShaderFlag, 482 kFloat2_GrSLType, 483 name, 484 false, 485 0, 486 nullptr); 487} 488 489bool GrGLSLProgramBuilder::fragmentProcessorHasCoordsParam(const GrFragmentProcessor* fp) { 490 return fFPCoordsMap[fp].hasCoordsParam; 491} 492 493void GrGLSLProgramBuilder::finalizeShaders() { 494 this->varyingHandler()->finalize(); 495 fVS.finalize(kVertex_GrShaderFlag); 496 fFS.finalize(kFragment_GrShaderFlag); 497} 498