| /* |
| * Copyright 2011 Google Inc. |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| |
| #ifndef GrGLProgram_DEFINED |
| #define GrGLProgram_DEFINED |
| |
| #include "GrDrawState.h" |
| #include "GrGLContextInfo.h" |
| #include "GrGLSL.h" |
| #include "GrGLTexture.h" |
| #include "GrGLUniformManager.h" |
| |
| #include "SkString.h" |
| #include "SkXfermode.h" |
| |
| class GrBinHashKeyBuilder; |
| class GrGLProgramStage; |
| class GrGLShaderBuilder; |
| |
| // optionally compile the experimental GS code. Set to GR_DEBUG |
| // so that debug build bots will execute the code. |
| #define GR_GL_EXPERIMENTAL_GS GR_DEBUG |
| |
| /** |
| * This class manages a GPU program and records per-program information. |
| * We can specify the attribute locations so that they are constant |
| * across our shaders. But the driver determines the uniform locations |
| * at link time. We don't need to remember the sampler uniform location |
| * because we will bind a texture slot to it and never change it |
| * Uniforms are program-local so we can't rely on fHWState to hold the |
| * previous uniform state after a program change. |
| */ |
| class GrGLProgram : public GrRefCnt { |
| public: |
| SK_DECLARE_INST_COUNT(GrGLProgram) |
| |
| struct Desc; |
| |
| static GrGLProgram* Create(const GrGLContextInfo& gl, |
| const Desc& desc, |
| const GrCustomStage** customStages); |
| |
| virtual ~GrGLProgram(); |
| |
| /** Call to abandon GL objects owned by this program */ |
| void abandon(); |
| |
| /** |
| * The shader may modify the blend coeffecients. Params are in/out |
| */ |
| void overrideBlend(GrBlendCoeff* srcCoeff, GrBlendCoeff* dstCoeff) const; |
| |
| const Desc& getDesc() { return fDesc; } |
| |
| /** |
| * Attribute indices. These should not overlap. Matrices consume 3 slots. |
| */ |
| static int PositionAttributeIdx() { return 0; } |
| static int TexCoordAttributeIdx(int tcIdx) { return 1 + tcIdx; } |
| static int ColorAttributeIdx() { return 1 + GrDrawState::kMaxTexCoords; } |
| static int CoverageAttributeIdx() { |
| return 2 + GrDrawState::kMaxTexCoords; |
| } |
| static int EdgeAttributeIdx() { return 3 + GrDrawState::kMaxTexCoords; } |
| |
| static int ViewMatrixAttributeIdx() { |
| return 4 + GrDrawState::kMaxTexCoords; |
| } |
| static int TextureMatrixAttributeIdx(int stage) { |
| return 7 + GrDrawState::kMaxTexCoords + 3 * stage; |
| } |
| |
| // Parameters that affect code generation |
| // These structs should be kept compact; they are the input to an |
| // expensive hash key generator. |
| struct Desc { |
| Desc() { |
| // since we use this as part of a key we can't have any unitialized |
| // padding |
| memset(this, 0, sizeof(Desc)); |
| } |
| |
| // returns this as a uint32_t array to be used as a key in the program cache |
| const uint32_t* asKey() const { |
| return reinterpret_cast<const uint32_t*>(this); |
| } |
| |
| struct StageDesc { |
| enum OptFlagBits { |
| kNoPerspective_OptFlagBit = 1 << 0, |
| kIdentityMatrix_OptFlagBit = 1 << 1, |
| kIsEnabled_OptFlagBit = 1 << 7 |
| }; |
| |
| uint8_t fOptFlags; |
| |
| /** Non-zero if user-supplied code will write the stage's |
| contribution to the fragment shader. */ |
| GrProgramStageFactory::StageKey fCustomStageKey; |
| |
| inline bool isEnabled() const { |
| return SkToBool(fOptFlags & kIsEnabled_OptFlagBit); |
| } |
| inline void setEnabled(bool newValue) { |
| if (newValue) { |
| fOptFlags |= kIsEnabled_OptFlagBit; |
| } else { |
| fOptFlags &= ~kIsEnabled_OptFlagBit; |
| } |
| } |
| }; |
| |
| // Specifies where the intitial color comes from before the stages are |
| // applied. |
| enum ColorInput { |
| kSolidWhite_ColorInput, |
| kTransBlack_ColorInput, |
| kAttribute_ColorInput, |
| kUniform_ColorInput, |
| |
| kColorInputCnt |
| }; |
| // Dual-src blending makes use of a secondary output color that can be |
| // used as a per-pixel blend coeffecient. This controls whether a |
| // secondary source is output and what value it holds. |
| enum DualSrcOutput { |
| kNone_DualSrcOutput, |
| kCoverage_DualSrcOutput, |
| kCoverageISA_DualSrcOutput, |
| kCoverageISC_DualSrcOutput, |
| |
| kDualSrcOutputCnt |
| }; |
| |
| GrDrawState::VertexEdgeType fVertexEdgeType; |
| |
| // stripped of bits that don't affect prog generation |
| GrVertexLayout fVertexLayout; |
| |
| StageDesc fStages[GrDrawState::kNumStages]; |
| |
| // To enable experimental geometry shader code (not for use in |
| // production) |
| #if GR_GL_EXPERIMENTAL_GS |
| bool fExperimentalGS; |
| #endif |
| |
| uint8_t fColorInput; // casts to enum ColorInput |
| uint8_t fCoverageInput; // casts to enum CoverageInput |
| uint8_t fDualSrcOutput; // casts to enum DualSrcOutput |
| int8_t fFirstCoverageStage; |
| SkBool8 fEmitsPointSize; |
| SkBool8 fColorMatrixEnabled; |
| |
| uint8_t fColorFilterXfermode; // casts to enum SkXfermode::Mode |
| }; |
| GR_STATIC_ASSERT(!(sizeof(Desc) % 4)); |
| |
| // for code readability |
| typedef Desc::StageDesc StageDesc; |
| |
| private: |
| struct StageUniforms; |
| |
| GrGLProgram(const GrGLContextInfo& gl, |
| const Desc& desc, |
| const GrCustomStage** customStages); |
| |
| bool succeeded() const { return 0 != fProgramID; } |
| |
| /** |
| * This is the heavy initilization routine for building a GLProgram. |
| */ |
| bool genProgram(const GrCustomStage** customStages); |
| |
| void genInputColor(GrGLShaderBuilder* builder, SkString* inColor); |
| |
| static GrGLProgramStage* GenStageCode(const GrCustomStage* stage, |
| const StageDesc& desc, // TODO: Eliminate this |
| StageUniforms* stageUniforms, // TODO: Eliminate this |
| const char* fsInColor, // NULL means no incoming color |
| const char* fsOutColor, |
| const char* vsInCoord, |
| GrGLShaderBuilder* builder); |
| |
| void genGeometryShader(GrGLShaderBuilder* segments) const; |
| |
| typedef GrGLUniformManager::UniformHandle UniformHandle; |
| |
| void genUniformCoverage(GrGLShaderBuilder* segments, SkString* inOutCoverage); |
| |
| // generates code to compute coverage based on edge AA. Returns true if edge coverage was |
| // inserted in which case coverageVar will be updated to refer to a scalar. Otherwise, |
| // coverageVar is set to an empty string. |
| bool genEdgeCoverage(SkString* coverageVar, GrGLShaderBuilder* builder) const; |
| |
| // Creates a GL program ID, binds shader attributes to GL vertex attrs, and links the program |
| bool bindOutputsAttribsAndLinkProgram(SkString texCoordAttrNames[GrDrawState::kMaxTexCoords], |
| bool bindColorOut, |
| bool bindDualSrcOut); |
| |
| // Sets the texture units for samplers |
| void initSamplerUniforms(); |
| |
| bool compileShaders(const GrGLShaderBuilder& builder); |
| |
| const char* adjustInColor(const SkString& inColor) const; |
| |
| struct StageUniforms { |
| UniformHandle fTextureMatrixUni; |
| SkTArray<UniformHandle, true> fSamplerUniforms; |
| StageUniforms() { |
| fTextureMatrixUni = GrGLUniformManager::kInvalidUniformHandle; |
| } |
| }; |
| |
| struct Uniforms { |
| UniformHandle fViewMatrixUni; |
| UniformHandle fColorUni; |
| UniformHandle fCoverageUni; |
| UniformHandle fColorFilterUni; |
| UniformHandle fColorMatrixUni; |
| UniformHandle fColorMatrixVecUni; |
| StageUniforms fStages[GrDrawState::kNumStages]; |
| Uniforms() { |
| fViewMatrixUni = GrGLUniformManager::kInvalidUniformHandle; |
| fColorUni = GrGLUniformManager::kInvalidUniformHandle; |
| fCoverageUni = GrGLUniformManager::kInvalidUniformHandle; |
| fColorFilterUni = GrGLUniformManager::kInvalidUniformHandle; |
| fColorMatrixUni = GrGLUniformManager::kInvalidUniformHandle; |
| fColorMatrixVecUni = GrGLUniformManager::kInvalidUniformHandle; |
| } |
| }; |
| |
| // IDs |
| GrGLuint fVShaderID; |
| GrGLuint fGShaderID; |
| GrGLuint fFShaderID; |
| GrGLuint fProgramID; |
| |
| // The matrix sent to GL is determined by both the client's matrix and |
| // the size of the viewport. |
| GrMatrix fViewMatrix; |
| SkISize fViewportSize; |
| |
| // these reflect the current values of uniforms |
| // (GL uniform values travel with program) |
| GrColor fColor; |
| GrColor fCoverage; |
| GrColor fColorFilterColor; |
| /// When it is sent to GL, the texture matrix will be flipped if the texture orientation |
| /// (below) requires. |
| GrMatrix fTextureMatrices[GrDrawState::kNumStages]; |
| GrGLTexture::Orientation fTextureOrientation[GrDrawState::kNumStages]; |
| |
| GrGLProgramStage* fProgramStage[GrDrawState::kNumStages]; |
| |
| Desc fDesc; |
| const GrGLContextInfo& fContextInfo; |
| |
| GrGLUniformManager fUniformManager; |
| Uniforms fUniforms; |
| |
| friend class GrGpuGL; // TODO: remove this by adding getters and moving functionality. |
| |
| typedef GrRefCnt INHERITED; |
| }; |
| |
| #endif |